Akyrak

Allarnon's page

575 posts. Alias of Tyranius.


Full Name

Allarnon

Race

Completed Second Darkness AP

Classes/Levels

Consumables:
Rage 4/18 | Bullets: 20/20; CI 50/50; Silver 50/50 | Wands: CLW 50/50; 1/50 |

Strength 20
Dexterity 14
Constitution 22
Intelligence 12
Wisdom 14
Charisma 8

About Allarnon

Allarnon:

Allarnon

Male human unchained barbarian 2/druid 13 ( Pathfinder Unchained 8)
CN Medium humanoid (human)
Init +4; Senses darkvision 60 ft.; Perception +21

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Defense
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AC 25, touch 16, flat-footed 22 (+5 armor, +3 deflection, +2 Dex, +1
dodge, +4 shield)

hp 200 (15 HD; 13d8+2d12+118)

Fort +19, Ref +11, Will +13; +4 vs. fey and plant-targeted effects
Defensive Abilities uncanny dodge; Immune poison

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Offense
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Speed 40 ft. (30 ft. in armor)

Melee unarmed strike +16/+11/+6 (1d3+5 nonlethal plus 2d6 vs. evil) or

mwk cold iron longspear +16/+11/+6 (1d8+6/×3) or

mwk longspear +16/+11/+6 (1d8+6/×3)

Ranged mwk sling +14 (1d4+4)

Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear, 10 ft. with masterwork cold iron longspear)

Special Attacks rage (18 rounds/day), rage power (guarded stance +1), wild shape 6/day

Druid Spells Prepared (CL 13th; concentration +16)
6th—mass cure light wounds , transport via plants
5th—animal growth (DC 18), cure critical wounds , stoneskin
4th—air walk , cure serious wounds , dispel magic , slowing mud ACG (DC 17)
3rd—call lightning (DC 16), cure moderate wounds , greater magic fang , neutralize poison , protection
from energy
2nd—barkskin, barkskin, ironskin, resist energy , spider climb
1st—calm animals (DC 14), cure light wounds , endure elements , entangle (DC 14), speak with animals
0 (at will)— create water , detect poison , guidance, light

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Statistics
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Str 18, Dex 14, Con 22, Int 12, Wis 16, Cha 8

Base Atk +11; CMB +15; CMD 31

Feats Blind-fight, Dodge, Extra Rage, Improved Natural Attack (claw), Lightning Reflexes, Natural Spell,
Power Attack, Toughness, Wild Speech UM

Traits into enemy territory, reactionary

Skills Acrobatics +9, Climb +9, Fly +4, Handle Animal +10, Knowledge (dungeoneering) +2, Knowledge
(engineering) +2, Knowledge (geography) +7, Knowledge (history) +2, Knowledge (local) +8, Knowledge
(nature) +14, Knowledge (planes) +8, Linguistics +5, Perception +21, Ride +3, Survival +23, Swim +9

Languages Common, Druidic, Orc

SQ a thousand faces, fast movement, nature bond (bear named Tarkir), nature sense, trackless step, wild
empathy, woodland stride

Combat Gear cold iron sling bullets (50), silver sling bullets (50), wand of cure light wounds , wand of
cure light wounds , wand of darkvision (50 charges) , acid (7), alchemist's fire (3), antiplague APG (3),
antitoxin (3); Other Gear +1 wild hide armor , +2 wild heavy wooden shield , mwk cold iron longspear, mwk
longspear, mwk sling, sling bullets (20), +1 holy amulet of mighty fists , bag of holding i , belt of mighty
constitution +6 , cloak of resistance +2 , druid's vestment , goggles of night , headband of inspired wisdom
+2, ring of protection +3 , backpack, belt pouch, feed (per day) (5), flint and steel, holly and mistletoe,
mess kit UE, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 1,143 gp, 3 sp

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Tracked Resources
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Acid - 0/7
Alchemist's fire - 0/3
Antiplague - 0/3
Antitoxin - 0/3
Cold iron sling bullets - 0/50
Feed (per day) - 0/5
Rage (Unchained, 18 rounds/day) (Ex) - 0/18
Silver sling bullets - 0/50
Sling bullets - 0/20
Torch - 0/10
Trail rations - 0/5
Wand of cure light wounds - 0/50
Wand of cure light wounds - 0/50
Wand of darkvision (50 charges) - 0/50
Wild Shape (13 hours, 6/day) (Su) - 0/6

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Special Abilities
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A Thousand Faces (At will) (Su) Can change your appearance at will while in your normal form, as
alter self.

Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.

Blind-Fight Re-roll misses because of concealment, other benefits.

Darkvision (60 feet) You can see in the dark (black and white only).

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Guarded Stance +1 (Ex) Gain a +1 dodge bonus to AC while raging.

Immunity to Poison You are immune to poison.

Natural Spell You can cast spells while in Wild Shape.

Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Rage (Unchained, 18 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown
dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.

Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as
touch spells.

Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Wild Shape (13 hours, 6/day) (Su) Shapeshift into a different creature one or more times per day.

Wild Speech Speak while in wild shape

Woodland Stride (Ex) Move through undergrowth at normal speed.

Tarkir:

Tarkir

Bear
N Medium animal
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +5 (+7 to notice unusual stonework)

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Defense
—————

AC 29, touch 14, flat-footed 25 (+4 armor, +3 Dex, +1 dodge, +11 natural)

hp 99 (11d8+44)

Fort +10, Ref +10, Will +4 (+4 morale bonus vs. Enchantment spells and effects); +2 resistance bonus
vs. poison, spells, and spell-like abilities

Defensive Abilities evasion

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Offense
—————

Speed 40 ft. (30 ft. in armor)

Melee unarmed strike +13/+8 (1d3+7 nonlethal) or
bite +14 (1d6+7), 2 claws +14 (1d4+7)

—————
Statistics
—————

Str 25, Dex 17, Con 17, Int 2, Wis 12, Cha 6

Base Atk +8; CMB +15; CMD 29 (33 vs. trip)

Feats Dodge, Extra Item Slot, Power Attack, Toughness, Weapon Focus (bite), Weapon Focus (claw)

Tricks Attack, Attack Any Target, Come, Defend, Guard, Heel, Riding, Stay, Track

Skills Acrobatics +8, Bluff -2 (+2 vs. Dwarves, +0 vs. Gnomes and Halflings, -4 vs. any who are not
Dwarves, Gnomes, or Halflings), Climb +11, Diplomacy -2 (+2 vs. Dwarves, +0 vs. Gnomes and Halflings,
-4 vs. any who are not Dwarves, Gnomes, or Halflings), Disguise -2 (+2 vs. Dwarves, +0 vs. Gnomes and
Halflings, -4 vs. any who are not Dwarves, Gnomes, or Halflings), Intimidate -1 (+3 vs. Dwarves, +1 vs.
Gnomes and Halflings, -3 vs. any who are not Dwarves, Gnomes, or Halflings), Perception +5 (+7 to
notice unusual stonework), Stealth +5, Swim +9; Racial Modifiers +2 Perception to notice unusual
stonework

Languages Dwarven

SQ attack any target, defend, devotion, dwarven hardiness, guard, riding, track

Other Gear mwk hide armor, amulet of natural armor +1 , belt of dwarvenkind , riding saddle

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Tracked Resources
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-none-

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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.

Darkvision (60 feet) You can see in the dark (black and white only).

Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.

Dwarven Hardiness +2 resistance bonus to saves vs. poison, spells, and spell like effects.

Evasion (Ex) No damage on successful reflex save.

Guard [Trick] The animal stays in place and prevents others from approaching.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Riding [Trick] The animal has been trained to bear a rider.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Track [Trick] The animal will track a scent.

Background and Personality:
Allarnon was raised from a very young age deep in the forest by a very secluded druidic order. The Order of the Claw as they were known by few. Though the Order of the Claw is a small sect, a few hundred hidden on a small demiplane where the sun never sets. The entire realm is one large jungle where all manner of animal are raised by the order.

As a small boy he was told of the outside world (Golarion), with it's unbalanced evil and corruption. How man destroys everything that it touches. From first mention this other world caught Allarnon's interest, from all manner of magic, animals, cities and war. Over the years he grew excited as it was a right of passage at your 20th birth year you are urged to spend a year traveling as much of the outside world as you are able to before you are summoned back 'home'.

Allarnon's 20th birth year came as he waved goodbye to his parents from the portal stone. His mother began to cry as she bid her only son farewell. Staring back he reminisces for a moment on all of the years he spent in Tanglethorn mastering the art of wild shaping with his best friend Tarkir. As a druid of the Claw is born they are bestowed with an animal cub of the council's choice to be raised with the child. Allarnon rests a hand on his friends fuzzy head as he gives him a small pat. Tarkir nuzzles back against him. That's a good boy. Tarkir is a dark brown grizzly bear with kind, gentle eyes. He was born, as are most animals of the Tanglethorn with a bright white clawed hand on his forehead.

Smiling he bids everyone a swift farewell and turns to the portal and enters the fabled Golarion. He joins Tarkir in his most comfortable for as his body arches forward. A feral look enters his eyes as his bones begin to break and contort with wild snaps. The pain doesn't even bother him anymore after all these years. As the wild transformation completes Allarnon's new form resembles that of his friend Tarkir with his fur just as dark, though instead of having a bright white clawed mark on his forehead Allarnon instead has patches of bright red fur intermixed among the browns and blacks. The bright red fur creates almost an ancient tribal design all around his body. Eager to explore and to learn of this foreign land the pair enter the portal. It quickly shifts and contorts his form unlike anything else he has felt. His vision blurs and he is temporarily blinded as he wakes up lying next to Tarkir in the middle of a forest.

Allarnon's personality is that he is initially wary of anyone he meets and is more of a wild child as he has not been around any real civilization before. Politics and buildings will be absolutely foreign and weird to him though he has seen them in pictures. Cities being like distorted fauna and something to be studied. He will compare many events to natural cycles or animal like behavior.

Level Progression Thoughts:

Furious Focus
Enchant heavy wooden shield with wild and defiant (drow)?

Allarnon Attacks

[dice=Bite; Rage; PA]1d20+17+2-3[/dice]
[dice=Damage]1d8+6+2+6[/dice]
[dice=Holy Damage if Evil]2d6[/dice]

[dice=Claw 1; Rage; PA]1d20+17+2-3[/dice]
[dice=Damage]1d8+6+2+6[/dice]
[dice=Holy Damage if Evil]2d6[/dice]

[dice=Claw 2; Rage; PA]1d20+17+2-3[/dice]
[dice=Damage]1d8+6+2+6[/dice]
[dice=Holy Damage if Evil]2d6[/dice]

Tarkir Attacks

[dice=Bite; Greater Magic Fang; PA]1d20+14+1-2[/dice]
[dice=Damage]1d6+7+1+4[/dice]

[dice=Claw 1; Greater Magic Fang; PA]1d20+14+1-2[/dice]
[dice=Damage]1d4+7+1+4[/dice]

[dice=Claw2; Greater Magic Fang; PA]1d20+14+1-2[/dice]
[dice=Damage]1d4+7+1+4[/dice]

Tarkir Attacks (Animal Growth)

[dice=Bite; Greater Magic Fang; PA; Animal Growth]1d20+14+1-2+4[/dice]
[dice=Damage]1d8+7+1+4+4[/dice]

[dice=Claw 1; Greater Magic Fang; PA; Animal Growth]1d20+14+1-2+4[/dice]
[dice=Damage]1d6+7+1+4+4[/dice]

[dice=Claw2; Greater Magic Fang; PA; Animal Growth]1d20+14+1-2+4[/dice]
[dice=Damage]1d6+7+1+4+4[/dice]

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Allarnon-Human Form
AC Bear: (AC 32) [+5 Armor; +4 Shield; +1 Dex; +4 Natural; +3 Deflection; +1 Dodge; +5 Enhance Barkskin; -2 Rage (+1 additional Dodge when raging)]
AC Human: (AC 28) [+5 Armor; +4 Shield; +2 Dex; +3 Deflection; +1 Dodge; +5 Enhance Barkskin; -2 Rage (+1 additional Dodge when raging)]
HP: 200/200; +0 Temp HP; -DR (0 remaining)
Buffs: Rage 18/18)

Tarkir
AC: (AC 34) [+4 Armor; +3 Dex; +11 Natural; +5 Enhance Barkskin; +2 Deflection PfE; +1 Dodge]
HP: 99/99
Buffs: None

Diamond Dust 3250 gp worth (9 spells worth remaining)