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M Goblin Druid 1 (Saurian Shaman)
![]() Sorry, had to fly home Alphonse, busy punching the air and scratching his naked tummy for these last few minutes squelches loudly as he hears his favorite game announced. 1d20 + 4 ⇒ (17) + 4 = 21
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M Goblin Druid 1 (Saurian Shaman)
![]() "Uhh? You laffin? You laffin!" He attempts to whistle, trying to grab the attention of Gecko, who pulls his head out of a barrel of cider apples, and stamps on over. "You shtill laffin? I gotsch a BEEEEG buddy." Gecko, drunk and mouth full of slosh, appears to be foaming at the mouth. How big a bonus does Gecko present to an intimidate check? 3? 4?
His chest puffs up with confidence as he spits at the feet of those laughing. Gecko lows deeply. "Fnyaaaaah!" He sticks his nose up at those who laugh at him. ![]()
M Goblin Druid 1 (Saurian Shaman)
![]() Alphonse hops up and down, giddy at the sight of fire. A barrel of cider is dropped near the goblin, and he practically dives in, eager to drink and make merry. "Gecko! Here! Apples. They be good." The dinosaur seems unwilling at first, but after smelling the alcohol, eats three or four of them. Fort check for both Alphonse and Gecko, assuming DC 15 for inebriation.
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M Goblin Druid 1 (Saurian Shaman)
![]() Alphonse Treesplitter meanders into view, tongue waggling and drool splashing onto the ground. His dinosaur companion, Gecko, is close behind him. So close in fact, that Gecko's foot accidentally collides with the body of his comrade, sending Alphonse tumbling towards Gutspiller and Cara Jos. He grins in greeting. "Hi." The goblin's voice is raspy, and breaks into nervous laughter after several silent seconds of deep breathing. ![]()
![]() Fatmouth "Alphonse" Treesplitter is a descendant of the fabled goblin lord Axey Powerhouse, who claimed the family name of Treesplitter by chopping down a hundred trees and four treants with his axe all in one day. Treesplitter is very aware of his heritage, and it shames him deeply. He has always had a deep fondness for nature.
ALPHONSE STATS: ALPHONSE
CN SMALL DRUID 1 (Saurian Shaman) MALE STR: 14 (+2)
HP: 8
FORT: +2
ATK
Equipment: Leather Armor, Armored Kilt (treats Leather Armor like Medium Armor), wooden shield, scythe (1d6), 35 darts (1d3). Prepared Spells: DRUID POWERS3 orisons and 2 1st levels a day. Nature Bond (Ex): At 1st level, a druid forms a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus. SKILLS: ]HANDLE ANIMAL: 1 rank (+4)
PERCEPTION: 1 rank (+6) RIDE: 1 rank (+12) SURVIVAL: 1 rank (+6) TRAITS: Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. FEATS: GECKOMounted Combat STATS: ANIMAL COMPANION STUFFGECKO
PACHYCEPHALOSAURUS 1 CN MEDIUM SPEED 30 STR: 15 (+2)
HP: 17
MELEE: +3
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex): TRICKS KNOWNThe druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). ATTACK: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. SKILLS: Swim: 1 rank (+6)
Climb: 1 rank (+6) FEATS:
Armor proficiency, Light and Medium Attack: GORE 1d8 |