Master Soan

Andarr's page

64 posts. Alias of Estrosiath.


Full Name

Andar

Race

Human (Shoanti)

Classes/Levels

Druid (Lion Shaman) 1

Gender

Male

Size

Medium

Age

17 years old

Alignment

NG

Languages

Common, Shoanti, Druid

About Andarr

Characteristics:

Andar
Male Human (Shoanti) Druid 1 (Lion Shaman)
NG Medium Humanoid (Human)
Init +2; Senses Perception +8
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DEFENSE
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AC 18, touch 12, flat-footed 16. (+4 armor, +2 Dex, +2 Shield)
hp 11 (1d8+3)
Saves Base Stat Additional
Fort +4 2 2
Ref +2 0 2
Will +7 2 4 1 (trait)
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OFFENSE
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Spd 20 ft. (30 ft. base)
Range 10 ft.
Melee Scimitar +2 (1d6+2 dmg/18-20)
Ranged Sling +2 (1d6+2)
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STATISTICS
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Str 14, Dex 14, Con 14, Int 9, Wis 18, Cha 7
Base Atk +0; CMB +2; CMD 14
Feats Spell Focus (Conjuration), Augment Summoning
Traits Focused Mind (+2 to concentration checks), Indomitable faith (+1 to Will Saves)
Skills Perception +8, Knowledge (Nature) +5, Handle Animal +2, Survival +10
Languages Common, Druid, Shoanti
SQ Nature Bond (Ex) - Firepelt Cougar animal companion (Treat as Lion), Nature Sense (Ex), Orisons (Sp), Wild
Empathy -1 (Ex), Spontaneous Casting (Sp), Concentration +7
Combat Gear Scimitar, Sling, Hide Armor, Heavy Wooden Shield, 30 sling stones; Other Gear Backpack (3 @ 8 lbs),
Blanket - winter, Waterskin, Whetstone, Change of Clothes X2
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SPECIAL ABILITIES
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Spells (DC 14+Spell Level)
3/2
Guidance, Light, Detect Magic
Cure Light Wounds, Magic Stone

Firemane, Firepelt Cougar Animal Companion
Male Firepelt Cougar (Treat as Lion)
N Medium Animal
Init +3; Senses Perception +2
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DEFENSE
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AC 14, touch 13, flat-footed 11 (+1 natural armor, +3 Dex)
hp 14 (2d8+5)
Fort +4
Ref +6
Will +2
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OFFENSE
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Spd 40 ft.
Melee Bite +2 (1d6+1), 2 Claws +2 (1d4+1)
SA Rake (2 claws +2, 1d4+1)
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STATISTICS
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Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +12; CMD 15
Feats Toughness
Traits
Skills Acrobatics +7, Survival +6
Languages -
SQ Link, Share Spells, Low-Light Vision, Scent

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.

Nature Bond (Ex)
A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must
choose from the Animal, Glory, Nobility, and Sun domains.

Wild Empathy (Ex)
A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.

Totem Transformation (Su)
At 2nd level, a lion shaman may adopt an aspect of the lion while retaining her normal form. This ability
functions as the bear shaman ability, but the druid may select from the following bonuses:
- movement (+20 enhancement bonus to land speed)
- senses (low-light vision, scent)
- natural weapons (bite [1d4], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple).
While using totem transformation, the lion shaman may speak normally and can cast speak with animals
(felines only) at will.
1 minute per druid level (usable in 1 minute increments)

Totemic Summons (Su)
At 5th level, a lion shaman may cast summon nature’s ally as a standard action when summoning felines, and
these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions
as the bear shaman ability.
This ability replaces a thousand faces.

Wild Shape (Su)
At 6th level, a lion shaman’s wild shape ability functions at her druid level – 2. If she takes on the form of
a feline, she instead uses her druid level + 2.

Bonus Feat
At 9th level and every 4 levels thereafter, a lion shaman gains one of the following bonus feats: Dodge, Lunge,
Improved Iron Will, Iron Will, or Skill Focus (Acrobatics). She must meet the prerequisites for these bonus
feats.
This ability replaces venom immunity.

Appearance:

This deeply tanned, bald (although you suspect he only shaves his head) and heavily tattoed stranger gazes warily about. His green eyes dart from face to face, as if he were carefully sizing people up. He is wearing a well taken care of suit of hide armor. On his back is a large, sturdy looking shield, and a scimitar in a rudimentary scabbard hangs from his belt. At his side you can see a wild looking feline, approximatively the size of a tiger, with a mane the color of fire.

Personality:

Shoanti do not normally associate with "Tshameks" - that is, anyone outside their tribe. Andar obviously is an exception to this rule; despite the fact he takes some time to warm up to strangers, his journey and his spiritual quest have left him a changed man. Initially wary, he is a fairly pleasant, if somewhat serious and focused companion. His love of nature shapes his view of the world, and he takes a dim view of things he deems "unnatural", such as guns.

Background:

What drives a Shoanti away from his tribe? Most individuals would rather die than leave. Andar is an exception. Hailing from Belkzen, the constant warfare inherent to his people never seemed to interest him as much as it did his brothers and sisters.
Not to say he did not enjoy it, but he always felt another call - that of nature. From an early age, he was apprenticed to the tribe's shaman, and easily and naturally connected to one of its totem animals, the firepelt cougar.
No one was surprised when, one day, he formed a bond with one of the cubs, and started learning the ways of nature magic. What did surprise his kin, however, was when he announced he would be leaving shortly, after having received a vision he would not speak of. Leaving the tribe was unheard of - banishment being considered as worse than death.
Still, his mind was set, and with his faithful companion at his side, Andar started a long journey, that, bit by bit, took him all the way to the Bandit kingdoms, where, little did he know, adventure awaited him.