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About Andi ArnothAndi Arnoth
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Equipment:
Gold: 5 Hide Armor A set of nice clothes from Mr. Foxglove Druid's Kit: a backpack a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), waterskin. Traits:
Vagabond Child (urban) (Escape Artist) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (Escape Artist) A Pounce of Cats::Licorice acts normal in a surprise round (move and standard action). (Per GM, it means that when you surprise the opponents, rather than being limited by a single move or standard action, he can take a full turn (so for example you could have him move and turn to a swarm)) Race Abilities:
Attribute changes: +2 wisdom, +2 charisma, -2 con Claws (Sp): Changelings get two claw attacks. Darkvision (Ex): Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Hag Racial Trait (Ex): Changelings inherits a trait from her mother. Hulking Changeling (Annis Hag): You gain a +1 racial bonus to melee damage. Natural Armor (Ex): Changelings have a +1 natural armor bonus. Class/Archetype (Swarm Monger) Abilities :
Fecund Familiar (Ex): A swarm monger bonds with an urban familiar, treating her druid level as her wizard level for the purposes of determining her familiar’s abilities. The swarm monger must select her familiar from the following options: cat , house centipede, rat, raven, or scarlet spider. The fecund familiar gains the benefits of its master’s child of pollution, shadowy opportunist, and venom immunity class abilities. As a standard action, a swarm monger can cause her familiar to burst forth into a full swarm of identical creatures, filling four contiguous 5-foot squares and gaining temporary hit points equal to half its master’s maximum hit points. While in swarm form, the familiar loses the improved evasion, share spells, deliver touch attack, and scry on familiar special abilities. It uses its normal AC, saving throws, and skill bonuses, and it gains the swarm subtype and the ability to make swarm attacks (dealing 1d6 points of damage at 1st level and using the swarm monger’s druid level as the swarm’s Hit Dice to determine damage increases as per the swarm subtype). The swarm monger is immune to her own familiar’s swarm attack. Beginning at 5th level, any creature damaged by a fecund familiar’s swarm attack must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swarm monger’s druid level + the swarm monger’s Wisdom modifier) or be sickened for 1d6 rounds. At 12th level, creatures that fail their Fortitude saving throws instead become nauseated. A swarm monger can transform her familiar into a swarm a number of times each day equal to her Wisdom modifier (minimum 1), and the transformation lasts for 1 minute per druid level, or until the swarm monger reverts her familiar back to a singular form as a standard action. A fecund familiar cannot be reduced in size to Diminutive or smaller when in swarm form. This ability replaces nature bond. Familiar-Licorice (Cat): Master gains +3 bonus on Stealth checks Shadowy Opportunist (Ex):A swarm monger gains a +2 bonus on Knowledge (local) and Stealth checks. This ability replaces nature sense. Weapon and Armor Proficiency: Club, Dagger, Non-Metal Armor Spontaneous Casting:
Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. 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. Spells:
Orisons (3)
1st Level (1 spell base, 1 spell bonus wisdom)
Feats:
Alertness-from Familiar : +2 to Perception and Sense Motive when familiar is in arm's reach Mother’s Gift (Changeling) level 1 feat
Combat Casting GM granted bonus feat
Skills:
Skills 3 ranks per level Armor Check Penalty= -3
Background Skills (2 per level)
Appearance:
Biography:
- How would you describe yourself in a single sentence? "I am a very nice person and my most favorite thing in the world is my new kitten Licorice. Isn't he so cute?" - How did you end up in Sandpoint? Born here, moved here...? "I think I've been here my whole life!"
Normal Rolls and Buffs:
Spell tracker
1st Level (1 spell base, 1 spell bonus wisdom)
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