Rakshasa

Aparctias's page

164 posts. Organized Play character for rashly5.


Full Name

Aparctias

Race

Tengu

Classes/Levels

Storm Druid 1

Quick Reference:
[ HP 12/12 | AC 14/12/12, CMD 11, Fort +2, Ref +2, Will +7 | Init +4; Low-light vision, Perception +11 ]

Gender

Male

Size

Medium (4'4" Height, 75 lbs Weight)

Age

26

Alignment

Neutral Good

Languages

Common, Druidic, Tengu

Strength 8
Dexterity 14
Constitution 11
Intelligence 10
Wisdom 20
Charisma 10

About Aparctias

A Tengu cast to the skies, going where the wind blows.

Tracking:

Spells memorized:
0th: Create Water, Detect Magic, Light
1st: Magic Stone, Entangle, Entangle, Obscuring Mist [D]

Storm Burst: 7/8

Wand of Cure Light Wounds: 36/50

PFS Details:

# 66406-3

Remaining PA: 0
Total PA (Fame): 2
XP gained: 1

Chronicles
#5-01: The Glass River Rescue

Inventory Tracking:

The Glass River Rescue
Start GP: 16.4
GP gained: 516
Day Job: 0
Items Expended: 0
Items Sold: 0
Items Bought: Sleeves of Many Garments - 200
Traveler's Any-Tool - 250
Ioun Torch - 75
Remaining GP: 7.4

PA Gained: 2
PA purchase (750 GP): -2 [Wand of Cure Light Wounds]

Stat Block:

Aparctias
Male Tengu Storm Druid 1
NG Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (Dex +2, Armor +2)
HP 12 (1d8+3+1)
Fort +2, Ref +2, Will +7;
--------------------
Offense
--------------------
Spd 30 ft.
Melee Bite -1 (1d3-1, x2, B&P&S);
Fighting Fan -1 (1d4-1, x3, S/P, distracting);
Iron Brush -1 (1d3-1, x2, 10 ft., P);
Ranged Rope Dart +2 (1d4, x2, 20 ft., P, blocking, distracting)
Space 5 ft.; Reach 5 ft.
Special Attacks Storm Burst (8/day)
Spells (CL 1st, concentration +6):
--------------------
Statistics
--------------------
Str 8 (-1), Dex 14 (+2), Con 11 (+0), Int 13 (+1), Wis 20 (+5), Cha 10 (+0)
Base Atk +0; CMB -1; CMD 11
Feats Toughness
Skills Handle Animal +4, Knowledge (nature) +6, Perception +11, Stealth +4, Survival +11 Racial Modifiers +2 Perception, +2 Stealth; Class Modifiers +2 Knowledge (nature), +2 Survival
Languages Common, Druidic, Tengu
SQ Exotic Weapon Training, Glide, nature bond (Weather domain), nature sense, wild empathy +1

Stats:

Ability Scores
Strength 10 (+0)
Dexterity 12 (+1)
Constitution 11 (+0)
Intelligence 10 (+1)
Wisdom 20 (+5)
Charisma 10 (+0)

Saving Throws
Fortitude: +2 = 2 [base] + 0 [con]
Reflex: +2 = 0 [base] + 2 [dex]
Will: +7 = 2 [base] + 5 [wis]

AC: 14 = 10 + 2 [dex] + 2 [armor]
Touch: 12, Flat-footed: 12
HP: 12 = 8 [1d8 max] + 3 [toughness] + 1 [favored class]

BAB: +0 = 0 [base]
CMB: -1 = 0 [BAB] - 1 [str]
CMD: 11 = 10 + 0 [BAB] - 1 [str] + 2 [dex]
Melee Attack Base: +1 = 1 [BAB];
Ranged Attack Base: +3 = 1 [BAB] + 2 [dex];

Base Speed: 30 ft. = 30 [base]
Initiative: +4 = 2 [dex] + 2 [reactionary]

Favored Class Bonus: +1 HP

Spells:

Spell List
Spell Save DC - Level - Spells Per Day - Bonus Spells
15 - 0th - N/A - N/A
16 - 1st - 1 - 2+1

Known Spells: all on Druid spell list
Domain: Weather

Feats, Traits, Abilities:

--------------------
Traits
--------------------
Tengu (racial)
Exotic Weapon Training (Fighting Fan, Iron Brush, Rope Dart)
Natural Weapon (bite attack 1d3)
Glide (DC 15 Fly checks to fall safely as feather fall, then glide)
Sneaky (perception +2, stealth +2)

Beast of the Society (when wildshape into small/medium animal, lasts for 2 hr/level)
Reactionary (+2 init)

--------------------
Feats
--------------------
Toughness

--------------------
Class
Druid (Storm Druid)
--------------------
Nature Bond: Weather
Orisons
Nature Sense (Knowledge (nature) +2, Survival +2)
Spontaneous Domain Casting
Wild Empathy

Skills:

Skill Name: Total Bonus = Ranks + Ability + Misc

Acrobatics`: 2 = 0 + 2 + 0
Appraise: 0 = 0 + 0 + 0
Bluff: 0 = 0 + 0 + 0
Climb`: -1 = 0 + -1 + 0
Craft (X): 1 = 0 + 1 + 0
Diplomacy: 0 = 0 + 0 + 0
Disable Device*: 0 = 0 + 2 + 0
Disguise: 0 = 0 + 0 + 0
Escape Artist`: 2 = 0 + 2 + 0
Fly`: 2 = 0 + 2 + 0
Handle Animal*: 4 = 1 + 0 + 3 [class]
Heal: 5 = 0 + 5 + 0
Intimidate: 0 = 0 + 0 + 0
Knowledge (Nature)*: 6 = 1 + 0 + 3 [class] + 2 [nature sense]
Knowledge (X)*: 0 = 0 + 0 + 0
Linguistics*: 0 = 0 + 0 + 0
Perception: 11 = 1 + 5 + 3 [class] + 2 [sneaky]
Perform (X): 0 = 0 + 0 + 0
Profession (X)*: 0 = 0 + 5 + 0
Ride`: 2 = 0 + 2 + 0
Sense Motive: 5 = 0 + 5 + 0
Sleight of Hand*: 0 = 0 + 2 + 0
Spellcraft*: 0 = 0 + 0 + 0
Stealth`: 4 = 0 + 2 + 2 [sneaky]
Survival: 11 = 1 + 5 + 3 [class] + 2 [nature sense]
Swim`: -1 = 0 + -1 + 0
Use Magic Device*: 0 = 0 + 0 + 0

*trained only
`affected by ACP

Items:

Money: 7 gp 4 sp

--------------------
Magic Items
--------------------
Ioun Torch
Sleeves of Many Garments [2 lb]
Traveler's Any-Tool [2 lb]

--------------------
Magic
--------------------
Wand of Cure Light Wounds (50 charges)

--------------------
Magic Item Slots
--------------------
Head:
Headband:
Eyes:
Neck:
Shoulders:
Body:
Chest:
Belt:
Hands:
Wrists:
Ring 1:
Ring 2:
Feet:

--------------------
Weapons
--------------------
Fighting Fan (1d4, x3, S/P, distracting)
Iron Brush (1d3, x2, 10 ft., P)
Rope Dart (1d4, x2, 20 ft., P, blocking, distracting) x5
Sling

--------------------
Armor
--------------------
Pickpocket's Outfit (3 lbs)
Lamellar Cuirass (+2 AC, max dex +4, 5% AF) (8 lbs)

--------------------
General
--------------------
Backpack, masterwork (4 lbs)
Belt Pouch (1/2 lbs)
Book, journal (1 lb)
Cup, false-bottomed
Flint and Steel
Ink
Pouch, spell components (2 lb)
Sewing Needle x2
Thread (50 ft.)
Waterskin (- when empty, 4 lbs when full)

--------------------
Consumables
--------------------
Smelling Salts

--------------------
Magic
--------------------

--------------------
Resources
--------------------

--------------------
Storage (left behind)
--------------------
Bedroll (5 lb)
Trail Rations x7 (1 lb ea.)

--------------------
Carrying Capacity
(Str 8+1)
--------------------
Current Load: 22.5 lbs.

Light Load: <=30 lbs.
Medium Load: 31 - 60 lbs.
Heavy Load: 61 - 90 lbs.

Backstory:
Hailing from the Tengu nation of Kwanlai in Tian Xia, he was trained and raised by the Yamabushi of Hei Feng, living in the tall mountains.

Notes:
CRB, pg. 220 wrote:
Spell Selection and Preparation: A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. When preparing spells for the day, a divine spellcaster can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or f ill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of her spells.