Davashuum

Arama Blackclaw's page

18 posts. Alias of Rocan.


Full Name

Arama Blackclaw

Race

Oread

Classes/Levels

Druid (Lion Shaman) 6 / Rogue (Scout) 6

Size

5 ft 4

Age

84

Special Abilities

Ferrous growth, Stone in the Blood, Sneak attack

Alignment

CN

Deity

Gozreh

Languages

Common, Druidic, Terran

Occupation

Feral Hunter and Scout

Strength 20
Dexterity 16
Constitution 16
Intelligence 8
Wisdom 19
Charisma 6

About Arama Blackclaw

Character Sheet:

Arama Blackclaw
Male Oread Druid (Lion Shaman) 6 / Rogue (Scout) 6
CN Medium Outsider (Native)
Init +9 (+8 Wildshaped); Senses Perception +12, Darkvision 60 ft

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DEFENSE
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AC 24, T 13, FF 22 (+2 Dex, +7 armor, +4 Natural, +1 Deflection) (Wild-shaped during the whole day)
HP 72 (6d8+18+6)
Fort +10, Ref +11, Will +11 (Wild-shaped Fort: +10, Ref + 10 (+2 vs traps), Will +11) (+2 vs fear, +4 against fey's spell-like & supernatural abilities)
Acid Resistance +5
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OFFENSE
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Speed 20 ft. (Medium Armor), Wild-Shaped 40 ft
Melee: 2 Claws +13 (2d6+8/x2 plus Grab), Bite + 12 (2d6+8/19-20 plus Grab)
Space 10 ft.; Reach 5 ft.
Special Attacks: pounce
Power Attack (-2+4)
When charging add pounce and sneak attack damage

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STATISTICS
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Str 20(16), Dex 16(15), Con 16(15), Int 8(8), Wis 18(14), Cha 6(8) (Wild-shaped Str 24, Dex 14)
Base Atk +4; CMB +8; CMD 21 (Wild-Shaped, CMB +10 +4 to grapple when using Grab, CMD 22)
Feats: Natural Spell, Improved Initiative, Wild Speech, Improved Natural Attack (Claw), Lightning Reflexes, Combat Reflexes (+3), Power Attack + Weapon Focus (Claw) through Rogue Talents
Skills: Perception 6 ranks (+12), Survival 6 ranks (+14), Stealth 6 ranks (+12), Knowledge (Nature) 6 ranks (+10), Escape Artist 6 ranks (+12), Climb 6 ranks (+13), Acrobatics 6 ranks (+12). Wild-Shaped +2 to Str skills, -1 to Dex skills, Stealth=-5 total
Languages: Common, Druidic, Terran
Combat Gear: +1 Wild Darkwood Breastplate (taken a liberty in this, normally only shields can be darkwood, your discretion else I'll take a Dragonhide Breastplate)
Other Gear: mwrk backpack, Belt of Giant Strength, Amulet of Might Fists (+1 att&damage for natural attacks), Ring of Protection +1, Cloak of Resistance +2, Headband of Inspired Wisdom +2, Winter Blanket, bedroll, String of Holly and Mistletoe, trail rations (7), waterskin.

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SPECIAL ABILITIES
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Traits: Reactionary: +2 Initiative
Deft dodger: +1 Reflex Saves
Jaded: +2 saves vs Fear

Ferrous growth: alternate racial, Once per day, such an Oread can cause a touched piece of non-magical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape.
Crystalline Form Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.

Nature Bond: Animal companion; Lion
Orisons
Wild-Shape: standard into Dire Tiger; +4 Str, -2 Dex, +4 Natural Armour; 2 claws 2d4 plus Grab, bite 2d6 plus grab, Scent, Pounce, low-light vision, Large Animal. Wild-Shape lasts for 8 (6+2) hours (Lion Shaman)
Nature Sense (+2 Knowledge Nature and Survival)
Woodland Stride: A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step: A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure: A druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
Totemic Summons: 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.

Scout’s Charge (Ex): Whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny Dodge are immune to this ability.
Trapfinding (+3): +3 Perception and Disable Device to notice traps
Evasion: (not applicable to this build, wearing medum armour)
Trap Sense +2: +2 AC and Ref saves vs traps
Sneak attack +3d6
Rogue Talents: Combat Trick (Power Attack, -2+4), Weapon Focus (Claw)
Offensive Defense: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round. (+9 AC max)
Favored Class: Druid; +6 HP


Background:
Growing up in a small village near the woods, Arama always felt a bit of an outsider, being the only one with a brown stone-like appearance caused his father to tell him often he wasn't his. Feeling like an outcast in his own home, he became secluded and often meditated upon his life among and in the mighty oak trees in the forest.

At the age of 61, he met a hermit that he had heard stories about when he was young, a man named Redgar. He was knowledgable about nature in every aspect of it. A cry for help sounded in his ears as he was meditating one day, racing towards the sound he found the old man trapped by a large cougar. Intrigued by the big cat he focused on the subtle movements it made before watning to pounce. That moment he acted and grabbed the cougar with all his might, holding him long enoguh for the old man to mutter an incantation of sorts to relax the large cat.

In return for his rescue, Redgar offered Arama his knowledge, asking him what part of his knowledge he would like to learn. Arama answered: Teach me the way of this large cat, I am intrigued by it's raw power and freedom. So Redgar taught him all the ins and outs of being a cat, stalking, power and pouncing, letting him respect nature in his new form.

Eventually Redgar passed away, leaving Arama alone again. Not wanting to return to his old village or return to meditating, Arama wandered around the countryside in his new 'true' form, a large northern Tiger. He roamed alone, becoming the subject in tales of legend about a brown red beast that stalks the woods, often those tales were not exaggerated. Later he found a companion in a cast-out lioness, now the tales reported two deadly hunters roaming forests across Golarion

Appearance:

Skin: Dark-brown and stone-like, his hands and feet more like coal
Eyes: A piercing pale blue
Height: 4ft 5
Weight: 196 lbs.
Other: He often wears a shroud for his mouth and gloves on his hands, his eyes giving away mostly his otherplanar heritage
Personality: Seclusive, but a prime hunter. If you can reach him though, he will gladly talk about his life and nature's wilds he visited.

Animal Companion:

Sheba
Female Lion Companion (Large Cat)
CN, Medium Animal
Init +4; Senses Perception +12, Low-light Vision, Scent

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DEFENSE
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AC 19, T 14, FF 15 (+4 Dex, +5 Natural)
HP 39 (6d8+6+6)
Fort +6, Ref +9, Will +4
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OFFENSE
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Speed 40 ft.
Melee: 2 Claws +7 (1d4+2/x2), Bite + 6 (1d6+2/x2)
Special Attacks: Rake (1d4)

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STATISTICS
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Str 15, Dex 19, Con 13, Int 3, Wis 15, Cha 10
Base Atk +4; CMB +6; CMD 20
Feats: Weapon Focus (Claw), Toughness, Stealthy
Skills: Perception 6 ranks (+11), Acrobatics 6 ranks (+13), Stealth 6 rank (+15), Climb 6 ranks (+11), Survival 6 ranks (+11), Intimidate 6 ranks (+9), Escape Artist 0 ranks (+6)

Spells:

Orisons, DC 15:Spark, Stabilize, Detect Magic, Create Water

4 1-level spells/day, DC 16: 2x Bristle (-2 NA, +2 Damage on natural attacks), 1x Entangle, 1x Magic Fang.

4 2-level spells/day, DC 17: 2x Bull's Strength, 1x Natural Rhythm (+1 damage after each succesful against an opponent hit with a natural attack), 1x Frost Fall

3 3-level spells/day, DC18: 2x Greater Magic Fang (+2), 1x Resinous Skin (DR 5/piercing, +2 CMB to Grapple or Pin, -2 penalty for grappled opponent, weapons Reflex save or be stuck, DC 18 to not get stuck or DC 18 strength check to pull free)