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Arid Sandip's page

No posts. Alias of rashly5.


Full Name

Arid Sandip

Race

Suli-jann

Classes/Levels

Desert Druid 1 [ HP 10/10 | AC 15/11/14, Fort +3, Ref +1, Will +5 | Init +1; Low-light vision; Perception +7 ]

Gender

Male

Size

Medium (6'2" height, 175 weight)

Age

26

Special Abilities

Energy Resistance 5, Heat Shimmer, Low-light Vision

Alignment

True Neutral

Languages

Common, Ignan

Occupation

Nomad

Strength 16
Dexterity 12
Constitution 12
Intelligence 8
Wisdom 17
Charisma 10

About Arid Sandip

A suli hailing from a desert near the Barrier Wall of the northwesternmost corner of Nex, near Katapesh. He sometimes works as a caravan guard and a guide through the deserts, but mostly prefers the solitude of the oases.

Tracking:

Prepared Spells
0th: Create Water, Detect Magic, Guidance
1st: Cloak of Shade (domain), Entangle, Faerie Fire

Heat Shimmer: 6/6

Hero Points: 1

Crunch:

Arid Sandip
Male Desert Druid (Druid) 1
N Medium outsider (native)
Init +1; Senses Low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 15 (+1 Dex, +4 Armor)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +5;
Armor Hide Armor
Resist acid 5, cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Spd 30 ft. (20 ft. with hide armor)
Melee scitmar +3 (1d6+3/18–20)
Space 5 ft.; Reach 5 ft.
Spells CL 1st, touch +3, ranged touch +1, concentration +4; see Spells
--------------------
Statistics
--------------------
Str 16 (+3), Dex 12 (+1), Con 12 (+1), Int 8 (-1), Wis 17 (+3), Cha 10 (+0)
Base Atk +0; CMB +3; CMD 14
Feats Spell Focus (Conjuration)
Traits Beast of the Society, Desert Nomad
Armor Check Penalty 3
Favored Class Druid
Skills Diplomacy +2, Handle Animal +4, Knowledge (nature) +5, Perception +7, Sense Motive +5, Survival +5
Languages Common, Ignan
--------------------
Special Abilities
--------------------
Heat Shimmer (Su): As a free action, you can surround yourself with heat distortion that acts as the blur spell. Creatures that strike you in melee while you’re using this ability are dazzled for 1 round (Fortitude negates). You may use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds need not be consecutive.

Stats:

Ability Scores
Strength 16 (+3)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 8 (-1)
Wisdom 17 (+3)
Charisma 10 (+0)

Saving Throws
Fortitude: +3 = 2 [base] + 1 [con]
Reflex: +1 = 0 [base] + 1 [dex]
Will: +5 = 2 [base] + 3 [wis]

AC: 15 = 10 + 1 [dex] + 4 [hide armor]
Touch: 11, Flat-footed: 14
HP: 10 = 8 [1d8 class max] + 1 [hit dice * con] + 1 [favored class]

BAB: +0 = 0 [base]
CMB: +3 = 0 [BAB] + 3 [str]
CMD: 14 = 10 + 0 [BAB] + 3 [str] + 1 [dex]
Melee Attack: +3 = 0 [BAB] + 3 [str]
Range Attack: +1 = 0 [BAB] + 1 [dex]

Base Speed: 30 ft. = 30 [base]
Initiative: +1 = 1 [dex]
SR: 0

Favored Class Bonus: +1 HP

Feats & Traits:

Racial
Ability Score [+2 Str, +2 Cha, -2 Int]
Elemental Assault [swift action, 1r/level, energy]
Energy Resistance 5
Low-Light Vision
Negotiator [+2 Diplomacy, +2 Sense Motive]

Traits
Beast of the Society [wild shape to medium/small animal is 2hr/druid level]
Desert Nomad [+4 saving throw against hot conditions, +1 trait to saving throws against fire effects]

Feats
Spell Focus (Conjuration)

Class and Archetype
Nature Bond, Domain: Desert
Nature Sense [+2 knowledge (nature), +2 survival]
Orisons
Wild Empathy


Spells:

<Druid Spell List>

Concentration: +4 = 1 [druid] + 3 [wis]

Spell Save DC - Level - Spells Per Day - Bonus Spells
13 - 0th - 3 - N/A
14 - 1st - 1+1 - 1
15 - 2nd - N/A - 1
16 - 3rd - N/A - 1

Skills:

Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier

Acrobatics`: 1 = 1 + 0 + 0
Appraise: -1 = -1 + 0 + 0
Bluff: 0 = 0 + 0 + 0
Climb`: 3 = 3 + 0 + 0
Craft (X): -1 = -1 + 0 + 0
Diplomacy: 2 = 0 + 0 + 0 + 2 [negotiator]
Disguise: 0 = 0 + 0 + 0
Escape Artist`: 1 = 1 + 0 + 0
Fly`: 1 = 1 + 0 + 0
Handle Animal*: 4 = 0 + 1 + 3 [class]
Heal: 3 = 3 + 0 + 0
Knowledge (nature)*: 5 = -1 + 1 + 3 [class] + 2 [nature sense]
Linguistics*: -1 = -1 + 0 + 0
Perception: 7 = 3 + 1 + 3 [class]
Perform (X): 0 = 0 + 0 + 0
Ride`: 1 = 1 + 0 + 0
Sense Motive: 5 = 3 + 0 + 2 [negotiator]
Spellcraft*: -1 = -1 + 0 + 0
Stealth`: 1 = 1 + 0 + 0
Survival: 5 = 3 + 0 + 2 [nature sense]
Swim`: 3 = 3 + 0 + 0
Use Magic Device*: 0 = 0 + 0 + 0

*trained only
`affected by ACP

Items:

Money: 70 gp

Weapons
Scitmar
Sling

Armor
Hide Armor
Shield
Hot-Weather Outfit

General
Bedroll [5 lb]
Belt Pouch [0.5 lb]
Blanket, common [1 lb]
Waterskin [4 lb when full]
Flint and Steel
Inkpen
Scroll Case [0.5 lb]
Sewing Needle
Spell Component Pouch [2 lb]
Divine Focus: Datura Flower

Consumables
Chalk
Charcoal
Ink, 1 oz. vial
Rope, silk (50 ft.) [5 lb]
Parchment, sheet x5
Potion of Cure Light Wounds x2
Smelling Salts
Trail Rations x2

---
Carrying Capacity

Encumbrance:

Light Load 76 lbs. or less
Medium Load 67-133 lbs.
Heavy Load 134-200 lbs.

Appearance:

Backstory:

Personal Notes:

http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid -archetypes/desert-druid
http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid -archetypes/animal-and-terrain-domains/desert-domain

http://www.d20pfsrd.com/traits/race-traits/trait-race-human-genie-blood
http://www.d20pfsrd.com/traits/magic-traits/gifted-adept

http://www.d20pfsrd.com/feats/general-feats/spell-focus---final
http://www.d20pfsrd.com/feats/general-feats/augment-summoning---final

http://www.d20pfsrd.com/races/core-races/human
1st: Spell Focus (Conjuration)
http://www.d20pfsrd.com/feats/general-feats/spell-focus---final
3rd: Augment Summoning
http://www.d20pfsrd.com/feats/general-feats/augment-summoning---final
5th: Natural Spell
http://www.d20pfsrd.com/feats/general-feats/natural-spell---final
7th: Wild Speech
http://www.d20pfsrd.com/feats/general-feats/wild-speech
9th: Powerful Shape
http://www.d20pfsrd.com/feats/general-feats/powerful-shape
11th: Divine Interference
http://www.d20pfsrd.com/feats/general-feats/divine-interference

Superior Summoning
Planar Wildshape
Combat Casting
Extend Spell
Improved initative
Vermin Heart

Handle Animal
Knowledge (Nature)
Perception

Spellcraft
Fly
Survival
Knowledge (Geography)

Create Water
Detect Magic
Guidance
Resistance
Stabilize

Cure Light Wounds
Faerie Fire
Obscuring Mist

Entangle
Lesser Restoration
Delay Poison
Enlarge Person