Lamashtu Worshipper

Avelbane's page

23 posts. Organized Play character for Kalimalynne.


Full Name

Avelbane

Race

Elf

Classes/Levels

Druid 1 | HP 12/12 | AC 17, T 12, FF 15 | F +2, R +2, W +5 | Init +4, Perc +8 | | HP 13/13 | AC 17, T 12, FF 15 | F +5, R +5, W +1 | Init +2, Perc +5

Gender

Female

Size

Medium

Deity

Gozreh

Languages

Elven, Taldane, Draconic

Strength 12
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 16
Charisma 12

About Avelbane

Appearance:

Defense:
HP 12
AC 17 (+4 armor +1 shield +2 Dex)
CMD 13

Fort +2
Ref +2
Will +5

Offense:
Speed 30’
Initiative +4
BAB +0
CMB +1

Sickle +1 1d6+1 ×2
Quarterstaff +1 1d6+1 ×2
Sling +2 1d4 ×2 50’

Skills:
Diplomacy +2 (1 rank +1 Cha)*
Handle Animal +6 (1 rank +1 Cha +3 misc)†
Knowledge (nature) +9 (1 rank +2 Int +1 trait +5 misc)
Perception +8 (1 rank +3 Wis +1 trait + 3 misc)
Spellcraft +6 (1 rank +2 Int +3 misc)
Survival +9 (1 rank +3 Wis +5 misc)

*+1 when dealing with Forlorn elves and non-elves
† +4 when handling animal companion

Special Abilities:
Favored Class: Druid, +1 HP

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Eternal Grudge: Elves with this racial trait receive a +1 bonus on attack rolls against humanoids of the dwarf and orc subtypes because of special training against these hated foes.

Fleet-Footed: Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy: 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 (see Using Skills). 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 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.

Feats:
Run: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

Toughness: +3 HP. +1 HP per level after level 3.

Traits:
Left Behind: Having been born to those who chose to remain on Golarion during the Age of Darkness in the Mwangi Expanse, you understand the people of this world better than most elves. You gain a +1 trait bonus on Diplomacy checks when interacting with Forlorn elves and non-elf races.

Seeker of Brightness: You have been actively searching for signs of the Brightness since childhood. You gain a +1 trait bonus on Knowledge (nature) checks and on Perception checks.

Common Buffs:

Spells:

Orisons (3/day)
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Enhanced Diplomacy: Grant a +2 to diplomacy or intimidate to a single subject.
Flare: Dazzles one creature (–1 on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.

Level 1 (2/day)
Acid Maw: Enhance your animal companion’s bite attack with acid.
Air Bubble: Creates a small pocket of air around your head or an object.
Alter Winds: Increase/decrease strength of natural winds.
Ant Haul: Triples carrying capacity of a creature.
Aspect of the Falcon: Gives bonuses on Perception and ranged attacks.
Blend: Change the color of yourself to match your surroundings and gain a bonus to Stealth.Bristle: Trade natural armor bonus for a bonus on attacks with natural weapons.
Burning Disarm: Make a metal item become red hot, forcing those holding it to drop it or risk searing their hand.
Call Animal: Makes an animal come to you.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Cheetah's Sprint: Sprint or charge with amazing speed.
Cloak of Shade: Reduces effects of intense sun exposure and environmental heat.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Damp Powder: Ruins ammunition loaded in the targeted firearm.
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking.
Decompose Corpse: Turn a corpse into a clean skeleton.
Detect Aberration: Detect presence of aberrations.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Radiation: Detect radiation in the surrounding area.
Detect Snares and Pits: Reveals natural or primitive traps.
Detect the Faithful: Find others of the same faith.
Diagnose Disease: Detect and identify diseases.
Endure Elements: Exist comfortably in hot or cold regions.
Entangle: Plants entangle everyone in 40-ft. radius.
Expeditious Construction: Create a low wall or other simple structure of packed earth or stone.
Expeditious Excavation: Moves 5-ft. cubes of earth.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Feather Step: Subject ignores adverse movement effects in difficult terrain.
Flare Burst: As flare, but affects all creatures in 10 ft.
Frostbite: Target takes cold damage and is fatigued.
Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Heightened Awareness: Your recall and ability to process information improve.
Hibernate: Place a willing subject into a cataleptic state.
Hide from Animals: Animals can't perceive one subject/level.
Hydraulic Push: Wave of water bull rushes an enemy.
Ice Armor: Create a thick suit of ice armor.
Itching Curse: Creature takes -1 penalty to attack, saves, skill checks, and ability checks
Jump: Subject gets bonus on Acrobatics checks.
Keen Senses: Subject gains +2 Perception, low-light vision.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Longstrider: Your speed increases by 10 ft.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Nature's Paths: Find the shortest and easiest paths through the wilderness.
Nauseating Dart: Poisonous stinger deals 1d2 damage and sickens target.
Negate Aroma: Subject cannot be tracked by scent.
Obscure Poison: Make it harder to detect a poison or venomous creature.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Peace Bond: Create a glowing rune of peace to protect targets from your own magic.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Ray of Sickening: Ray makes subject sickened.
Read Weather: Forecast the weather for the next 48 hours.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Restore Corpse: Skeletal corpse grows flesh.
Shield Speech: Speak freely to one creature within 10 feet without being overheard.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Snowball: Conjure a hard packed ball of ice and snow to throw.
Speak with Animals: You can communicate with animals.
Starsight: Observe the night sky as if it were a clear and unobstructed night.
Stone Fist: Your unarmed strikes are lethal.
Summon Minor Ally: Summon 1d3 Tiny animals.
Summon Nature's Ally 1: Summons creature to fight.
Thorn Javelin: Wield a javelin that sickens opponents when it strikes.
Thunderstomp: Trip one creature within range.
Touch of the Sea: Swim speed becomes 30 ft.
Tripvine: Animate a rope/vine/etc. to trip nearby creatures.
Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abilities.
Underbrush Decoy: Create a rustling distraction to hide.
Wave Shield: Water blunts one incoming attack or fire effect.
Weaken Powder: Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
Whispering Lore: Gain a bonus to Knowledge based on the terrain you are in.

Equipment:
sickle, hide armor, animal feed (5 days), backpack, belt pouch, blanket, flint and steel, holly, mistletoe, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, studded leather barding

Inventory Tracking:
19 gp, 8 sp

Purchased
Studded leather barding - 50 gp

Wand of cure light wounds - 5 charges
Wand of cure light wounds CL 3- 6 charges
Sling bullets - 20
Alchemist's fire - 2

Prestige and Boons:
Initiate’s Edge: Golarion can be a dangerous place, and the Pathfinder Society takes care to equip its newest recruits. You can apply one of the following benefits to your first character (XXXXXX–1); cross out the other two options. The first time you serve as a game master for a Pathfinder Society game and apply the credit to this character, you may double your maximum number of uses for the selected benefit. chance that a critical hit will kill you. Restorative Wand: You gain a wand of cure light wounds with 5 charges. This wand has an effective market price of 0 gp if sold.

Chronicles:

Wolf Companion

Str 13
Dex 15
Con 15
Int 2
Wis 12
Cha 6

HP 13
AC 17
CMD 14

Fort +5
Ref +5
Will +1

Init +2
Speed 50’
BAB +1

Bite +2 1d6+1, trip

Acrobatics +6 (1 rank +2 Dex +3 misc)
Perception +5 (1 rank +1 Wis +3 misc)

Low-light vision
scent
Share spells
Link

Light Armor Proficiency