Bloodfire Sorcerer

Bashuk Cinderhand's page

389 posts. Alias of CrusaderWolf.


Full Name

Troxell Lanathar

Classes/Levels

- HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Gender

M Half-Elf Druid (Menhir Savant) 9

Age

38

Alignment

Neutral Good

Languages

Common, Druidic, Sylvan

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 19
Charisma 11

About Troxell Lanathar

Game Statistics
Initiative: +4 (2 Dex + 2 Trait)
Senses: Low-light Vision; Perception +19
Speed: 20 ft.

AC: 19 (10 + 7 Armor + 2 Dex)
Touch: 12 (10 + 2 Dex)
Flat-footed: 17 (10 + 7 Armor)
Resist: Acid 10
Hit Points: 63 (9d8 + 2 Con)
Current HP: 63
Fort: +9
Ref: +6
Will: +11 (+2 against enchantment spells and effects, +4 against spell-like and supernatural abilities of fey. Immune to Magical Sleep)

Combat:
Base Atk: +6/+1; CMB: +6; CMD: 18

Melee
MW Quarterstaff: +7 to hit; Dmg 1d6 (B); crit 20/x2
or
MW Cold Iron Scythe: +7 to hit; Dmg 2d4 (P or S); crit 20/x4
or
+1 Fey Bane Sickle: +7 to hit; Dmg 1d6+1 (S); crit 20/x2
or
Dagger: +6 to hit; Dmg 1d4 (P or S); crit 19-20/x2

Ranged
MW Sling: +9 to hit (with stones); Dmg 1d4 (B); crit 20/x2; range 50 ft.
or
Dagger: +8 to hit; Dmg 1d4 (P); crit 19-20/x2; range 10 ft.

Armor
Blue Dragonhide Breastplate +1: +7 AC, Medium Armor, -3 ACP

Skills:

Skills Ranks Per Druid Level: 4 + 1 Int modifier + 1 Favored Class
Acrobatics +0 (0 ranks + 2 Dex - 2 ACP)
Appraise +1 (0 ranks + 1 Int)
Bluff +0 (0 ranks + 0 Cha)
Climb +2 (1 rank + 3 class + 0 Str - 2 ACP)
Craft +1 (0 ranks + 1 Int)
Diplomacy +0 (0 ranks + 0 Cha)
Disguise +0 (0 ranks + 0 Cha)
Escape Artist +0 (0 ranks + 2 Dex - 2 ACP)
Fly +8/+10 Wildshape (5 ranks + 3 class + 2 Dex - 2 ACP)
Handle Animal +9 (6 ranks + 3 class + 0 Cha)
Heal +10 (3 ranks + 3 class + 4 Wis)
Intimidate +0 (0 ranks + 0 Cha)
Knowledge (Dungeoneering) +2 (1 rank + 1 Int)
Knowledge (Geography) +5 (1 rank + 3 class + 1 Int)
Knowledge (Nature) +13 (9 ranks + 3 class + 1 Int)
Knowledge (Planes) +8 (4 ranks + 3 class + 1 Int)
Knowledge (Religion) +2 (1 rank + 1 Int)
Perception +21 (9 ranks + 3 class + 4 Wis + 3 Skill Focus + 2 Racial)
Perform +0 (0 ranks + 0 Cha)
Ride +0 (0 ranks + 2 Dex - 2 ACP)
Sense Motive +4 (0 ranks + 4 Wis)
Spellcraft +9 (5 ranks + 3 class + 1 Int)
Stealth +0 (0 ranks + 2 Dex - 2 ACP)
Survival +16 (9 ranks + 3 class + 4 Wis)
Swim +2 (1 rank + 3 class + 0 Str - 2 ACP)
Languages: Common, Drudic, Sylvan

Feats:

Skill Focus (Perception): +3 bonus to Perception (+6 at 10 ranks). [Half-Elf Racial Bonus Feat]

Spell Focus (Conjuration): +1 bonus on save DCs for Conjuration school. [Level 1 Feat]

Augment Summoning: Summoned creatures gain +4 Str and Con. [Level 3 Feat]

Natural Spell: Cast Spells while using Wild Shape. [Level 5 Feat]

Wild Speech: Can speak while using Wild Shape. If in animal form, can use Speak with Animals to communicate with same animal type. [Level 7 Feat]

Versatile Summon Nature’s Ally: When you summon one or more animals, humanoids, or vermin using a summon nature’s ally spell (or an effect that mimics such a spell), instead of granting them the benefit from Augment Summoning, you can instead apply one of the following templates to them: aerial, aqueous, chthonic, fiery, or primordial. If you summon multiple creatures with one casting, they must all have the same template. [Level 9 Feat]

Traits:

Focused Mind: Troxell's childhood was dominated by lessons from his Mother in concentration and blocking out distractions. He gains a +2 trait bonus on concentration checks. [Magic Trait]

Elven Reflexes: His Mother was a member of a Wild Elven tribe and he inherited a portion of her quick reflexes. He gains a +2 to Initiative rolls. [Half-Elven Racial Trait]

Druid Abilities:

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks of any form they assume with wild shape.

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor.

Spells:

Concentration: +15

0-Level Spells Currently Memorized (4)
Detect Magic
Light
Create Water
Guidance

1-Level Spells Currently Memorized (5)
Domain Spell: Magic Stone
Burning Disarm
Faerie Fire
Entangle
Liberating Command
Snowball (DC 15)

2-Level Spells Currently Memorized (5)
Domain Spell: Soften Earth and Stone
Barkskin
Flaming Sphere
Gust of Wind
Warp Wood
Forest Friend

3-Level Spells Currently Memorized (4)
Domain Spell: Stone Shape
Burst of Nettles
Communal Resist Energy
Call Lightning
Mass Feather Step

4-Level Spells Currently Memorized (3)
Domain Spell: Spike Stones
Flame Strike
Freedom of Movement
Life Bubble

5-Level Spells Currently Memorized (1)
Domain Spell: Wall of Stone
Baleful Polymorph (DC 19)

Spontaneous Casting: Druids can convert any non-Domain spell to a “Summon Nature's Ally” spell of the same level.

Domain:

Earth

Acid Dart (Sp) [7/Day]: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Other Druid Abilities:

Nature Bond: Troxell took the Cleric Domain of Earth in lieu of an animal companion. It acts exactly as a Domain does for a Cleric.

Spirit Sense (Sp): At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.

Place Magic (Su): At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus. This ability replaces woodland stride and trackless step. (Allowed to keep woodland stride)

Woodland Stride: Starting at 2nd level, 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.

Resist Nature's Lure: Starting at 4th level, 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 utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (4/day): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form.

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.

At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.

At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.

Walk the Lines (Su): At 9th level, a menhir savant can use her connection to ley lines to cast transport via plants a number of times per day equal to her Wisdom bonus.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

Equipment:

Weapons
MW Sling
6 Stones [3 lbs]
MW Quarterstaff [4 lbs]
MW Cold Iron Scythe [10 lbs]
+1 Fey Bane Sickle [2 lbs]
Dagger [1 lb]

Armor
+1 Blue Dragonhide Breastplate [30 lbs]

Gear
Cloak of Resistance +1 {Back Slot}
Druid Vestments
Gardener's Staff (8/10 charges)
Wand of Resist Energy (CL 3 - 15 charges)
Wand of Cure Light Wounds (41 charges)
Spell Component Pouch [2 lbs]
Waterskin [4 lbs]
Belt Pouch [.5 lb]
Handy Haversack [5 lbs]
--In Haversack
--Blanket [3 lbs]
--Flint and Steel
--Holly and Mistletoe
--Pearl of Power (Level 1)
--+1 Hide Armor [25 lbs]

Total Weight: 57.5 lbs (Medium Load)

GP: 37.5 gp

Gardener's Staff:

Caster level 10
1 charge - Shillelagh
1 charge - Forest friend
1 charge - Cure moderate wounds
1 charge - Lesser restoration
2 charges - Diminish plants