Oread

Bithrilmit's page

29 posts. Organized Play character for excoman.


Race

| HP 9/10 |

Against Rays:
AC 15 T 13 FF 14
AC 13 T 11 FF 12 | CMB +4, CMD 15 | F: +3, R: +1, W: +5 | Init: +5 | Perc: +7, SM: +3

Classes/Levels

| Speed 30ft | Magic Stone: 1/1 Deflect Ray: 1/1 | Spells: 0th 3/3 1st 2/2 | Active conditions: None.

Gender

Male CN Oread (Native Outsider) Druid 1

About Bithrilmit

Bithrilmit has blue crystals on his back, turning into an indigo along his front, which is mostly covered by his leather armor. Pure purple cubes of crystal run along his head and down his back, going along his arms and down his legs.

PFS # 275948-8
Experience 0
Faction The Concordance
Wealth 74 GP, 0 PP, 8 CP, 1 SP, 0 Fame
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Bithrilmit
Druid 1
CN Oread Medium humanoid (Native Outsider)
Init +5; Senses Perc +7, SM +3

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Defense
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AC 13, touch 11, flat-footed 12

AC against rays:
AC 15, T 13, FF 14

HP 10
Fort +3, Ref +1, Will +5

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Offense
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Speed 20 ft.
Melee Scythe +4 (2d4+4) crit x4
Ranged sling +1 (1d4+4) crit x2
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities Magic Stone 1/day

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Statistics
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Str 18, Dex 12, Con 12, Int 10, Wis 16, Cha 9
Base Atk +0; CMB +4; CMD 15
Feats Improved Initiative
Traits Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.
Highlander (Hills or Mountain): You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Languages Common, Terran, Druidic
SQ
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.
Skills
Acrobatics +1`
Appraise +0
Bluff -1
Climb +4
Craft (any) +0
Diplomacy -1
Disguise -1
Escape Artist +1
Fly +1
Handle Animal +3
Heal +3
Knowledge (geography) +4
Knowledge (nature) +6
Intimidate -1
Perception +7
Perform (any) -1
Ride +1
Sense Motive +3
Stealth +1
Survival +5
Swim +4
Combat Gear
Scythe
Sling
Sling bullets (100)
Leather armor
Other Gear
Backpack
Bedroll
Rations (3 days)
Torches (2)
Waterskin
Tindertwig

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Special Abilities
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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 (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of
two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.

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

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Wild Empathy (Ex): 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.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Darkvision: Oreads can see in the dark up to 60 feet.
Spell-Like Ability: Magic stone 1/day (caster level equals the oread's total level; DC 11 + Charisma modifier).
Energy Resistance: Oreads have acid resistance 5.

My Boons:

No boons yet

Bot Me!:

If combat breaks out, he’ll whip out his scythe in the first round and try to take one down.
regular: [dice=Scythe]1d20+4[/dice]
confirm crit: [dice=Scythe+anatomist]1d20+4+1[/dice]
regular damage: [dice=damage 2d4+4[/dice]
crit damage [dice=damage (crit!)]8d4+16[/dice]

[dice=Scythe]1d20+4[/dice]
+1 to confirm on critical