Bat

Blik's page

144 posts. Alias of Spacefighters.


Full Name

Blik

Classes/Levels

Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

Gender

Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10

Age

18

Alignment

Neutral

Languages

Halfling, Common, Druidic

Occupation

Shaman

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

About Blik

Character Sheet:

Blik
Druid (Bat Shaman) 2
Alignment:Neutral
Languages:Halfling, Common, Druidic

STR 12
DEX 16
CON 12
INT 10
WIS 16
CHA 10

Speed: 20ft
Initiative: +5
HP: 23

BAB: +1
AC: 19; Touch: 14; Flat-Footed: 16
CMB: +1; CMD: 14
Saves: Fortitude +5; Reflex +4; Will +7

Skills
Survival +10, Knowledge: Nature +8, Stealth +10, Climb +3, Perception +10

Traits: (Regional) Highlander, (combat) Reactionary

Feats
Point Blank Shot, Blind-Fight (Night Domain Bonus), Toughness (Awesome DM Bonus Feat)

Money: 44gp, 5sp

Armor/Weapons
Lamellar (Leather)
Spear +3 (1d6+1); range 20ft +4, Masterwork Sling +6 (1d3+1) range 50ft, Dagger +3 (1d3+1); range 10ft +5 (1d3+1)

Other Gear:
Backpack, belt pouch, blanket, flint and steel, holly x3, mistletoe x3, a clay pot, a mess kit, soap, spell component puch, torches x5, trail rations x5 days, waterskin, animal feed x5 days. Masterwork Sling, Cold Iron Bullets x40, Regular Bullets (Silver Blanched), Lamellar (Leather), Buckler, Tent (Small)

Blik
Druid (Bat Shaman) 2
N Small Humanoid (Halfling); Favored Class Druid (+2HP)
Init +5; Senses Perception +10
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DEFENSE
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AC 17 touch 14, flat-footed 14 (+1 Size, +3 Armor, +3 Dex)
HP 23
Fort +5, Ref +4, Will +7
SQ: Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. Lasts 1 round, 6/Day.
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OFFENSE
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Speed 20ft.
Melee; Spear +3 (1d6+1), Dagger +4 (1d3+1)
Ranged; Sling +5 (1d3+1)
Spells:
0- Unlimited/Day: Guidance, Know Direction, Create Water
1- 3/Day: Goodberry, Magic Stone, Magic Stone. Domain: Sleep
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STATISTICS
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Str 12 (5), Dex 16 (5), Con 12 (2), Int 10, Wis 16 (10), Cha, 10 (-2)
Base Attack +0; CMB +0; CMD 13

Feats: Point-Blank Shot, Blind-Fight (Night Domain bonus feat), Toughness (Awesome DM Bonus Feat)

Skills: Survival +10, Knowledge: Nature +8, Stealth +11, Climb +4, Perception +10

Languages: Common, Halfling, Druidic

Traits: (Regional) Highlander, Reactionary

Combat Gear: Hide Shirt, Sling, Sling Stones (20), Spear, Dagger, Backpack, Druid's Kit.

Racial Features: +2 Dex, +2 Cha, -2 Str
Small (+1 to AC, and attack. +1 CMB, CMD. +4 Stealth)
Slow Speed, 20ft.
Halfling Luck, +1 luck bonus on saves.
Keen Senses, +2 perception.
Warslinger, Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.

Class Features:

Nature Bond: Night Domain (subdomain of darkness).

Nature Sense: +2 on knowledge: nature, and survival.

Wild Empathy: A bat shaman can use wild empathy with bats as a full-round action with a +4 bonus.

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. 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 able to study each other, which means that they 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.

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.

Totem Transformation (Su)

At 2nd level, a bat shaman may adopt an aspect of the bat while retaining her normal form. The druid may select from the following sets of bonuses and abilities

movement (fly speed 30 ft. [average]; the druid must be at least 5th level to select this bonus)
senses (blindsense 20 ft.)
natural weapons (bite [1d4 for a Medium shaman])

While using totem transformation, the bat shaman may speak normally and can cast speak with animals (mammals only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The ape shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

Background:
The halfling called Blik was born in the forest, at least as far as he knows,
In reality he is a child of Cheliax, his story a tale of woes.
His parents were scared, they had run far you see,
But their pursuers were gaining, zipping right through the trees.
There in old Backar they left their small child,
To hide in a burrow, they'd be gone for a while.
Along came the dark and with it came sounds,
And young Blik could hear it, coming right through the ground.
A horrible flapping, and a non-stop high squeaking,
But worst was the end, then came the speaking.
A terrible voice rang down from the dark,
It was a creature of fear and a creature of bark.
It should have been mad, at young Blik's intrusion,
But despite that it held naught but confusion.
The creature found Blik so young and so strange,
It flew right on down and asked the young boy his name.
Poor Blik was so scared he could not even speak,
So the dark thing just lifted him right off his feet.
In through the trees the creature did fly,
With Blik hanging on, along for the ride.
Despite it's old laws and long standing rules,
The dark fey raised Blik, he was better than schools.
A student of nature and a shaman of bats,
Blik's training was rough, I can guarantee that.
But all through his traning Blik did nothing but yearn,
To talk with his people, to grow and to learn.
At last came the time, the creature did say,
"It's time to return to your people today."
Up in the north in the city of Heldren,
Young Blik will return and speak with his kinsmen.

Blik has arrived in the north with the migration of his colony, and at long last The Creature In The Dark has let him return to the world of men. Excited at this chance, Blik wanders Heldren learning all he can about the town and it's people so he can fulfill his destiny as the link between the creatures of day, and the creatures of night.