Sanvil Trett

Borir Cohel's page

1 post. Alias of Bahbrahb.


About Borir Cohel

Borir Cohel
Male Druid (Urban Druid) 1
N Medium humanoid (dhampir)
Init +2; Senses low-light vision, darkvision 60ft, Perception +10
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 Armor, +2 Shield, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar +0 (1d6 18-20 x2)
Ranged Sling +2 (1d4 x2 50ft.)
Druid Spells Prepared (CL 1st; concentration +5)
1st - charm persond (DC 16), cure light wounds, produce flame, snowball
0 (at will)- detect magic, enhanced diplomacy, read magic
Domain: Charm
Domain Spell–Like Abilities (CL 1st):

7/day - Dazing Touch (1 round)
--------------------
Statistics
--------------------
Str 11, Dex 14(+2), Con 10(-2), Int 8, Wis 18, Cha 16(+2)
Base Atk +0; CMB 0 ; CMD 12
Traits: Thrune Informant, Mind Trapper, Empty Heart, Full Heart
Feats Spell Focus(Enchantment)
Languages Common, Druidic

--------------------
Skills:

Spoiler:

(4 Class - 1 Int + 1 FC) x 1 = 4
()Climb (Str)
()Craft (Int)
(1)Diplomacy (Cha) +8
()Fly (Dex)
()Handle Animal (Cha)
()Heal (Wis)
()Knowledge (geography) (Int)
(1)Knowledge (local) (Int) +1
()Knowledge (nature) (Int)
()Knowledge (nobility) (Int)
(1)Perception (Wis) +10
()Profession (Wis)
()Ride (Dex)
(1)Spellcraft (Int) +2
()Survival (Wis)
()Swim (Str)

--------------------
Gear:

Spoiler:

--Equipped--
Hide Armor
Heavy Wooden Shield
Scimitar
Sling (20 Bullets)
--Backpack--
backpack
bedroll
belt pouch
candles (10)
cheap holy text
flint and steel
iron pot
mess kit
rope
soap
a spell component pouch
torches (10)
trail rations (5 days)
waterskin
wooden holy symbol
tanglefoot bag
30gp


--------------------
Racial Abilities and Traits:
Spoiler:

Ability Score Racial Traits: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.

Size: Dhampirs are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Dhampirs are humanoids with the dhampir subtype.

Base Speed: Dhampirs have a base speed of 30 feet.

Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages..

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Manipulative: Dhampire gain a +2 racial bonus on Bluff and Perception checks.

Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.

Darkvision: Dhampir see perfectly in the dark up to 60 feet.

Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Thrune Informant: You gain a +1 trait bonus to Diplomacy checks to gather information, Disguise checks, and Knowledge (local) checks and one of these skills(your choice is a class skill for you. ([i]Hell's Vengeance Player's Guide[i])

Mind Trapper: You gain a +2 trait bonus on Charisma checks to convince an ally enchanted by one of your charm spells (such as charm person or charm monster) to do things it wouldn't normally do.

Empty Heart, Full Heart: You gain a +1 trait bonus on saving throws against charm effects, and targets of your charm spells take a –1 penalty on their saving throws.


--------------------
Special Abilities:
Spoiler:

Nature Bond (Ex): An urban druid may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather.

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

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. 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.

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

--------------------
Backstory:

Spoiler:

Coming Soon