Zasril

Bryson Deepwinter's page

963 posts. Alias of Dax Thura.


Classes/Levels

Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

About Bryson Deepwinter

Bryson Deepwinter
Male half-fiend half-elf druid (blight druid) 8 (Pathfinder RPG Advanced Player's Guide 98, Pathfinder RPG Bestiary 171)
NE Medium outsider (humanoid, elf, human, native)
Init 3; Senses darkvision 60 ft., low-light vision; Perception +23
Aura destructive aura (30 ft., +4, 8 rounds/day), miasma (DC 20)
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Defense
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AC 22, touch 14, flat-footed 19 (+7 armor, +1 deflection, +3 Dex, +1 natural)
hp 94 (8d8+34)
Fort 10, Ref 5, Will 12; +2 vs. enchantments, +2 trait bonus vs. charm and compulsion
DR 5/magic; Immune sleep, poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 20
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Offense
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Speed 40 ft. (30 ft. in armor), fly 60 ft. (good)
Melee +1 scimitar 0 (1d6+6 S/18+) or
. . bite 0 (1d6+6 B & P & S), 2 claws 0 (1d4+6 P & S)
Ranged sling 0 (1d4+5 B)
Special Attacks destructive smite (+4, 9/day), smite good, wild shape 3/day
Spell-Like Abilities (CL 8th; concentration +8)
. . 3/day—darkness, poison
. . 1/day—desecrate, unholy blight
Druid (Blight Druid) Spells Prepared (CL 8th; concentration +14)
. . 4th—ball lightning[APG] (DC 20), cure serious wounds, grove of respite[APG], inflict critical wounds[D] (DC 20)
. . 3rd—call lightning (DC 19), cure moderate wounds, greater magic fang, rage[D], remove disease
. . 2nd—barkskin, communal endure elements[UC], communal endure elements[UC], communal endure elements[UC], lesser restoration, shatter[D] (DC 18)
. . 1st—cure light wounds, cure light wounds, cure light wounds, faerie fire, longstrider, speak with animals, true strike[D]
. . 0 (at will)—detect magic, light, mending, purify food and drink (DC 16)
. . D Domain spell; Domain Destruction domain
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Statistics
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Str 20, Dex 16, Con 18, Int 14, Wis 22, Cha 10
Base Atk +6; CMB 11; CMD 25
Feats Alertness, Augment Summoning, Intimidating Prowess, Natural Spell, Skill Focus (Perception), Spell Focus (conjuration)
Traits birthmark, child of nature
Skills Climb +7, Craft (carpentry) +4, Craft (leather) +4, Fly +10, Handle Animal +5, Heal +10, Intimidate +11, Knowledge (geography) +10, Knowledge (nature) +13, Linguistics +4, Perception +23, Sense Motive +13, Spellcraft +9, Stealth +10, Survival +19 (+21 to find food and water), Swim +6; Racial Modifiers +2 Perception
Languages Abyssal, Aquan, Common, Druidic, Elven, Sylvan, Terran
SQ elf blood, nature bond (Destruction domain), nature sense, vermin empathy, woodland stride
Combat Gear potion of cure light wounds, scroll of speak with animals (2); Other Gear +1 dragonhide breastplate, +1 scimitar, sling, belt of giant strength +2, bracers of armor +2, ring of protection +1, sling bullets (10), adventurer's sash, 1,247 gp, 2 sp, 8 cp
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura of Destruction +4 (8 rounds/day) (Su) 30 ft aura grants ally & foe +4 to dam and all threats auto-confirm.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage.

20-ft. radius of supernatural shadow.
Darkvision (60 feet) You can see in the dark (black and white only).
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.
Fills area with negative energy, making undead stronger.
Destructive Smite +4 (9/day) (Su) Make a melee attack with morale bonus to damage.
Druid (Blight Druid) Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fly (60 feet, Good) You can fly!
Immunity to Poison You are immune to poison.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Miasma (DC 20) (Ex) Adjacent creatures must save or be sickened for 1 rd, worse for animal, fey or plants.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Poison (3/day) (Sp) Granted by Half-Fiend heritage.

Touch deals 1d10 Con damage, repeats in 1 min.
Smite Good (1/day) (Su) +0 to hit, +8 to damage, +0 deflection bonus to AC when used.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Resistance (20) You have Spell Resistance.
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.

Harms and sickens good creatures (1d8 damage/2 levels).
Vermin Empathy +8 (Ex) Improve the attitude of a vermin, as if using Diplomacy.
Wild Shape (8 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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** Bryson never knew his father and barely recalls his mother. When he was still a small child, Bryson was given to a hermit to raise and never saw her again. The hermit recently passed and the wood no longer feels like home, so he left. He's decided it's time for him to see more of the world. Sassarine is the closest city that he knew so he decided to go there first.
Shortly after entering the city, Bryson foiled a kidnapping attempt. For his actions he has earned the favor of a Keltar Islaran, Sasserine's Harbormaster and the ire of a gang of criminals (one of the kidnappers had a tattoo on her shoulder: a dragon surrounded by a lotus bloom).

** Bryson is a dark skinned half elf with long black hair. He is at home in the wilderness, but totally out of his element in a city. While he is quiet and polite, Bryson is not fully competent with the social niceties. He has a birthmark that looks like a horned serpent over his heart.
6’; 160 lbs; 35 years old
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Dice:

[dice=Perception]1d20+23[/dice]
[dice=Survival]1d20+179/dice] +2 to find food and water

Scimitar +1:
[dice=to hit]1d20+11+1[/dice] [dice=to hurt]1d6+5+1[/dice]

Bite: gtr magic fang
[dice=to hit]1d20+11+1[/dice] [dice=to hurt]1d6+5+1[/dice]

Claw x2: gtr magic fang
[dice=to hit]1d20+11+1[/dice] [dice=to hurt]1d4+5+1[/dice]

Sling:
[dice=to hit]1d20+9[/dice] [dice=to hurt]1d4+5[/dice]

[dice=Concentration]1d20+12[/dice]

Flaming Sphere [Dice=DC 18]3d6[/dice]
Ball Lightning [Dice=DC 20]3d6[/dice]

Miasma (Ex) DC 20:

If a blight druid is adjacent to a creature at the beginning of its turn, the creature must succeed at a Fortitude save with a DC of 20 or become sickened for 1 round. A creature of the animal, fey, or plant type that fails its save is nauseated for 1 round and sickened for 1 minute thereafter. If the creature makes its save, it is immune to this effect for 24 hours, as are creatures immune to disease. This ability replaces trackless step and resist nature’s lure.

Wildshape:

Dreadsaur (Allosaurus, huge) HP 94/94| AC 19 FF 18 Touch 10| Fort +10 Ref +3 Will +12| LLV, Scent| Str 26 Dex 12 Con 18| CMB +16 CMD 28| Spd 50| Reach 15
Bite: pounce, gtr magic fang
[dice=to hit]1d20+12+1[/dice] [dice=to hurt]2d6+8+1[/dice] [dice=grab]1d20+18[/dice]
Claw: pounce, gtr magic fang
[dice=to hit]1d20+12+1[/dice] [dice=to hurt]1d8+8+1[/dice]
Claw: pounce, gtr magic fang
[dice=to hit]1d20+12+1[/dice] [dice=to hurt]1d8+8+1[/dice]
Rake: pounce, gtr magic fang
[dice=to hit]1d20+12+1[/dice] [dice=to hurt]1d8+8+1[/dice]

Dread Cat (Dire Tiger, large) HP 94/94| AC 19 FF 17 Touch 12| Fort +10 Ref +4 Will +12| LLV, Scent| Str 24 Dex 14 Con 18| CMB +14 CMD 27| Spd 40| Reach 5
Bite: pounce, gtr magic fang
[dice=to hit]1d20+12+1[/dice] [dice=to hurt]2d6+7+1[/dice] [dice=grab]1d20+18[/dice]
Claw: pounce, gtr magic fang
[dice=to hit]1d20+12+1[/dice] [dice=to hurt]2d4+7+1[/dice] [dice=grab]1d20+18[/dice]
Claw: pounce, gtr magic fang
[dice=to hit]1d20+12+1[/dice] [dice=to hurt]2d4+7+1[/dice] [dice=grab]1d20+18[/dice]
Rake: pounce, gtr magic fang
[dice=to hit]1d20+12+1[/dice] [dice=to hurt]2d4+7+1[/dice] [dice=grab]1d20+18[/dice]

Dread Ape (Dire Ape, large) HP 94/94| AC 19 FF 17 Touch 12| Fort +10 Ref +4 Will +12| LLV, Scent| Str 24 Dex 14 Con 18| CMB +14 CMD 27| Spd 30, Climb 30 | Reach 10
Bite: gtr magic fang
[dice=to hit]1d20+12+1[/dice] [dice=to hurt]1d6+7+1[/dice]
Claw: gtr magic fang
[dice=to hit]1d20+12+1[/dice] [dice=to hurt]1d4+7+1[/dice]
Claw: gtr magic fang
[dice=to hit]1d20+12+1[/dice] [dice=to hurt]1d4+7+1[/dice]

Dread Aquatic (Water Elemental, medium) HP 110/110| AC 22 FF 19 Touch 14| Fort +12 Ref +5 Will +12| Darkvision| Str 20 Dex 16 Con 22| CMB +11 CMD 25| Spd 30, swim 60| Reach 5| Vortex (10-30 ft deep, 15' wide, 1d8+5 dmg, DC 13)
Slam: gtr magic fang
[dice=to hit]1d20+11+1[/dice] [dice=to hurt]1d8+7+1[/dice]

Dread Shark (Great White Shark, huge) HP 94/94| AC 19 FF 17 Touch 12| Fort +10 Ref +3 Will +12| Scent| Str 26 Dex 12 Con 18| CMB +12 CMD 25| Swim 60| Reach 15
Bite: gtr magic fang
[dice=to hit]1d20+12+1[/dice] [dice=to hurt]2d8+12+1[/dice]

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