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Totally bringing this back from the dead, but I just finished school in Ft. Lauderdale and am looking for a group to maybe hop in with. Any of you guys still playing?

Full Name

Finnrick

Race

Half-Elf

Classes/Levels

Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

Gender

Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,

Size

Prepared Spells:
3rd-Siphon Might CMW 4th-

About Finnrick

Finnrick
Male N Half-elf Druid 8
Init +5 Perception +24
HP 50/50
Immunities Sleep Effects

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Defense
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AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +0 shield,+1 Ring)
Fort +7 Ref +6 Will +15 (+2 vs Enchantment)
CMD 19 ACP -3
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Offense
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BAB +6/+1 CMB +7
Speed 20
Melee
Scimitar +5 1d6+1 18-29x2 Slashing
Ranged
Sling +6 1d4+1 50ft Blunt
Prepared spells 0 Level (4/4)
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Statistics
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STR 12, DEX 16, CON 10, INT 13, WIS 26 (+8), CHA 14
Feats Spell Focus (Conjuration), Augmented Summoning, Skill Focus (Perception), Natural Spell, Craft Wonderous Item
Traits Illuminator (Saranrae), Reactionary

Skills
Background
Handle Animal +11, Knowledge (Engineering) +2, Knowledge (geography) +7, Knowledge (History) +2, Knowledge (Nobility) +2, Craft (wonderous) +6
Adventuring
Climb +5 (1), Diplomacy +11 (4), Fly +9 (4), Heal +11 (1),Knowledge (Arcana) +2 (1) Knowledge (Nature) +11 (5), Knowledge (Religion) +9 (8), Perception +24 (8) ,Spellcraft +2 (1), Stealth +9 (7), Sense Motive +8 (1), Survival +14 (2) , Swim +5 (1), Use Magic Device +2 (1)
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Special Abilities:

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Illuminator (Sarenrae)[b] +2 bonus on Diplomacy, and it becomes a class skill.
[b]Reactionary
+2 bonus to Initiative
Spell Focus Conjuration +1 DC of Conjuration Spells
Augment Summoning +4 to Str and Con of summoned creatures
Skill Focus (Perception) +3 Perception checks, +6 at 10 ranks
Natural Spell Cast spells while in Wild Shape
Craft Wonderous Item Can craft them…
Elven Immunities[b]Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
[b]Keen Senses
+2 racial bonus on Perception
Nature Sense +2 bonus on Knowledge (nature) and Survival checks.
Nature Sense A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Natures Bond Animal Companion
Wild Empathy 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 Chapter 4). 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.
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.
Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Natures 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 target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (3/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 the druid is familiar with.
At 6th level, a druid can 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.
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. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
At 8th level, a druid can 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.

Gear:

Wealth[/b 8066
[b]Carrying Capacity

Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 39 lbs.
Spell component pouch 5gp 2lbs, Scimitar 15gp 4 lbs, Grappling hook 1 gp 4lbs, Silk Rope
Headband of Inspired Wisdom +4 (8000 craft), Cloak of resistance +1 (500 craft), Pearl of power 1st X2 (1000 craft) Ring of Protection +1 (2000), Belt of Incredible Dex +2 (4000) Boots of the cat (1000) Lesser extend metamagic rod (3000), +1 Lamellar horn armor (1250) Spring loaded wrist sheath x2 (10), Handy Haversack (2000)
Consumables: Pot. Protection (evil) 2/2 (100) Shield of faith +2 4/4 (200) Cure Light wounds 2/2 (100), Remove Fear 1/1 (50), Wand CLW 50/50 (750)
SOLD: +1 Studded Leather (+587.5), MWK Rapier (+162.5)

Millsy:

Medium Leopard 8
HP 56/56 BAB +5 Fort 7 Ref 10 Will 3
AC 21 TAC 16 FF 13
[b]STR
17, DEX 21, CON 15, INT 2, WIS 12, CHA 6
Size Medium; Speed 50 ft.; AC +4 natural armor;
Attack
bite (1d4 plus trip)b/P/s
[dice=Bite]1d20+10[/dice]
[dice=Damage]1d6+6[/dice]
[dice=Trip]1d20+10[/dice]
2 claws (1d2)
[dice=Claw 1]1d20+5[/dice]
[dice=Claw 2]1d20+5[/dice]
[dice=Damage 1]1d3+3[/dice]
[dice=Damage 2]1d3+3[/dice]
Special Qualities low-light vision, scent.
Sprint Once per hour, a small cat can move at 10 times its normal speed (500 feet) when it makes a charge.
Tricks Flank, Attack, Stealth, Guard
Skills
Acrobatics 14, Stealth 10, Survival 2, Perception 5
Feats
Weapon Finesse
Use DEX bonus instead of STR for attack rolls
Agile Maneuver
You add your Dexterity bonus to your base attack bonus and size bonus when determining your CMB instead of your Strength bonus.
Evasion
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Power Attack
-2 to Attack +2 Damage
Devotion
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Feral Grace
Bite attack deals +1/2 HD extra damage when using Weapon Finesse