CASTIEL GRAVECLAW
Saurian Druid 3
N Medium Tiefling / Outsider (Native)
Init +1;
Senses Perception +9, Darkvision 60 ft
==
DEFENSE==
AC 20, touch 11, flat-footed 22 (+7 armor, +1 dex, +2 natural armor)
hp 27 (3d8+6)
ER Cold 5, Electricity 5, Fire 5
Fort +6,
Ref +3,
Will +7
Armor Darkwood Agile Breastplate +1, Medium
Defensive Abilities Tiefling Resistances (PFBty 264)
==
OFFENSE==
Spd 20 ft/x3
Melee Masterwork Falchion +7 (2d4+6) 18-20/x2 CM +1;
Melee Quarterstaff +6 (1d6+6) 20/x2 monk, double
Melee Masterwork Cold Iron Scimitar +7 (1d6+4) 18-20/x2 CM +1
Ranged Sling +3 (1d4+4) 20/x2
==
STATISTICS==
Str 18,
Dex 12,
Con 14,
Int 12,
Wis 16,
Cha 5
BAB +2,
CMB +6,
CMD +17
Feats Armor of the Pit (PFARG 172), Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Power Attack (PFCR 130), Shield Proficiency (PFCR 133)
Skills Climb +8, Handle Animal +9, Knowledge (geography) +5, Knowledge (nature) +8, Perception +9, Spellcraft +6, Survival +11
SQ Saurian Totem Transformation (PFUM 40), Trackless Step (PFCR 51), Woodland Stride (PFCR 51)
MC Druid Bonus Languages (PFCR 50), Druid Spells (PFCR 49), Druid Spontaneous Casting (PFCR 49), Forbidden Spell Alignment (PFCR 41, 49), Nature Sense (PFCR 50), Saurian Nature Bond (PFUM 39)
Traits Heirloom Weapon (Equipment) (PFCo: AdvAr 30), Unscathed (Magic) (PFUCgn)
Languages Abyssal, Common, Druidic, Infernal, Sylvan
==
Magic==
Eq'd Magic Cloak of Resistance +1
-- TIEFLING RACIAL TRAITS --
• Str: +2, Wis: +2, Cha: -2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION 60 FT: Tieflings can see in the dark up to 60 ft.
• TIEFLING RESISTANCES: Resistance to cold 5, electricity 5, and fire 5.
• FIENDISH HERITAGE: Your fiendish bloodline proves particularly strong, being
tied to a specific race of fiends. You've choosen Hungerseed tiefling heritage
modifiers.
• PREHENSILE TAIL: Tieflings have long, flexible tails that can be used to
carry items. While they cannot wield weapons with their tails, they can use them to
retrieve small, stowed objects carried on their persons as a swift action.
• FIENDISH SPRINTER: Some Tieflings have feet that are more bestial than
human. Whether their feet resemble those of a clawed predator or are the cloven hooves
common to many of their kind, Tieflings with this trait gain a 10 ft racial bonus to
their speed when using the charge, run, or withdraw actions.
• HUNGERSEED: The spawn of oni know the ways of their ancestral fiends and master
the arts of trickery and cruelty. A tiefling can use alter self once per day (caster
level equal to class levels). Tieflings have a +2 racial bonus on Disguise and
Intimidate checks.
• Automatic Languages: Common, Abyssal or Infernal
• Bonus Languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin,
Halfling, Infernal, Orc
-- ARCHETYPES --
• You have selected the following Archetypes:
- Saurian Shaman (Druid)
-- CLASS ABILITIES --
• FAVORED CLASS (Druid) : You've gain the following bonuses: +3 Hit Point.
• DRUID BONUS LANGUAGES: A Druid automatically knows Druidic, and may choose
Sylvan as a bonus language. (PFCR 50).
• DRUID SPELLS: A druid casts divine spells, which are drawn from the druid
spell list. Her alignment may restrict her from casting certain spells opposed to her
moral or ethical beliefs. DC for a saving throw against a druid's spell is 10 + the
spell level + Wisdom modifier. Druids can prepare a number of orisons, or 0-level
spells, each day. They can cast these spells at will as a spell-like ability. (PFCR
49).
• DRUID SPONTANEOUS CASTING: A druid can channel stored spell energy
into summoning spells that she hasn't prepared ahead of time. She can “lose” a
prepared spell in order to cast any summon nature's ally spell of the same level or
lower. (PFCR 49).
• DRUID WEAPONS AND ARMOR: Weapons: club, dagger, dart,
quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, all natural
attacks (claw, bite, and so forth) of any form they assume with wild shape. Armor:
light and medium armor (but no metal armor); shields (except tower shields) but wooden
only. (PFCR 49).
• FORBIDDEN SPELL ALIGNMENT: No spells with alignment descriptors are
forbidden due to your alignment or your deity's alignment. (PFCR 41, 49).
• NATURE SENSE: A druid gains a +2 bonus on Knowledge (nature) and Survival
checks. (PFCR 50).
• SAURIAN NATURE BOND: You have chosen an animal companion. The Spinosaurus
is detailed in [PFBty3 79]. (PFUM 39).
• SAURIAN TOTEM TRANSFORMATION: You may adopt an aspect of the
saurian while retaining her normal form. You gain one of the following bonuses:
- Movement: +10 ft enhancement bonus to land speed.
- Senses: low-light vision, scent.
- Scales: +2 natural armor bonus to AC.
- Natural Weapons: bite [1d6], 2 claws [1d4], rake, +2 CMB to grapple.
While using totem transformation, you may speak normally and can cast speak with
animals (reptiles and dinosaur only) at will. Using this ability is a standard
action. You can use this ability for 3 minutes per day. (PFUM 40).
• SAURIAN WILD EMPATHY: A saurian shaman can use wild empathy with dinosaurs
and reptiles as a full-round action with a +4 bonus. (PFUM 40).
• TRACKLESS STEP: You leave no trail in natural surroundings and cannot be
tracked. You may choose to leave a trail if so desired. (PFCR 51).
• WOODLAND STRIDE: You may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and
without taking damage or suffering any other impairment. However, thorns, briars, and
overgrown areas that have been magically manipulated to impede motion still affect
you. (PFCR 51).
-- GENERAL FEATS --
• ARMOR OF THE PIT: You gain a +2 natural armor bonus. (PFARG 172)
-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM / HEAVY): When you wear a type of
armor in which you are proficient, the armor check penalty for that armor applies only
to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and
Tumble checks. (PFCR 118)
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)
-- TRAITS --
• HEIRLOOM WEAPON (Equipment): You carry a Falchion that has been passed
down from generation to generation in your family. You gain proficiency with this
weapon. (PFCo: AdvAr 30)
• UNSCATHED (Magic): You are amazingly resistant to energy attacks because of
either your upbringing or magical experimentation. Each type of energy resistance you
have (if any) increases by 2 points. (PFUCgn)
-- WEAPONS --
• SLING: You can fire, but not load, a sling with one hand. Loading a sling is a move
action that requires two hands and provokes attacks of opportunity. You can hurl
ordinary stones with a sling, but stones are not as dense or as round as bullets.
Thus, such an attack deals damage as if the weapon were designed for a creature one
size category smaller than you and you take a –1 penalty on attack rolls. [Weapon 4
(PFCR)]
-- MAGIC ITEMS --
• CLOAK OF RESISTANCE +1: These garments offer magic protection in the form
of a resistance bonus on all saving throws (Fortitude, Reflex, and Will). [CL: 5th]
[Shoulder (PFCR)]