Vine Wrangler Elf

Corrin Whisperwind's page

789 posts. Alias of TheNine.


Full Name

Corrin Whisperwind

Race

Elf

Classes/Levels

Druid/Barbarian 4/1 Init +2/ HP 39/51 // AC: 15/T:12/FF:14 - // F +7/R +3/W +7 /CMB +7 - CMD 18/ Speed 40'

skills:
Perception+11 Stealth+3 Sensemotive+2

Gender

Male

Size

medium

Age

130

Alignment

NG

Languages

common, elven, druidic, Sylvan

Strength 16
Dexterity 14
Constitution 12
Intelligence 11
Wisdom 16
Charisma 12

About Corrin Whisperwind

Male elf Druid 4/Barbarian 1,
Init +2 (+2 dex, ); Perception +11 favored class: hp
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DEFENSE
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AC: 15 (+2 armor, +1 shield, +2 Dex)
Touch: 12 (+2 dex) Flat-footed: 14 (+3 armor, +1 shield)
Fort: +7 Reflex: +3 Will: +7
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OFFENSE
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Ranged:
Melee: club - +7 (1d6+2/20x2) Range 10 ft
Sickle +7 (1d6+2/20x2) Trip
Main: Short spear - +7 Me/+6 rng (1d6+2/20x2) Range 20ft
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STATISTICS
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Str 16, Dex 14, Con 12, Int11, Wis 16, Cha 12
Base Atk +4; CMB +7 ; CMD 18
hp 51
Fort +7, Ref +3, Will +7
Speed 40 ft.
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FEATS & SKILLS & TRAITS
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feat: Point blank Shot - +1 attack and damage on targets within 30 feet
Feat: Boon Companion - Animal companion is treats as up to your charector level as a druid
Fast movement +10 feet
Woodland Stride (Ex)
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 (Ex)
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 Nature's 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 1/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.

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.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

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.

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.

At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.

At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.

Rage 5rds/day:
RAGE
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A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Skills:(trained)Acrobatics +7 Climb+3,Heal +4,Intimidate +5 Knowledge Nature +5,Perception +11,Ride +7, Spellcraft +3, Survival +9
Skills:(background) Profession Trapper +12, Handle Animal +11

Traits:Monster Hunter: Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw— regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
You gain a +1 trait bonus on Profession (tanner) or Profession (trapper) checks, and you may make these checks as if you were trained in the skill even if you have no ranks. Additionally, you do not risk poisoning yourself whenever you handle or apply poison taken from a venomous creature.
Elf: Standard Racial Traits

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits

Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Offense Racial Traits

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Languages: Common, Elven, Druidic, Sylvan
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GEAR
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Worn:Wooden Armor, Light Wooden Shield, 3x short spear, sickle, Club,
Backpack: Druids Kit: This includes animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. Artisans tools, Whetstone
Assets: 2 gp, 9 sp, 8 cp
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SPELLS
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0-level - (4) - Mending, Light, Create Water
1-level - (3+1) - Goodberries, Cure light wounds, magic fang
2-level - (2+1) - Bulls strength, Barkskin

Animal Companion:

ELK Size Medium; Speed 50 ft.; AC +2 natural armor;

DEFENSE
AC 19, touch 14, flat-footed 15 (+4 Dex, size, +5 natural)
hp 37 (5d8+6)
Fort +7, Ref +8, Will +3

OFFENSE
Speed 50 ft.
Melee gore +7 (1d6+2) or 2 hooves +2 (1d3+2)
Space 5 ft.; Reach 5 ft.

STATISTICS
HP 37
Str 15, Dex 18, Con 14, Int 2, Wis 15, Cha 5
Base Atk +4; CMB +9; CMD 23 (26 vs. trip)
Skills Perception +9
+3 rank, +3 trained, +2 wis
Stealth +7
+1 rank +3 trained +3 dex
SQ Low light vision

FEATS Weapon focus Horns, Power Attack

SPECIAL ABILITIES Evasion

TRICKS
Aid, Attack, guard, defend, down, work


BACKGROUND - Corrin’s General Background & Concept!
1. Is a quiet young elf who's come to Sandpoint for trading pelts and learning more about the land.
2. Comes from a small clan of elves in the far east of the Ashwood forest.
3. He returned home from a hunt one to discover the small campgrounds of his people destroyed, not a single body found.
4. He spent close to 20 years in the woods searching for a trace of his folk, He came across a young elk who had also been abandoned that he took in, with the young elk he left the forest and its bad memories and has been on the move ever since.

What Are Corrin's Goals?

1. He hasnt really thought of settling down, as long as he keeps moving and looking, he keeps lying to himself telling him that they arent gone forever.
2. He wants a real family one day, loving wife little children.

Here's Some Characters Related to Corrin:

1. Aystellus - Calin's mother was a wizard studying Sandpoint's lighthouse years ago. She had a book on the small human town that he had read a time or two. The reason he moved torwards the east was the hope that perhaps she had come back to study it again?

2. Georghe Winger- Old human hunter he has run across in the wilderness between the Ember lake and Sandpoint a time or two. The man almost always has a skin or two of strong moonshine.

3. Garreck Danvar - One of the ruffians that does some dirty work for the local sczarni toughs and sometime lumbermill worker. After an accidental collision with him outside one of the taverns in sandpoint he has taken a great dislike of the young elf.

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INTENDED BUILD
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lvl 1 Druid, Lvl 2 Barbarian, lvl 3 druid, Level 4 druid, Level 5 Druid, Level 6 Barbarian, Level 7 druid, Level 8 druid, Level 9 barbarian, Level 10 Druid.

future:
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Boon companion - The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.