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About Corrumdruid:
Corrum (aasimar druid) Aasimar Druid (Wolf Shaman) 1 (Pathfinder RPG Advanced Player's Guide 0) NG Medium outsider (native) Init +0; Senses darkvision 60 ft.; Perception +8 -------------------- Defense -------------------- AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield) hp 10 (1d8+2) Fort +3, Ref +1, Will +4; +2 vs. death Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 20 ft. Melee dagger +3 (1d4+3/19-20) and . . dagger +3 (1d4+3/19-20) and . . scimitar +3 (1d6+3/18-20) Aasimar Spell-Like Abilities (CL 1st; concentration +4) . . 1/day—daylight Druid (Wolf Shaman) Spells Prepared (CL 1st; concentration +3): . . 1st—feather step[APG] (DC 13), stone fist[APG] . . 0 (at will)—create water, detect magic, read magic -------------------- Statistics -------------------- Str 16, Dex 10, Con 12, Int 10, Wis 15, Cha 16 Base Atk +0; CMB +3; CMD 13 Feats Fey Foundling[ISWG] Traits deft dodger, sacred touch Skills Diplomacy +5, Handle Animal +7, Heal +6, Knowledge (nature) +6, Perception +8, Survival +4; Racial Modifiers +2 Diplomacy, +2 Perception Languages Celestial, Common, Druidic SQ nature bonds (animal companion), wild empathy +4 Combat Gear scroll of cure light wounds; Other Gear hide armor, light wooden shield, dagger, dagger, scimitar, 88 gp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) You have a link with your Animal Companion. Darkvision (60 feet) You can see in the dark (black and white vision only). Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Fey Foundling Magical healing works better on you Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer Scroll of cure light wounds Add this item to create a scroll with spells on it. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy. -------------------- Animal Companion
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cleric:
Dia'margius Aasimar Cleric of Nethys 1 NG Medium outsider (native) Init +0; Senses darkvision 60 ft.; Perception +6 Aura arcane beacon, deflection aura (2 ft.) -------------------- Defense -------------------- AC 14, touch 10, flat-footed 14 (+4 armor) hp 9 (1d8+1) Fort +4, Ref +1, Will +7 Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 20 ft. Melee dagger +1 (1d4+1/19-20) and . . morningstar +1 (1d8+1) and . . quarterstaff +1 (1d6+1) Ranged light crossbow +0 (1d8/19-20) Special Attacks channel positive energy 5/day (DC 12, 1d6) Aasimar Spell-Like Abilities (CL 1st; concentration +3) . . 1/day—daylight Cleric Spells Prepared (CL 1st; concentration +5): 1st—bless, protection from evil, shield [D] 0 (at will)—create water, detect magic, guidance [D] Domain spell; Domains Arcane, Defense, Magic, Protection -------------------- Statistics -------------------- Str 12, Dex 10, Con 13, Int 12, Wis 18, Cha 15 Base Atk +0; CMB +1; CMD 11 Feats Selective Channeling Traits force for good, magic is life Skills Diplomacy +8, Knowledge (religion) +5, Perception +6, Sense Motive +8, Spellcraft +5; Racial Modifiers +2 Diplomacy, +2 Perception Languages Celestial, Common, Hallit SQ aura, domains (arcane, defense) Other Gear hide armor, crossbow bolts (10), dagger, light crossbow, morningstar, quarterstaff, silver holy symbol (Nethys), mule, 56 gp -------------------- Special Abilities -------------------- Arcane Beacon (7/day) (Su) 15' Aura allows allies a choice of +1 CL or +1 DC for spells they cast. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Arcane) Associated Domain: Magic Cleric Domain (Defense) Associated Domain: Protection Darkvision (60 feet) You can see in the dark (black and white vision only). Deflection Aura (1 rounds) (1/day) (Su) 20'r aura grants +2 AC and +2 CMD Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Force for Good +1 CL for [good] spells. Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding. Selective Channeling Exclude targets from the area of your Channel Energy. -------------------- Mule
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Background:
old idea ...:
Favourite sayings:
'You don't expect me to walk there do you?' HP 9 Speed 20ft Weight limits 26/53/80 Defense
Attack
Saves
Skills Ranks + Ability Mod + Racial mod + Class skill addition
10 Acrobatics________ = 1 + 4 + 2 + 3 ..7 Bluff_____________ = 1 + 3 + 0 + 3 ..5 Climb____________ = 1 - 1 + 2 + 3 ..7 Diplomacy________ = 1 + 3 + 0 + 3 ..8 Disable Device____ = 1 + 4 + 0 + 3 ..8 Escape Artist_____ = 1 + 4 + 0 + 3 ..6 Knowledge(Local)_ = 1 + 2 + 0 + 3 ..5 Perception_______ = 1 - 1 + 2 + 3 ..8 Sleight of Hand___ = 1 + 4 + 0 + 3 12 Stealth__________ = 1 + 4 + 4 + 3 Feats
Run Equipment
15 Leather armor ..2 Rapier ..2 Short Bow ..3 20 Arrows ..1 Thieves Tools ..5 Climber Kit ..6 Courtier's outfit ..2 Backpack .... Pony .... Saddle Bags .... Saddle Riding |