Dervish

Darvan Moll's page

357 posts. Organized Play character for Pedwiddle.


Full Name

Darvan Moll

Race

Human (Keleshite)

Classes/Levels

Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Gender

Male

Size

Medium

Age

21

Special Abilities

Animal Companion, Spells

Alignment

NG

Deity

Sarenrae

Languages

Common, Kelish

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 15
Charisma 8

About Darvan Moll

PFS #: 70085-5

Crunch:

EXPERIENCE
XP: 11
Prestige/Fame: 16/18

COMBAT
HP: 31 (1 - 8+1+1, 2 - 5+1+1, 3 - 5+1+1, 4 - 5+1+1)
Init: +4 (2 (Dex) + 2 (Trait))
AC: 21 (Touch: 12, Flat-footed: 19) (+7 Armor, +2 Shield, +2 Dex)
Fort: +5, Ref: +3, Will: +6
BAB: +3
CMB: 7 (3 (BAB) + 4 (Str))
CMD: 19 (10 + 3 (BAB) + 4 (Str) + 2 (Dex))

ATTACKS
Melee (-1 to hit/+2 damage (+3 w/2H) w/Power Attack)
Club (+7 to hit, 1d6+4 damage (B), x2 crit)
Club (Shillelagh) (+8 to hit, 2d6+5 damage (B), x2 crit)
+1 Scimitar (+8 to hit, 1d6+5 damage (S), 18-20/x2 crit)

Ranged
Sling, Masterwork (+6 to hit, 1d4+4 damage (P), 50' range, x2 crit)

Racial and Class Features:

RACIAL FEATURES
Bonus Feat (Augment Summoning): Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

CLASS FEATURES
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, staff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score.

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Nature Bond (Saurian Companion):
Nature Sense: +2 to Knowledge (Nature) & Survival checks
Resist Nature's Lure (Ex): 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 utilize or target plants, such as blight, entangle, spike growth, and warp wood.
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.
Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. She gains one of the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, the saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The saurian shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.
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.
Wild Empathy (Ex): 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 Using Skills). 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.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.
Wild Shape (1/day, Su): 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 with which the druid is familiar.

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 levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.

At 6th level, a druid can also 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 also 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 also 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 also 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.

Feats, Traits, Skills, and Boons:

FEATS
Augment Summoning: Summoned creatures gain +4 Str and Con
Power Attack: Trade melee attack bonus for damage
Spell Focus (Conjuration): +1 bonus on save DCs for one school

TRAITS
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
World Traveler (Sense Motive): Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

SKILLS - Current ACP: -3 (Armor)
Acrobatics: 2 (0 + 2 (Dex)) (ACP)
Appraise: 0 (0 + 0 (Int))
Bluff: -1 (0 + -1 (Cha))
Climb*: 8 (1 + 3 (Class Skill) + 4 (Str)) (ACP)
Craft*: 0 (0 + 0 (Int))
Diplomacy: -1 (0 + -1 (Cha))
Disguise: -1 (0 + -1 (Cha))
Escape Artist: 2 (0 + 2 (Dex)) (ACP)
Fly*: 2 (0 + 2 (Dex)) (ACP)
Handle Animal*: 6 (4 + 3 (Class Skill) + -1 (Cha))
Heal*: 6 (1 + 3 (Class Skill) + 2 (Wis))
Knowledge (Nature)*: 7 (2 + 3 (Class Skill) + 0 (Int) + 2 (Nature Sense))
Intimidate: -1 (0 + -1 (Cha))
Perception*: 9 (4 + 3 (Class Skill) + 2 (Wis))
Profession*: 2 (0 + 2 (Wis))
Ride*: 2 (0 + 2 (Dex)) (ACP)
Sense Motive*: 10 (4 + 3 (Class Skill) + 2 (Wis) + 1 (Trait))
Spellcraft*: 0 (0 + 0 (Int))
Stealth: 2 (0 + 2 (Dex)) (ACP)
Survival*: 11 (4 + 3 (Class Skill) + 2 (Wis) + 2 (Nature Sense))
Swim*: 4 (0 + 4 (Str)) (ACP)

BOONS
Back to the Grave: While exploring the tomb of Pharoah Sekh-pa-Mefer III, you encountered many undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet.
Heroes of Magnimar: Thanks to your actions in Ravenmoor, and the protection of Magnimar’s interest in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.
Resisting the Gossamer King: Your body was subject to a barrage of poisons and diseases in Ravenmoor. You had to either fight through those debilitating effects coursing through your veins or die. As a result your body has toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against poisons and diseases.

Spells:

Orisons (Unlimited/day):
Create Water: Creates 2 gallons/level of pure water. (Close range)
Detect Magic: Detects spells and magic items within 60 ft. (60 ft. cone, 1 minute/level)
Guidance: +1 on one attack roll, saving throw, or skill check (Touch, creature touched, 1 min. or until discharged)
Light: Object shines like a torch (Touch, 1 object, 10 minutes/level)

1st-level:
[ ] Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like (Long range, 5' radius, 1 min/level)
[ ] Heightened Awareness: Your recall and ability to process information improve. (Personal, 10 min/level)
[ ] Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level. (Touch, 1 min/level)

2nd-level:
[ ][ ] Barkskin: Grants +2 (or higher) enhancement to natural armor. (Touch, living creature touched, 10 min/level)

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 116 lbs.
Medium Encumbrance: 117-233 lbs.
Heavy Encumbrance: 234-350 lbs.

GEAR
Hot Weather Outfit (4 lbs.)
+1 Blue Dragonhide Breastplate (30 lbs.)
Heavy Darkwood Shield (5 lbs.)
+1 Scimitar (4 lbs.)
Club (3 lbs.)
Sling, Masterwork (- lbs.)
Sling Bullets (10) (5 lbs.)
Sling Bullets, Cold Iron (10) (5 lbs.)

Backpack, Masterwork (4 lb.) (TOTAL: 36.5 lbs.)
- Bedroll (5 lbs.)
- Blanket (3 lbs.)
- Explorer's Outfit (8 lbs.)
- Iron Pot (4 lbs.)
- Mess Kit (1 lb.)
- Rope, Silk (50') (5 lbs.)
- Soap (0.5 lbs.)
- Trail Rations (14 days) (14 lb.)
- Waterskin (4 lb.)

Belt Pouch (0.50 lbs.) (TOTAL: 2.7 lbs.)
- Holly & Mistletoe
- Wand of Cure Light Wounds (43/50 charges remaining) (- lbs.)
- Money (3882 gp 9 sp 9 cp)

Spell Component Pouch (2 lbs.)

Appearance:

DESCRIPTION

PHYSICAL CHARACTERISTICS
Height: 5' 8"
Weight: 160 lbs.
Skin: Tanned
Hair: Brown
Eyes: Black

Background:

Animal Companion (Velociraptor):

"Sahba"

ABILITIES
Str: 13
Dex: 18
Con: 17
Int: 2
Wis: 12
Cha: 14
Size: Small
Speed: 60'

COMBAT
HD: 4 (4d8+12 (32) HP)
Init: +4 (4 (Dex))
AC: 21 (Touch: 14, Flat-footed: 17) (+4 Dex, +4 Armor, +3 Natural Armor)
Fort: +7, Ref: +8, Will: +2
BAB: +3
CMB: +4 (3 (BAB) + 1 (Str))
CMD: 18 (10 + 3 (BAB) + 1 (Str) + 4 (Dex))

ATTACKS
Talon x2 (+7 to Hit, 1d6+1 (S) Damage, x2 Crit)
Bite (+7 to Hit, 1d4+1 (B/P/S) Damage, x2 Crit)

SPECIAL FEATURES
Link
Low-light Vision
Scent
Share Spells

FEATS
Armor Proficiency, Light
Weapon Finesse

SKILLS
Acrobatics*: 8 (1 + 3 (Class Skill) + 4 (Dex)) (ACP)
Climb*: 5 (1 + 3 (Class Skill) + 1 (Str)) (ACP)
Escape Artist: 4 (0 + 4 (Dex)) (ACP)
Fly*: 4 (0 + 4 (Dex)) (ACP)
Intimidate: 2 (0 + 2 (Cha))
Perception*: 5 (1 + 3 (Class Skill) + 1 (Wis))
Stealth*: 12 (1 + 3 (Class Skill) + 4 (Dex) + 4 (Size)) (ACP)
Survival: 1 (0 + 1 (Wis))
Swim*: 1 (0 + 1 (Str)) (ACP)

TRICKS
Attack x2 (allows it to attack unnatural foes)
Come
Defend
Down
Flank
Guard
Heel

GEAR
Barding, Chain Shirt (Velociraptor) (12.5 lbs.)
Carnivore Feed (14 days) (140 lbs.)

Chronicles:

2013-09-24 - Scenario #0-05: Mists of Mwangi
Awarded: 1XP, 2PP, 509GP
Spent:
- Retrained equipment

2013-11-01 - Scenario #0-35: Voice in the Void
Awarded: 1XP, 2PP, 501GP
Spent:
- Retrained equipment

2013-12-15 - Scenario #2-11: The Penumbral Accords
Awarded: 1XP, 2PP, 507GP
Spent:
- Retrained equipment

2014-01-15 - Scenario #3-07: Echoes of the Overwatched
Awarded: 1XP, 2PP, 502GP
Spent:

2014-04-18 - Scenario #0-02: The Hydra Fang Incident
Awarded: 1XP, 2PP, 456GP
Spent:

2014-06-21 - Scenario #0-08: Slave Pits of Absalom
Awarded: 1XP, 2PP, 457GP
Spent:

2014-10-30 - Pathfinder Module: Risen from the Sands
Awarded: 1XP, 2PP, 502GP
- Boon: Back to the Grave
Spent:

2014-01-10 - Scenario #0-39: The Citadel of Flame
Awarded: 1XP, 2PP, 1181.5GP
Spent:
- Enchant armor to +1 (1000GP)
- Enchant scimitar to +1 (2000GP)

2017-05-18 - Pathfinder Module - The Feast of Ravenmoor
Awarded: 3XP, 4PP, 3711GP
- Boon: Heroes of Magnimar
- Boon: Resisting the Gossamer King
Spent:

Future Development:

3 - Power Attack
5 - Natural Spell
7 - Superior Summons
9 - Combat Reflexes
9D - Improved Overrun
11 - Divine Intervention