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About Darvan MollPFS #: 70085-5 Crunch:
EXPERIENCE XP: 11 Prestige/Fame: 16/18 COMBAT
ATTACKS
Ranged
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
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.
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.
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.
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
SKILLS - Current ACP: -3 (Armor)
BOONS
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:
2nd-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
Backpack, Masterwork (4 lb.) (TOTAL: 36.5 lbs.)
Belt Pouch (0.50 lbs.) (TOTAL: 2.7 lbs.)
Spell Component Pouch (2 lbs.)
Appearance:
DESCRIPTION PHYSICAL CHARACTERISTICS
Background:
Animal Companion (Velociraptor):
"Sahba" ABILITIES
COMBAT
ATTACKS
SPECIAL FEATURES
FEATS
SKILLS
TRICKS
GEAR
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
2013-12-15 - Scenario #2-11: The Penumbral Accords
2014-01-15 - Scenario #3-07: Echoes of the Overwatched
2014-04-18 - Scenario #0-02: The Hydra Fang Incident
2014-06-21 - Scenario #0-08: Slave Pits of Absalom
2014-10-30 - Pathfinder Module: Risen from the Sands
2014-01-10 - Scenario #0-39: The Citadel of Flame
2017-05-18 - Pathfinder Module - The Feast of Ravenmoor
Future Development:
3 - Power Attack 5 - Natural Spell 7 - Superior Summons 9 - Combat Reflexes 9D - Improved Overrun 11 - Divine Intervention |