Laughing Elf

Dendar's page

144 posts. Alias of Nigawabi.


Full Name

Dendar Nohemi

Race

Half-Elf

Gender

M

Size

M

Age

125

Alignment

CN

Deity

A Litteral Pine Needle

Location

Riddleport

Occupation

Janitor

About Dendar

Dendar Stats:

Int +5 Senses Perception +18, Low-Light Vision 60ft
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Defense
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AC 15, touch 11, flat-footed 14 (1 dex,4 armor, 0 Nat, 0 Deflection)
hp 38/38
Fort +5, Ref +2, Will +9,
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Offense
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Speed 30Ft
Melee Sickle +4 (2d4)(X4)(Trip)
Melee
Melee
Ranged Sling +4 (1d4)(X2)(50 ft.)
Ranged
Ranged
Special Attacks
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Statistics
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Str 10, Dex 12, Con 14, Int 12, Wis 20, Cha 14
Base Atk +4
CMB +4
CMD +5
Maneuvers
Feats Improved Initiative, Extended Wild Shape, Natural Spell, (Racial) Skill Focus(Perception)
Skills HANDLE ANIMAL +8, KNOWLEDGE (NATURE) +10, PERCEPTION +18, PROFESSION (JANITOR) +9, SPELLCRAFT +9, STEALTH +6, SURVIVAL +7
Traits Alert, Dangerously Curious
Languages Common, Drudic, Sylvan, Elven
Combat Gear Lamellar Armor(leather), Sickle, Sling,
Other Gear 5,626 gp, 430 sp
Masterwork Morningstar (308 gp)
Oil of Light (cr, 25 gp)
Potion of Protection from Good (cr, 50 gp)
Potion of Sanctuary (cr, 50 gp)
Potion of Stabilize (cr, 25 gp)
Scroll of Detect Poison (cr, 12 gp 5 sp)
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Owlbearto Stats:

Int - Senses Perception +5, Low-Light Vision 60ft, Scent
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Defense
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AC 21, touch 12, flat-footed 19 (2 dex,6 armor, 3 Nat, 0 Deflection)
hp 27/27
Fort +5, Ref +6, Will +2,
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Offense
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Speed 40Ft (30ft in his armor)
Melee Bite +7 (1d6+4)(×2)
Melee 2 Claws +7 (1d4+4)(×2)
Melee
Ranged
Ranged
Ranged
Special Attacks
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Statistics
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Str 18, Dex 14, Con 13, Int 3, Wis 13, Cha 6
Base Atk +3
CMB +7 (+2 when performing a bull rush, drag, overrun, sunder)
CMD 19
Feats Evasion(Free),Armor Proficiency (Light, Medium), Powerful Maneuvers
Skills ACROBATICS +7, STEALTH +6, CLIMB +6, PERCEPTION +5
Languages Common, Sylvan
Combat Gear Lamellar Armor (Steel)
Other Gear Circlet of Speaking
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Spells

Spells:

(Druid can 'sacrifice' a spell to use Summon Nature's Aly of same spell level)

0th - Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Spark, Stabilize, Virtue

1st (3/day) - thats allot of spells...

2nd (2/day)- always 1 spell is warp wood

3rd (1/day) - always call lightning

Special Abilities

Variant Multiclass:
Sorcerer, Verdant Bloodline

Wild Empathy (Ex):
(1d20+10)
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. 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 able to study each other, which means that they 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.


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 (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 target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (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 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.

Tanglevine (Sp):
At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.