Arlindil

Diceros the Half-Elf Druid's page

251 posts. Organized Play character for fishrking.


Full Name

Diceros Half-Elf Plains Druid 3

Race

HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9

Classes/Levels

Current Buffs: None | Current Debuffs: none

Gender

Male

Size

Medium

Age

20

Alignment

Neutral Good

Deity

(nature)

Strength 14
Dexterity 16
Constitution 14
Intelligence 9
Wisdom 14
Charisma 7

About Diceros the Half-Elf Druid

Diceros
Level 3 Plains Druid
Male
Neutral Good Medium Half-Elf
Init +5 (+3 Dex, +2 Trait); Perception +9 (+2 Wis, +2 Trait +2 rank +3class)
Age: 20
Gold: --on spreadsheet

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Defense
--------------------
AC: 15 (10 Base +3 Dex +2 AC) Touch: 13 Flat: 12
HP 26/26 (8 HD, +2 con)
Fort +6 (+3 Druid, +2Con, +1 trait), Ref +4 (4 Base, +3 Dex) , Will +5 (+3 Druid, +2 Wis)
CMD: 16(10+ 1 BAB + 2 Str + 3 Dex )

--------------------
Offense
--------------------
Base Atk +2
CMB: +4 (BAB +2 Str)
Speed 40 ft.

Melee
MW Elven Branched Spear +4 to hit, +2 to hit movement-based AoO
2-handed weapon 1.5x STR
[dice=Elven Branched Spear hit and damage]d20+3; d8+3[/dice]

Ranged
(does Javelin qualify for weapon finesse?)
[dice=Javelin hit and damage]d20+2; d6+2[/dice]

Spells :

Spontaneous Casting
[Paizo Inc. - Core Rulebook, p.49]
     You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Level 0
Make Water
Spark
Stabilize
Guidance

Level 1
Magic Fang
Entangle
Cure Light Wounds

Level 2
Flaming Sphere
Cat's Grace

Equipment:

-best up-to-date is on spreadsheet

Traits:

Plains Traveler (Ex)
At 2nd level, a plains druid gains a bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in plains terrain, and she cannot be tracked in such an environment.
This ability replaces woodland stride.

Elven Reflexes
[Paizo Inc. - Advanced Player's Guide, p.331]
     One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.

Savanna Child (plains) (Handle Animal)
[Paizo Inc. - Advanced Player's Guide, p.332]
     You were born and raised among rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the savanna's secrets. Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Rostlander
[Kingmaker Players Guide p12]
Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Race Abilities:

Ability Score Racial Traits:
Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Wisdom)

Elf Blood (Ex)
[Paizo Inc. - Core Rulebook, p.24]
     Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex)
[Paizo Inc. - Core Rulebook, p.24]
     Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses (Ex)
[Paizo Inc. - Core Rulebook, p.24]
     Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex)
[Paizo Inc. - Bestiary]
     You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Half-Elf Ancestral Arms: Exotic Weapon Profiency: Elven Branched Spear
(replaces Adaptability)

Multitalented:
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Favored Class: Druid: For druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces her animal companion, the new companion gains these bonus skill ranks.

Class/Archetype Abilities :

Nature Bond (Ex)
[Paizo Inc. - Core Rulebook, p.50]
     The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense (Ex)
[Paizo Inc. - Core Rulebook, p.50]
     You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orisons
[Paizo Inc. - Core Rulebook, p.49]
     You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Wild Empathy (Ex)
[Paizo Inc. - Core Rulebook, p.50/64]
     You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+-1 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Run Like the Wind (Ex)
At 3rd level, a plains druid gains +10 feet to her land speed when wearing light or no armor and carrying a light load, and once per hour, she may run or charge at double the normal speed for 1 round. If riding her animal companion, it gains this ability instead.
This ability replaces trackless step.

Upcoming Class/Archetype Abilities :

Savanna Ambush (Ex)
At 4th level, a plains druid gains concealment whenever she is prone in natural surroundings, and can make Stealth checks at no penalty when prone and not moving or at –5 when crawling. A plains druid can stand up from prone as an immediate action during a surprise round.
This ability replaces resist nature’s lure.

Wild Shape (Su)
A plains druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2.

Canny Charger (Ex)
At 9th level, a plains druid can charge through allies’ squares without difficulty (whether mounted or afoot) and can turn up to 90 degrees once during a charge, provided the last 10 feet toward the target are in a straight line. She also gains a +4 dodge bonus to AC against enemy charge attacks and a +4 bonus to damage with a readied action against a charging foe.
This ability replaces venom immunity.

Evasion (Ex)
At 13th level, a plains druid gains evasion when wearing light or no armor and carrying a light load. This functions as the rogue ability of the same name.
This ability replaces a thousand faces.

Feats:

Combat Reflexes 1 +3 Attacks of Opportunity
Combat Finesse

Skills:

Skills 1 ranks per level (4: 4 class - 1 Int, 1 rank for favored class)
Acrobatics: 11 (3 rank +3 dex +5 boots)
Appraise: -1
Bluff: -2
Climb: 2
Diplomacy: -2
Disable Device: x
Disguise: -2
Escape Artist: 3
Fly: 3
Heal: 2
Intimidate: -2
Knowledge Nature: 5 (1 rank -1 Int +2 Nature Sense +3 class)
Linguistics: x
Perception: 10 (3 rank +2 Wis +2 Keen Senses +3 class)
Ride: 7 (3 + 1 rank +3 class)
Sense Motive: 2
Stealth: 3
Survival: 10 (3 rank + 2 Wis + 2 Nature Sense +3 class)
Swim: 2

Background Skills (2 per level)
Handle Animal Skill: 5 (3 Rank -2 Cha +1 Savannah Child +3 class)
Profession: Shepherding Skill: +5 (+2 Wis +3 Rank)

Appearance:

Tall & Lanky, with the appearance that he hasn't fully grown into his body yet, but well-toned. He has dark skin, has tight curly black hair, wears yellow facepaint whenever possible, and has elaborate large hoop earrings that elongate his ear lobes, making them look bigger even than most full-blooded elves.

AutoBiography:

Mom always said this would happen, and now it has.
Kicked out of the tribe. On my own.

Not that I can blame Mom. Well, I guess I do anyway. Afterall, she was the one who got wanderlust and sought out the cities of men. She was the one that fell in love with one of them. She was the one who got scared and ran back home, begging to belong to the tribe again, even though it meant I would always be the outsider, the half-man bastard.

But Mom did prepare me. She is the one who taught me to listen to the plains, to hear the magic above the sound of the wind over the grasses. To mediate and attune my inner spirit to the blazing sun and find healing. To feel the vibrations of the soil and channel it into spells. To commune with the animals we shepherded and to use them to search for my animal companion. She made sure I was trained (despite many objections) with the other boys in the use of our tribe's traditional weapon, the branched spear.

And as nature ordained it, the day that we always feared would come and the day I longed for my whole life came simultaneously. The details of the politics are unimportant. The uncle that always sheltered and protected us murdered. The uncle that disdained me and punished me ascendant. The fearful certainty that I would need to flee or die. Leaving Mom while she slept in order to protect her.

The details of the druidic magic finding me are much more fascinating. A hidden language suddenly open to my eyes and ears. The startling appearance of a horn ramming through my hut and meeting the deep, nightblack eyes of a rhinoceros that saw into my soul and spoke to me there.

So now where to? To find my father? The only clues I have there are Mom’s deep anger toward the city Pitax and its leader Irovetti, and her deep sadness of news of the downfall of House Rogarvia. First and foremost, I must find some way to seek out a new home, which can only be found somewhere in the wilderness of the plains.

Mom prepared me for this. Now it’s time to find my own life.

Biography:

Diceros is from the Rostland Plains, underneath the shadow of the southern tip of the Icerime Mountains. He belongs to a small strange tribe of plains elves that are separated from just about all society. These M'skuma are content to live simple lives of shepherding and subsistence living. They are expert warriors & hunters, and masters of the Elven Branched Spear.

Diceros's father's identity is probably but not certainly tied to House Rogarvia. Diceros is a bit at loose ends having just left his homeland, but is content to explore wilderness, make new friends, and try to establish a "new normal," preferably on the edges of civilization.


Normal Rolls and Buffs:

Handle Animal Companion Check (esp. Attack):
note: A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving an animal companion. [Paizo Core Rulebook, Handle Animal skill]
DC:10
[dice=Handle Pygmy]1d20+4+3[/dice]