Tpannon

Erebechi Bol Kon's page

32 posts. Alias of pad300.


Full Name

Erebechi Bol Kon

Race

| HP: 96/96||AC 22, Touch 13, FF 19 | Init: +3 | F: +13, R: +10, W: +16, +2 vs Poison| CMB: +7, CMD: 20|

Classes/Levels

Speed 30ft| Perc: +19, SM: +9 | Active conditions: none

Gender

M Human Druid (Saurian Shaman) 10

Size

M (5'8", 122 lbs)

Age

33

Special Abilities

see text

Alignment

CG

Deity

Ubtao

Location

Amn

Languages

see text

Occupation

Vengeful druid

Strength 12
Dexterity 16
Constitution 16
Intelligence 14
Wisdom 23
Charisma 9

About Erebechi Bol Kon

Erebechi Bol Kon

Description:

Small(5’7”, 143 lbs)), wiry. Skin weathered past bronzed from being outdoors. Brown eyes and a hooked beak of a nose, a scruffy black hair and beard, with mild greying. Is rapidly wandering towards middle aged (33 years old).

Demeanour:

Quiet, depressed and angry. If and when he catches up to the slavers, folks are gonna get hurt!

Background:

When Erebechi returned from visiting the holy city of Ubtao (Mezro), it was not a happy homecoming. He found his tribefolk had been massacred. His wife (Nkechinyere) and his fourteen year old son (Keheto) among the dead. Slavers had assaulted the tribe, while he was away. The tracks were five days old, but still showed that a coffle of new slaves had been lead away; his two daughters (Chiamaka, and Kianga, twins, 11 years old) presumably among them. He made a pyre of the dead, and then set off in pursuit...

The pursuit took him from the wilds of Chult to Port Nyanzaru. By the time he sighted the city gates, he had cut the lead to a day... But the city stymied him. It took nearly two weeks for the savage to sneak into the city, and then gather the information as to where the slaves had been taken. By boat, first to Amn...

He’s a stubborn man; he did not abandon the pursuit (more than 1000 miles of ocean, for a man who’d never been to sea!). A “cat” was aboard the next ship headed to Amn (2 weeks later). Erebechi has made it to Athkatla. But now, he has a problem; Erebechi is a much better tracker in the wild, rather than on the cobbled streets of civilization. He’s picked up enough Thorass and common to get by, but diplomacy is not a strong suit... He’s not giving up, but he needs to find a clue, somehow...

Stats:

Erebechi Bol Kon

CG Male Human
Druid (Saurian Shaman) 10
Deity: Ubtao
Init +3 = +2 dex +1 competence (ioun stone)
Speed 30 ft

Defense

AC: 22 = 10+3(dex) + 6 (armor) +1 (Armor Enhancement) + 2 (Shield)
HP: 96 = 8 + (9d8 ⇒ (6, 7, 2, 8, 6, 7, 1, 4, 7) = 48) +10*3 Con + 10 FCB
Fort +7 Druid 10+3 (Con) +3 (Resistance)
Ref +3 Druid 10+3 (Dex) +1 (Snake Blood) +3 (Resistance)
Will +7 Druid 10+6 (wis) +3 (Resistance)
+2 Fort vs Poison (Snake Blood)

CMD: 20 = 10 +7 (bab)+0 (str) + 3 (dex)

Offense

BAB : +7
Melee: Natural Attacks
Ranged: Sling, Spells
CMB : +7 BAB+0 str

Stats
Str 12 = 12 (2 pts)
Dex 16= 14 (5pts) +2 Enhancement
Con 16 = 14 (5 pts) +2 Enhancement
Int 14 = 12 (2 pts)
Wis 23 = 15 (7 pts)+2 racial +1 lvl 4 +1 lvl 8 +4 Enhancement
Cha 9 = 9 (-1 pts)

Feats:
Spell Focus (Conjuration) (Human Bonus)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Vaporous Potion (Lvl 1)
When you brew a potion, you can brew it in such a way that when exposed suddenly to air and force, it diffuses into a cloud of vapor that can be inhaled. The potion can still be consumed normally, but it can also be delivered by throwing it at another creature as a splash weapon. The potion vial has a range increment of 10 feet and is considered an improvised weapon. On impact, the vial breaks and a cloud of barely visible potion vapor fills the square it lands in (this vapor does not obscure normal sight in any way). If a creature is in that square, it gains the benefits of the potion immediately as though it had imbibed the potion.
Otherwise, the vapor persists for 1d3+1 rounds in only that square before dissipating, and the first creature to enter the square before the vapor dissipates gains the potion’s benefits. A creature entering the vapor’s space can hold its breath to refrain from inhaling the potion. No more than one creature can benefit from a potion’s vapor, and if more than one creature is in the potion’s space after it is thrown, the potion is wasted and has no effect. The thrown potion deals no damage to creatures or objects it hits. A spell brewed into a potion this way does not use up a higher-level spell slot than the spell’s actual level.

Augment Summoning (Lvl 3)
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Craft Wondrous Item (Lvl 5)
You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Natural Spell (Lvl 7)
You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.

Superior Summoning (Lvl 9)
Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

Vital Strike (Saurian Shaman 9 Bonus Feat)
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Traits:
Snake Blood (Regional Feat): The taint of the Yuan-ti runs in your veins. No outward signs give away your heritage, but you are something more – or less – than entirely human. You gain a +2 bonus on fortitude saves vs poison, and a +1 bonus on all reflex saves
Finding Haleen (Campaign):
(Druid) This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.

Skills (10*(4+1 int +1 human+1 Finding Haleen) /lvl) (NOT INCLUDING ACP)
Perception 10 rank +3 trained +6 wis
K Nature 10 rank +3 trained +1 int +2 Nature Sense
Survival 10 rank +3 trained + 6 Wis +2 Nature Sense

Spellcraft 10 ranks +3 trained +1 int
Heal 10 ranks +3 trained + 6 wis
Fly 5 ranks +3 trained + 3 dex
Swim 4 ranks +3 trained + 1 str
Stealth 4 ranks + 3 Dex
Sense Motive 3 ranks +6 wis
Intimidate 3 ranks
Diplomacy 1 rank

Background Skills (10*2 = 20 ranks)
Profession (Herbalist) 10 rank +3 trained +4 wis
Linguistics 1 rank
Handle Animal 6 ranks + 3 trained + 0 Cha
K Geography 3 ranks +3 trained +1 int

Languages: Common, Chuultan, Sylvan (int), Druidic (class), Thorass (Linguistics)

FCB: +1 HP * 10 + 1 Skill Point * 10 (Finding Haleen)

Class Abilities:

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, 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 (see below).
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. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
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.

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.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.
A saurian shaman who chooses an animal companion must select a dinosaur. If choosing a domain, a saurian shaman must choose from the Animal, Destruction, Strength, and War domains.
Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.
A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested (see page 10 of Pathfinder Player Companion: Heroes of the Wild) retain those effects as well as the appropriate spell effect.
A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).
At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.
Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell. At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

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.

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.

Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from 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, a 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 dragon 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.

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.

Totemic Summons (Su): At 5th level, a saurian shaman may cast summon nature’s ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability. (She can apply the young template to any reptile/dinosaur to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.)

Wild Shape (Su) (12th level Dinosaurs, 8th level all others, 3/day +1 vestements +2 dinosaur shapes): At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2. This ability replaces wild shape.
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.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

Bonus Feat: At 9th level and every 4 levels thereafter, a saurian shaman gains one of the following bonus feats: Improved Overrun, Nimble Moves, Power Attack, Skill Focus (Intimidate), or Vital Strike. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.

Race Abilities:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Equipment (62000 gp, ):

Magic Items
8750 (CWI) Shifter’s Headband of Wisdom +4
5000 (CWI) Belt of +2 Con +2 Dex
16700 +1 Wild Agile Breastplate (Dragonhide)
1000 (CWI) Handy Haversack
4500 (CWI) Cloak of Resistance +3
1875 (CWI) Druid’s Vestment
3500 Ring of Eloquence
8000 (CWI) Amulet of Mighty Fists +1 Guided
4250 (CWI) Triceratops Helm (Renamed Helm of the Mammoth Lord)
2500 (CWI) Polymorphic Pouch
2250 (CWI) Cauldron of Overwhelming Allies
250 (CWI) Cracked Dusty Rose Prism Ioun Stone
375 (CWI) Snapleaf
750 Wand of Cure Light Wounds
200 (CWI) Feather Token: Tree

(59900)

Armor:
Darkwood Heavy Shield (257 gp)
Weapons:
Sling, 20 bullets

Gear
bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), trail rations 10 days (5gp) , belt pouch(1 gp), , String 50 ft (1 sp), chalk (1 cp), flint and steel (1 gp) , mess kit (2 sp), spell component pouch ( X2, 10 gp), waterskin (X2, 2 gp), mess kit (2 sp), Mistletoe Divine Focus ( X2), Healer’s Kit (50 gp), Hanging Tent (20 gp)

31 gp in assorted coinage
1000 gp in assorted raw gems