Shark

Eyan Q. Charodon, "The Shark"'s page

11 posts. Organized Play character for Jeremy Packer.


Full Name

Eyan Q. Charadon, "Tha Shark"

Race

Aquatic Elf

Classes/Levels

Shark Shaman (druid) 1

Gender

Male

Size

Medium

Strength 14
Dexterity 14
Constitution 11
Intelligence 14
Wisdom 16
Charisma 8

About Eyan Q. Charodon, "The Shark"

Male Aquatic Elf Shark Shaman (druid) 1
NG Medium humanoid (aquatic, elf)
Init +2; Senses Perception +9, darkvision 60 ft.

-----DEFENSE-----
AC 14, touch 12, flat-footed 12 (+2 Armor, +2 Dex)
hp 9 (1d8+1)
Fort +2, Ref +2, Will +5

-----OFFENSE-----
Speed 30 ft.; Swim 30 ft.

One-handed Melee:
  • trident +2 (1d8+2)
  • or obsidian dagger +2 (1d4+2/19-20)
  • or obsidian shortspear +2 (1d6+2)
  • or club +2 (1d6+2)
  • or unarmed strike +2 (1d3+2)
  • or melee touch +2 (varies)

Two-handed Melee:
  • trident +2 (1d8+3)
  • or obsidian shortspear +2 (1d6+3)
  • or club +2 (1d6+3)

Ranged:
  • trident +2 (1d8+2)
  • or obsidian dagger +2 (1d4+2/19-20)
  • or obsidian shortspear +2 (1d6+2)
  • or club +2 (1d6+2)
  • or ranged touch +2 (varies)

Domain Spell-like Abilities (CL 1, concentration +4)
  • 6/day – battle rage (+1 damage)

Druid Spells Prepared (CL 1, concentration +4)

-----STATISTICS-----
Str 14, Dex 14, Con 11, Int 14, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats Improved Unarmed Strike
Skills Escape Artist +3, Handle Animal +3, Knowledge (history) +7, Knowledge (local) +4, Knowledge (nature) +8, Perception +9, Profession (sailor) +7, Survival +9, Swim +14
Languages Cyclops, Draconic, Druidic, Elven, Polyglot, Taldan
SQ amphibious, deep sea dweller, elven magic, keen senses, nature bond (blood domain), nature sense, spontaneous casting, weapon familiarity, wild empathy (+0, +4 for fish)
Traits ancient explorer, narrow escape

Gear leather armor, club, obsidian dagger, 4 obsidian shortspears, trident, basic pirate’s clothes, common backpack, 3 belt pouches, chain belt, crowbar, flint and steel, marlin spike, rune-carved megladon tooth necklace (holy symbol/divine focus), spell component pouch, 50 ft. of string, tankard, waterproof bag, waterskin; Stored Gear gear maintenance kit, fishing kit, fishing net, hammock, mess kit
Encumbrance Light (53.25 of 58)

Capacity:
  • Light up to 58 lbs
  • Medium 59 to 116 lbs
  • Heavy 117 to 175 lbs

Racial Abilities:
Amphibious Aquatic elves are amphibious and can breathe both air and water.

Deep Sea Dweller Aquatic elves who live far beneath the surface have adapted to the inhospitable conditions of the ocean depths. Aquatic elves with this racial trait gain darkvision with a range of 60 feet and cold resistance 5.[/b]

Elven Magic Aquatic elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, aquatic elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses Aquatic elves receive a +2 racial bonus on Perception checks.

Normal Speed Aquatic elves have a base speed of 30 feet. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.

Weapon Familiarity Aquatic elves are proficient with rapiers, short swords, and tridents, and treat any weapon with the word "elven" in its name as a martial weapon.


Class Abilities:
Favored Class (druid): +1 hit point

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.

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. 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. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

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 Animal Choices. 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.

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 shark shaman who chooses an animal companion must select a shark. If choosing a domain, a shark shaman may choose the Animal, Death, War, or Water domain.

[Blood Sub-domain (war)]

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. 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 shark shaman can use wild empathy with fish as a full-round action with a +4 bonus.

[+0 normally, +4 with fish, -4 with magical beasts]