Arlindil

Eydam Lomary's page

5 posts. Organized Play character for Mr Drink.


Race

N Elf

Classes/Levels

Druid 5 | HP:28/28 | AC:17 (T: 12, F: 15) | CMB: 4, CMD: 16 | F: 4, R: 3, W: 7 | Init: +2 | Perc: +13

About Eydam Lomary

Eydam Lomary
Male Elf Druid 5
N Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +13
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 28 (5d8)
Fort +4, Ref +3, Will +7; +2 vs. enchantments, +4 vs. fey and plant-targeted effects
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) and
. . quarterstaff +4 (1d6+1)
Ranged +1 adaptive composite longbow +5/+5 (1d8+3/×3)
Special Attacks wild shape 1/day
Druid Spells Prepared (CL 5th; concentration +8):
. . 3rd—call lightning (DC 16), daylight
. . 2nd—bull's strength, flaming sphere (DC 15), lesser restoration
. . 1st—aspect of the falcon[APG], entangle (DC 14), produce flame, produce flame
. . 0 (at will)—detect magic, flare (DC 13), stabilize, virtue
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Statistics
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Str 12, Dex 14, Con 10, Int 16, Wis 16, Cha 12
Base Atk +3; CMB +4; CMD 16
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Traits ease of faith, mathematical prodigy
Skills Climb +5, Diplomacy +10, Handle Animal +6, Heal +10, Knowledge (arcana) +10, Knowledge (engineering) +5, Knowledge (geography) +7, Knowledge (local) +5, Knowledge (nature) +11, Perception +13, Profession (merchant) +10, Ride +6, Spellcraft +10 (+12 to determine the properties of a magic item), Survival +10 (+12 to avoid becoming lost), Swim +5, Use Magic Device +2; Racial Modifiers +2 Perception
Languages Aquan, Common, Druidic, Dwarven, Elven, Sylvan
SQ elven magic, nature bonds (animal companion), weapon familiarity, trackless step, wild empathy +6, woodland stride
Combat Gear durable cold iron arrows (50), oil of align weapon, potion of darkvision (2), wand of cure light wounds, wand of cure light wounds, wand of gravity bow (50 charges), wand of mage armor (50 charges); Other Gear darkleaf armor, +1 adaptive composite longbow, arrows (50), blunt arrows (20), dagger (2), quarterstaff, handy haversack, sleeves of many garments, wayfinder, dungeoneering kit, jewelry, weapon cord, wrist sheath, wrist sheath, wrist sheath (spring loaded) x 2, 6,824 gp, 4 sp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Oil of align weapon Add this item to create an oil of a chosen spell.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sleeves of many garments Transform current clothes into any non-magical new form.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wand of gravity bow (50 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Eydam's upbringing was born of a rather peculiar circumstance. His parents and tribe is made up of half-elf thieves who live in a secrete location deep in the forest far away from the grasp of the law. The peculiar circumstance can be noticed from his appearance, because unlike anyone else of his tribe he is a full elf.

One day while his father was completing his trial to become initiated into the ranks of the Brotherhood he came upon an elven village. The situation was to good to pass up and he proceeded use all the rogue talents he had been taught to scout around. When he came upon a hut near the edge of the village that looked promising he crept inside. Unfortunately he didn't find the elven magical items he was expecting to find, but instead he found what looked like a ornately decorated chest covered in jewels with a bundle of silks inside. He quickly snatched up the chest and returned to his tribe with his prize. Unbeknown to him inside the bundle of silks was a elven child.

The chief knew that he should have the young man return the child, but he also knew that it meant certain death for him. He was unwilling to send his brother's only son to his death, so instead he declared his nephew would become the child's guardian. The young man and his wife grew to love the boy and soon called him their son.

Eydam was a good pupil and a quick learner of the rogue arts, but his attention always drifted towards the forest. One day while walking in the forest he suddenly became aware of everything as if the forest had just came to life. The tribal elders realized that that he was destined for more then the Brotherhood instead he was to become a druid or a guardian of the forest. His first trial came when lumberjacks ventured too far into the forest and began chopping down trees. When they began cutting down the trees one of the timbers fell on a badger and Eydam full of rage lost control and blacked out.

When he regained consciousness the devastation that surrounded him looked as if a tornado had landed where he fell. On his way home he saw no sign of the lumberjacks as if they had vanished, instead he heard whimpering coming from the badger's burrow. This was the first animal he saved and she, properly or ironically named Badger, became his companion. In an effort to save the forest and stop the humans from destroying it he struck out on his own to gain enough knowledge and experience to become a guardian of the forest.

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Badger
Female Badger
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
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Defense
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AC 22, touch 14, flat-footed 18 (+4 armor, +3 Dex, +4 natural, +1 dodge)
hp 36 (+15)
Fort +7, Ref +7, Will +2
Defensive Abilities evasion
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Offense
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Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee bite +7 (1d6+3) and
. . 2 claws +6 (1d4+3)
Special Attacks rage
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Statistics
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Str 16, Dex 16, Con 17, Int 2, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 20 (24 vs. trip)
Feats Dodge, Mobility, Weapon Focus (bite)
Tricks Attack, Come, Defend, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +7, Climb +11, Perception +6, Stealth +7, Swim +7
SQ come, defend, hunting
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Special Abilities
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Burrowing (10 feet) You have a Burrow speed.
Climbing (10 feet) You have a Climb speed.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.