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Faelar Wildoak's page

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Full Name

Faelar Wildoak

Race

F Half-elf Druid/7 (HP 91/91 | AC:27 | T:13 | FF:26 | CMB:+9 | CMD:20 | Fort: +10 | Ref: +5 | Will:+14 | Init:+3 | Perc:+22 | Speed 20)

Classes/Levels

spells:
Spells level 1: 7/7 | Spells level 2: 6/6 | Spells level 3: 5/5 | Spells level 4: 3/3 | Storm burst: 10/10 | WS: 3/3 | SR 5/5

Alignment

NE

Languages

Common, Druidic, Elven, Infernal, Sylvan, Draconic

Strength 18
Dexterity 12
Constitution 18
Intelligence 12
Wisdom 24
Charisma 10

About Faelar Wildoak

Character sheet:

Faelar Wildoak
NE F Half-elf Druid [3]
Init +3 (1 Dex +2 trait)

Defense
AC 27 (10 +8 Armor Bonus +1 Dex +3 Shield +2 RoP +3 Barkskin); Touch 13 (10 +1 Dex +2 RoP); Flat-Footed 26 (10 +8 Armor Bonus +3 shield +3 RoP +3 Barkskin)
HP 91 (7x8 + 7x4 Con + 7x1 class)
Fort Save +10 (+3 Con +5 Class +1 cloak +1 Luckstone); Ref Save 5 (+1 dex +2 Class +1 cloak +1 Luckstone); Will Save +14 (+7 Wis +5 Class +1 cloak +1 Luckstone)

Offense
Speed: (30 ft) 20 ft. with armor

Melee: Club, main hand
Damage: 1d6 +4 [2d6 +4 shillelagh]
Attack roll: +9 (+5 Base Atk +4 Str)
Crit: x2

Ranged: Shortspear
Damage: 1d6 +2
Attack roll: +6 (+5 Base Atk +1 Dex)
Crit: x2

Statistics
Str 18, Dex 12, Con 18, Int 12, Wis 24 (22 +2 race), Cha 10
Base Atk +5; CMB +9 (+4 Str +5 BAB); CMD 20 (10 +4 Str +1 Dex +5 BAB)

Feats (Other):
- Heavy armor proficiency
- Combat casting
- Power attack
- Create magic items
- Natural spell

Traits (Racial):
- Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
- Adaptability: Half-elves receive Skill Focus (Survival( as a bonus feat at 1st level.
- 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.
- Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
- Elf Blood: Half-elves count as both elves and humans for any effect related to race.
- Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Traits (Other):
- Two world magic (Prestidigitation)
- Elven reflexes (+2 Ini)

Skills:
Acrobatics: +3 Summary: +6 Rank +1 (Dex) + -5 (Encumbrance) +1 Luckstone
Appraise: +1 Summary: 0 (Int) +1 Luckstone
Bluff: +1 Summary: 0 (Cha) +1 Luckstone
Climb: +2 Summary: 2 (Str) +1 Rank +3 Class -5 (Encumbrance) +1 Luckstone
Craft (All): +1 Summary: 0 (Int) +1 Luckstone
Diplomacy: +1 Summary: 0 (Cha) +1 Luckstone
Disable Device: -3 Summary: 1 (Dex) -5 (Encumbrance) +1 Luckstone
Note: you have not trained this skill, and typically may not use it until you do.
Disguise: +1 Summary: 0 (Cha) +1 Luckstone
Escape Artist: -3 Summary: 1 (Dex) + -5 (Encumbrance) +1 Luckstone
Fly: 0 Summary: +2 Rank +3 Class 1 (Dex) -5 (Encumbrance) +1 Luckstone
Handle Animal: +6 Summary: + 2 Rank +3 class 0 (Cha) +1 Luckstone
Heal: +9 Summary: +2 Rank +3 Class 5 (Wis) +1 Luckstone
Intimidate: +1 Summary: 0 (Cha) +1 Luckstone
Knowledge (Nature): +7 Summary: 0 (Int) + 1 (Ranks) + 2 (Nature Sense) + 3 (Class Skill) +1 Luckstone
Linguistics: +5 Summary: +3 Ranks +1 (Int) +1 Luckstone
Perception: +22 Summary: 5 (Wis) + 7 (Ranks) + 2 (Racial Trait) + 3 (Class Skill) +5 EotE +1 Luckstone
Perform (All): +1 Summary: 0 (Cha) +1 Luckstone
Ride: -3 Summary: 1 (Dex) + -5 (Encumbrance) +1 Luckstone
Sense Motive: +6 Summary: 5 (Wis) +1 Luckstone
Spellcraft: +7 Summary: 0 (Int) + 3 (Ranks) + 3 (Class Skill) +1 Luckstone
Stealth: -3 Summary: 1 (Dex) + -5 (Encumbrance) +1 Luckstone
Survival: +16 Summary: 5 (Wis) + 4 (Ranks) + 3 (Feat Bonus) + 1 (Nature Sense) + 3 (Class Skill) +1 Luckstone
Swim: +2 Summary: 2 (Str) + 1 Rank +3 class -5 (Encumbrance) +1 Luckstone
Use Magic Device: +10 Summary: + 6 Rank +3 class 0 (Cha) +1 Luckstone

Languages: Common, Druidic, Elven, Infernal, Sylvan, Draconic

Equipment:
Combat gear: Club (-gp, 3lbs.), Shortspear x3 (1gp, 3lbs.)
Wearing: +1 Wild (+3) Wooden full plate [7|1|-5] (150gp, 50lbs), Explorer outfit (-gp, 8lbs.), +1 Darkwood Heavy shield (1257gp, 5lbs)
Inventory:
- Handy haversack (2000gp, 0,5lbs)
- Druid kit (14gp, 44lbs.)
- Holly and mistletoe (-gp, -lbs.)
- Circlet of persuasion
- Wand of CMW 17 charges
- Wand of lesser restoration 50 charges
- Pearl of power II (4000gp, -lbs)
- Potion of CSW
- Druid's vestment (3750gp, -lbs)
- Eyes of the eagle (2500gp, -lbs)
- Cloak of resistance +1 (1000gp, 1lbs)
- Belt of physical might +4 (20000gp, 1lbs)
- Headband of inspired wisdom +4 (8000gp, 1lbs)
- Pearl of puissance (1575gp, -lbs)
- Ring of protection +2 (8000gp, -lbs)
- Fivefold ring of fire (10800gp, -lbs)
- Luckstone (20000gp, -lbs)
- Continual flame earring x2 (120gp, -lbs)
- Scroll of breath of life
- Scroll of heal
- Morrowfall

Encumbrance: 115lbs.; Medium load, (Light Load up to 58lbs., Medium up to 116lbs., Heavy up to 175lbs.)
Money: 593gp 1sp 0cp

187.6
------------
+1000gp Ring of protection +1
+33405.5
1187.6gp
------------
34593.1gp
-16000gp +1 Wild (+3) full plate
+2000gp Belt of mighty con
-20000gp Belt of physical might +4 (Str, Con)
------------
593.1gp

Class Info
Favored class: Druid
Favored class bonus: Druid (+1HP)

Nature Bond (Weather):
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.

Wild Empathy:
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.

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.

Woodland Stride:
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.

Storm Burst:
As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a -2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier

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

Trackless Step:
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.

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.

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.

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.

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.

Dire Tiger stats:

Low-light vision, scent

Defense
AC 27 (10 +8 Armor Bonus +0 Dex +0 Shield +2 RoP +4 NA +3 Barkskin); Touch 12 (10 +0 Dex +2 RoP); Flat-Footed 27 (10 +8 Armor Bonus +0 shield +2 RoP +4 NA +3 Barkskin)
CMD 21 (10 +5 BAB +6 Str +0 Dex +4 VS trip)

Offense
Speed: (30 ft) 20 ft. with armor

Melee: Claw
Damage: 2d4 + 7 + Grab
Attack roll: +12 (+5 Base Atk +6 Str +1 GMF)
Crit: x2

Melee: Bite
Damage: 2d6 + 7 + Grab
Attack roll: +12 (+5 Base Atk +6 Str +1 GMF)
Crit: 19-20/x2

Melee: Grab
Damage: 2d4 +7 + Grab
Attack roll: +12 (+5 Base Atk +6 Str +1 GMF)
Crit: x2
Actions: Pin or natural attack

Special attack: Pounce, (Rake)

Giant falcon stats:

Low-light vision, scent

Defense
AC 27 (10 +8 Armor Bonus +0 Dex +0 Shield +2 RoP +4 NA +3 Barkskin); Touch 12 (10 +0 Dex +2 RoP); Flat-Footed 27 (10 +8 Armor Bonus +0 shield +2 RoP +4 NA +3 Barkskin)
CMD 21 (10 +5 BAB +6 Str +0 Dex)

Offense
Speed: 80ft flying (Average), 10ft

Melee: Talon
Damage: 1d6 + 7
Attack roll: +12 (+5 Base Atk +6 Str +1 GMF)
Crit: x2

Melee: Bite
Damage: 1d8 + 7
Attack roll: +12 (+5 Base Atk +6 Str +1 GMF)
Crit: 19-20/x2

Special attack: (Rend)

Spells prepared:

Storm Burst [10]:
As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a -2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cantrips:
- Detect magic
- Flare
- Purify food and drink
- Prestidigitation
- Create water

Level 1 spells:
- Obscuring mist
- Faerie fire
- Entangle
- Shillelagh
- Shillelagh
- Burning disarm
- Longstrider
- Pearl of Puissance (+1 CL)

Level 2 spells:
- Fog cloud
- Flaming sphere
- Vine strike
- Barkskin
- Barkskin
- Barkskin
- Pearl of power II

Level 3 spells:
- Greater longstride
- Greater thunder stomp
- Greater magic fang
- Greater magic fang
- Mad monkeys

Level 4 spells:
- Flame strike
- Flame strike
- Sleet storm

Background:

About:
- Faelar used to run away from home to be alone in the woods. Her parents and Faelar herself were shunned by the rest of the elven community they were in, for the reason of them being a human and an elf.
- Faelar was used to being alone in the forest from a very young age, used to paying close attention to your surrounding and to take care of herself.
- She came across a weird and old elf in the woods, a druid. This druid, Bleart, showed her the ways of the druid. After showing her the ways he left her alone to care for herself, as is normal for druidic life.
- One day she came across one of the villagers close to her living area, to cut wood for the furnace. Once he came to her, unsure of what to think of her being in the middle of the woods and dressed in plants and leather, she killed him on the spot with her magic.
- After a day or two more of the villagers came to search for the man. She killed them all for invading her forest. She went to the village and took care of everyone of them. Afterwards she set out in the world. She hasn't seen her parents for a very long time and they weren't in the village at the time of the killing, she thought them dead by the mess in the house.

Goals:
- To destroy civilized life in a large city.
- To set up nature reserve

Secrets:
- (Unknown) Her mother is alive in the woods, still looking for her daughter.
- (Known) Her father is dead. (Unknown) Killed when her mother left to search for her.

Memories:
- Her first trip in the woods on her own.
- The moment she came into her house after the attack, the house bloody and ransacked.
- Her first meeting and lessons with Bleart.

People known
- Mother
- Blaert
- Father

Personality & appearance:

Plans:

http://www.d20pfsrd.com/bestiary/npc-s/npc-16/hateful-scourge-half-elf-drui d-17

Armor:
Level 2: Wooden full plate
Level x: Add masterwork to full plate at a carpenter
Level 11: Ironwood ability
Level x: Add Wild