Arlindil

Fenrarem Sherendyl's page

113 posts. Alias of Gramork.


Race

Triaxian, Natural Werecat. Fey

Classes/Levels

Druid (Tree ghost), HP:17/17 l AC: 15 T: 13 FF: 12 l Fort: +5, Ref: +3, Will: +7 l CMB: +2, CMD: 15 l Superior Low Light Vision, Scent, Perception +11, Survival +9 initiative +3/5(Favored Terrain Forest)

Gender

Male

Size

Medium

Age

172

Alignment

Chaotic Neutral

About Fenrarem Sherendyl

Male Triaxian Natural Werecat Druid (Tree ghost)
Chaotic Neutral Medium Fey (Triaxian, Shapechanger)
Init +3/+5; Senses Superior Low-light vision, Scent, Perception +11, Survival +9
Age:172 Height:6ft 4in Weight: 170lb
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 Armor, +3 Dex, +0 Shield, Natural Armor 0, Misc +0, Size 0)
hp 17(2d8+4)
Fort +5 Ref +3 Will +7
Resistances: Damage Reduction Silver 3 in hybrid and animal form.
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OFFENSE
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Speed
Baseland 30ft
Melee
..Cold Iron Elven Curve blade +6 (1d10+1/18-20 X2)
Ranged
..Sling +4 (1d4/X2) 50ft
Spells CL 2
..Cure Light Wounds: 1d8+2, Touch, DC15
..Produce Flame: 1d6+2, Touch or Ranged Touch 120 ft, DC15
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STATISTICS
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Str 12, Dex 16, Con 14, Int 13, Wis 18, Cha 8
Base Atk +1; CMB +2; CMD 15
Traits
..Heirloom weapon: Proficiency with Elven curved blade.
..Ancestral weapon: Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp.
You gain a +1 trait bonus on attack rolls with weapons made of the selected material.
..Black Sheep: You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen from below as an ally; depending on the person you pick, you’ll get different benefits.
Bitter Nobleman

The noble is eager to rebuild his presence in town, and you’re one of the ones he’s selected as an agent.

Benefit Choose one of the following skills: Bluff, Sleight of Hand, or Stealth. Your work for him gives you a +1 trait bonus on that skill, and it is always a class skill for you
..Ease of Faith: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Feats
Bonus feats
..Weapon Finesse (Triaxian)
..Weapon Focus Quarter Staff (Tree Ghost lv2)
Feats from levels
..Additional traits
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Hybrid form:

Male Triaxian Natural Werecat Druid (Tree ghost)
Chaotic Neutral 111Medium Fey (Triaxian, Shapechanger)
Init +5/+7; Senses Superior Low-light vision, Scent, Perception +13, Survival +9
Age:172 Height:6ft.2in Weight:175 lb
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DEFENSE
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AC 21, touch 15, flat-footed 17 (+2 Armour, +5 Dex, +0 Shield, Natural Armour +4, Misc +0, Size +0)
hp 17(2d8+4)
Fort +5 Ref +5 Will +7
Resistances: Damage Reduction Silver 3 in hybrid and animal form.
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OFFENSE
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Speed
Baseland 30ft
Melee
..Cold Iron Elven Curve blade +8 (1d10+1/19-20 X2)
..Bite +6 (1d6+1/X2 ) or +1 (1d6/X2 ) (curse of lycanthropy DC 15)
..Claws +6 (1d4+1/X2 plus grab) or +1 (1d4/X2 plus grab)
Ranged
..Sling +4 (1d4/X2) 50ft
..Special Attacks: Pounce, Rake (2 claws +2,1d4+1)
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STATISTICS
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Str 12, Dex 20, Con 14, Int 13, Wis 18, Cha 8
Base Atk +1; CMB +2; CMD 17
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GEAR/POSSESSIONS
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Combat Gear:Masterwork ColdIron Elven Curve blade, Sling.
Worn Gear: Rosewood armor, Druid robes.
Other gear/Inventory: Backpack, 50ft of hemp rope, Elven trail rations(10)
Carrying Capacity
Light 43lb Medium 86lb Heavy 130lb
Current Load Carried 0lb.
Coins Gp:0 Sp:0 Cp:0

Animal form:

Male Triaxian Natural Werecat Druid (Tree ghost
Neutral Medium Animal (Triaxian, Shapechanger)
Init +5/+7; Senses Superior Low-light vision, Scent, Perception +13, Survival +9
Age:172 Height:7ft.6In Weight:200 lb
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DEFENSE
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AC 19, touch 15, flat-footed 14 (+0 Armor, +5 Dex, +0 Shield, Natural Armor +4, Misc +0, Size +0)
hp 17(2d8+4)
Fort +5 Ref +5 Will +7
Resistances: Damage Reduction Silver 3 in hybrid and animal form.
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OFFENSE
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Speed
Baseland 60ft
Melee
..Bite +6 (1d6+5/X2) (plus curse of lycanthropy DC 15)
..Claws +6 (1d6+5/X2 plus grab)
..Special Attacks: Pounce, Rake (2 claws +2,1d4+1)
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STATISTICS
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Str 12, Dex 20, Con 14, Int 13, Wis 18, Cha 8
Base Atk +1; CMB +2; CMD 17
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GEAR/POSSESSIONS
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Combat Gear:
Worn Gear:
Other gear/Inventory:
Carrying Capacity
Light 64lb Medium 129lb Heavy 149.5lb
Current Load Carried 0lb.
Coins Gp:0 Sp:0 Cp:0

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Skills
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Class skills
..Climb +5 (Ability +1, Ranked +1, Class +3, +2FT)
..Diplomacy +4 (Ability -1, Ranked +1, Class +3, Trait +1)
..Heal +4 (Ability +4, Ranked +0)
..Knowledge Geography +5 (Ability +1, Ranked +1, Class +3, +2FT)
..Knowledge Local +6 (Ability +1, Rank +1, Class +3, Trait +1)
..Knowledge Nature +5 (Ability +1, Ranked +1, Class +3)
..Perception +11 (Ability +4, Ranked +2, Class +3, Racial +2, Lycan +2, +2FT)
..Ride +3 (Ability +3, Ranked +0)
..SpellCraft +5 (Ability +1, Rank +1, Class +3)
..Stealth +9 (Ability +3, Ranked +2, Class +3, Trait +1 Lycan +4, +2FT)
..Survival +9 (Ability +4, Ranked +2, Class +3,+2FT)
..Swim +1 (Ability +1, Ranked +0)
Non-Class Skills
..Acrobatics +3 (Ability +3, Ranked 0, +2FT)
Background Skills
..Craft
..Handle Animal +4 (Ability -1, Ranked +2, Class +3)
..Linguistics +5 (Ability +1, Ranked +1, Class +3)
..Profession
Non-Standard Skill Bonuses
..Keen senses:Triaxians’ unique ear construction grants them a +2 bonus on Perception checks.
..Lycan form: +2 Perception +4 Stealth
..Lycanthropic Empathy (Ex)
In any form, natural Lycans can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check.
..Scent: +8 on scent based perception checks.
..Favoured terrain +2 bonus on initiative checks and Acrobatics, Climb, Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in any forest.
Languages: Triaxian, Elven, Druidic and Common.
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GEAR/POSSESSIONS
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Combat Gear: Cold Iron Elven Curvedblade, Sling.
Worn Gear: Rose wood armor, Druid robes.
Other gear/Inventory: Backpack, 50ft of hemp rope, Elven trail rations(10)
Carrying Capacity
Light 43lb Medium 86lb Heavy 130lb
Current Load Carried 0lb.
Coins Gp:0 Sp:0 Cp:0

Spells:

Level 0:
Create water
Detect Magic
Enhanced diplomacy
Stabilize

Level 1:
Cure Light Wounds
Produce Flame

Special Abilities:

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SPECIAL ABILITIES
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Keen Senses: Triaxians’ unique ear construction grants them a +2 bonus on Perception checks.

Seasoned: Summer is chosen, the triaxian can exist comfortably in conditions between 90 and 110 degrees Fahrenheit without having to attempt Fortitude saves due to the environment

Change Shape (Su): A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

WWerecat - Base Animal Form Mountain lion - +4 Dexterity - +2 Perception +4 Stealth. Feat: Scent. Pounce.

All Lycans have three forms—a humanoid form, a base animal form, and a hybrid form.

Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form.

A Lycan can shift to any of its three alternate forms as a move action.

A Lycan gains a bite attack when it is in its base animal and hybrid form. This is a primary attack that deal 1d6 points of damage plus the Lycan’s Strength modifier. In addition, when a Lycan is in its base animal form, it also gains the special attacks applicable to the base animal type. BY way of example, a werewolf in wolf form may attempt to make a trip attempt against a target as a free action without provoking an attack of opportunity if it hits them with its bite attack.

The Lycan gains two claw attacks when it is in its base animal and hybrid form. These are primary attacks that deal 1d4 points of damage plus the Lycan’s Strength modifier.

At 6th level a Lycan may choose to improve either its natural bite or natural claw attacks as follows:

Bite: Your bite deals an additional 1d6 damage.

Claw: You gain the Improved Grapple feat as a bonus.

At 11th level a Lycan may choose to improve either its natural bite or claw attacks as follows:

Bite: Your bite deals an additional 1d6 damage.

Claw: Rend, when you strike successfully with both claws in the same combat round you may deal an additional 2d6 + 1 ½ strength damage.

Damage Reduction (Ex): At first level, Lycans possess DR 3/silver while in hybrid or wolf form. This resistance increases to DR 6/Silver and 6th level and DR 10/Silver at 10th level.

Low-Light Vision (Ex): Lycans can see twice as far as humans in conditions of dim light. If the base creature already had low-light vision, they can see three times as far instead of twice as far.

Curse of Lycanthropy (Su):
A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.

Lycanthropic Empathy (Ex):
In any form, natural Lycans can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check.

Scent (Ex):
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Favored Terrain (Ex): At 1st level, the tree ghost gains a +2 bonus on initiative checks and Acrobatics, Climb, Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in any forest. A tree ghost traveling through forests normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the skill bonus and initiative bonus increase by +2.

Green Empathy (Su):
At 1st level, a tree ghost can improve the attitude of a plant creature.

This ability functions just like a Diplomacy check made to improve the attitude of a person. The tree ghost rolls 1d20 and adds his druid level and his Charisma modifier to determine the green empathy check result. A typical plant creature has a starting attitude of indifferent.

To use green empathy, the tree ghost and the plant must be able to study each other, meaning they must be within 30 feet of one another under normal conditions. Generally, influencing a plant in this way takes one minute, but as with influencing people, it might take more or less time.

A tree ghost can also use this ability to influence an animal or magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Oakbrother (Su):
AIn addition to all of the animal companions normally available to druids, a tree ghost may also select a young treant as a companion.

Treant Companion

Starting Statistics

Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack 2 slams (1d6); Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7; Special Qualities double damage against objects, low-light vision

4th-Level Advancement

Size Large; AC +2 natural armor; Attack 2 slams (1d8); Ability Scores Str +8, Dex -2, Con +4

While adjacent to his treant companion, a tree ghost is considered to be within a forest for purposes of his favored terrain and restful shade abilities.

Background:

Fenrarem was born many years ago in the plane known as the Seelie Courts. His family was a part of the outer circle and this were not particularly important as far as the hierarchy of the realm was concerned. Unfortunately for Fenrarem, despite not being high on the social ladder, his name was well known to many in his plane. He was infamous for his pranks. Like many fey he enjoyed practical jokes on humans however, his problem was that he always took them a little too far. His jokes often ended with the victim being minorly injured. For years, he got away with this behavior as it was seen as youthful indiscretions. One day he pushed things too far. He decided to scare a man with fire while the man was tending his horse in his stable. He lost control of the fire and it spread rapidly, burning down the stables and the man’s home, killing him and his entire family. For his transgressions Fenrarem was banished from the Seelie Courts but not before he would receive one other punishment, he was cursed with lycanthropy for all time.

He spent his first few years in the human lands doing as he had been doing back home, causing ruckus and pulling practical jokes on people. However, after a few years he grew tired of this and decided to seek out something more meaningful. He wandered into a small town and befriended a local farmer named Dragmire. This farmer was not the most successful but he had dreams of great wealth and influence. He told Fenrarem of his plan to sabotage the machines that his fellow farmers used to grow their crops. This sort of mischief being close to Fenrarem’s own heart he decided to do it. For the next few years he used to abilities to sneak unto farmers’ properties in the dead of night and sabotage their machines. He even gave himself the moniker ‘’The Black Sheep’’, leaving signed notes at the scene of his crimes. With his own farmlands, unmolested Dragmire could mass a large amount of wealth, growing more crops then anyone. He sold some of his crops at severely inflated rates to his starving neighbors. Everything was well for Fenrarem, until his ‘’friend’’ Dragmire decided that he did not need the help anymore and informed the authorities as to who the Black Sheep was. Betrayed and on the run, he fled into the depths of the forest in the dead of the night.

One day, while wandering through the woods he was attacked by a rabid bear. He was able to change into his animal form and flee from the bear but his wounds were too severe and he collapsed in the middle of the woods. When he awoke, he found himself in the camp of a group of elves. They were a hunting party of Clan Sherendyl and had found him bleeding and dying in the middle of a clearing. They recognized that he was Fey and were curious about him so they healed his wounds and took him to their camp. Saddened by the betrayal of his one-time friend and desperate for companions he broke down and told them his entire story. He begged them to take him with him and the leader of their group told him that it was up to the community as a whole. He was brought back to the home of the elves, where upon hearing his story one of the elders suggested he given sword training. If he was deemed to have skill, he could be accepted as one of the hunters. Being composed of a clan of warriors this idea was well received and his training as a tracker, hunter and swordsman began. He excelled at his training and was very quickly accepted as an outside member of the clan. He spent many years living with them and while there it was discovered that he had talent for druidic magic. He was sent to train under a druid that lived-in a nearby grove, himself an apprentice of the archdruid. Before he left however the clan bestowed unto him their ancestral blade, it was a large, tow-handed curve blade the kind of which he excelled with.

He then spent the next couple decades living with his druidic master. He learned about the natural order and Obad-hai. He learned to accept his bestial side as the druid saw it as a close tie to animals. He was taught how to summon animals and talk to plants, to heal and to conjure the forces of nature. He became a druid and even befriended a young Maple Treant. He lived in that grove until his master told him that he was a druid in his own right and it was time for him to go out and find his own place in the forest and do his work. Before that however he was sent to an inn called the Gilded Acorn where he was to meet with some rangers, elves and woodsmen to discuss the evil denizens of the woods. Here he met a dwarf named Griswold and his life changed forever.

Appearance and Personality:

Fenrarem is a Triaxian, a fey creature that shares many characteristics of elves but looks somewhat like a human. His skin is a very pale and his long hair is tied back in a braid and is the color of sand. He is tall standing at an impressive 6’4’’ and but is very slender like many elves and weighs only 170 lbs. Like many elves, he is light on his feet and this cat-like nature has only made him more so. His eyes are a deep green like the color of ivy, with wide round eyes like those of a cougar. His ears are long and curved back along his head and constantly twitching and he is constantly focusing on various sounds. The left side of his face is tattooed with the image of shimmering ivy and above each eye is a tiny scar-like mark in the shape of a sun, designating him as being born in the Summer Courts of the Fey Realms. Like elves his face his smooth and devoid of hair. When he smiles, you can see that his incisors are slightly longer and sharper than is normal for his kind.

In Hybrid form, his height and weight change only minimally, his weight increases imperceptibly and his height decreasing slightly, his spine curving slightly and his body shifting into a ready pounce at all times. His fingernails shift into long black claws and his teeth elongating. His body becomes covered in fur the same color as his hair, with the fur of his torso being closer in color to his natural flesh.

In animal form, he becomes a cougar with no specific traits to mark him as anything other than a great cat other than his eyes, they remain the same color as his natural form.

Like many druids, Fenrarem chooses to dress mostly in greens and browns the same colors as found in the forest he loves so much. His pants, shirt and sandals are all colored earth brown. Over this he wears his rosewood armor and over the armor he wears a long cloak, which was a gift of elven friends. The cloak is designed to be reversible, with the inner layer colored grey like a stone and the outer green and brown with many leaves sown on. It is designed to help camouflage him in natural environments. Around each wrist he wears a bundle of sticks that functions as his holy symbol.

Fenrarem is a fey with close ties to elves and has spent many years among them, thus he exhibits many traits that elves and fey do. He is often very playful and enjoys pulling practical jokes on people or sparring with them verbally. These are often more mean-spirited then harmless teasing however. He is very solitary and curious. He does not stand on ceremony and has no regard for a person’s rank or titles, caring only for how that person can help him or caring for the deeds they have accomplished. His curiosity and lack of manners can often make him appear very unempathetic. Like all druids he worships nature and the natural order and reveres Obad-Hai.

As a werecat his personality and likes have been somewhat influenced by his bestial side. He enjoys dozing in the sun and in battle he is bloodthirsty even when in his natural form.