Valeros

Finvarra Acorntosser's page

76 posts. Organized Play character for stigand.


Race

Male CN Human Druid(Feral Shifter) 2 | HP 22/22 | AC:14 (Touch:12, Flat:12) | CMB 4, CMD 15 | F+5, R+2, W+5 | Init+2 | Perc+7 | Speed: 30 | Active conditions: None

Classes/Levels

Tracked:
level 1: Cure Light Wounds, Shillelagh, Obscuring Mist | Bullets: 20 | Wand CLW: 50 | Potion of CLW: 2 | Acid Flask: 2

Deity

Green Faith

Strength 16
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 14
Charisma 10

About Finvarra Acorntosser

PFS# 213874-1
Faction: Grand Lodge
Experience 2.0
Fame 6, Prestige Points 4

CHRONICLES:

S05-08: The Confirmation
S09-10: Signs in Senghor
S09-21: In the Grandmaster's Name

Init: +2; Perception +7
Languages: Common, Druidic, Sylvan

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DEFENSE
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AC: 14; touch: 12; flat-footed: 12 light leather
HP: 22/22 Favored Class, Toughness
Fort: +5, Ref: +2, Will: +5

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OFFENSE
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Speed 30 ft.
Space: 5 ft., Reach: 5 ft.

BAB +1

Melee:
Masterwork Sickle (crit ×2)
. . [dice=Attack]1d20 + 5[/dice] | [dice=Damage]1d6 + 3[/dice]
. .
Oak Club (crit x2)
. . [dice=Attack]1d20 + 4[/dice] | [dice=Damage]1d6 + 3[/dice]
. .
Dagger (crit 19-20x2)
. . [dice=Attack]1d20 + 4[/dice] | [dice=Damage]1d4 + 3[/dice]
. .
Ranged:
Sling (50ft) (crit x2)
. . [dice=Attack]1d20 + 2[/dice] | [dice=Damage]1d4 + 3[/dice]

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STATISTICS
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Str 16, Dex 13, Con 14, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 15

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TRAITS
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Arcane Temper(magic): You gain a +1 trait bonus on concentration and initiative checks.
Deft Dodger(combat): You gain a +1 trait bonus on Reflex saves.

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FEATS
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Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

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SPECIAL ABILITIES
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Nature Sense(Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy(Ex): animal diplomacy, 1d20 + Cha
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.
Animal Focus(Su): At 1st level, as a swift action, a feral shifter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter’s animal focus class feature (see page 27). The feral shifter can use this ability for a number of minutes per day equal to her druid level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. She can emulate only one animal at a time. This ability replaces nature bond.

Feral Shifter Animal Focus:

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

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SKILLS |4+Int+Human| (bold denotes class skill)
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Acrobatics +1 (0 rank, +1 Dex)
Appraise +1 (0 rank, +1 Int)
Bluff +0 (0 rank, +0 Cha)
Climb +7 (1 rank, +3 Class Skill, +3 Str)
Diplomacy +0 (0 rank, +0 Cha)
Disguise +0 (0 rank, +0 Cha)
Escape Artist +1 (0 rank, +1 Dex)
Fly +5 (1 rank, +3 Class Skill, +1 Dex)
Heal +2 (0 rank, +2 Wis)
Intimidate +0 (0 rank, +0 Cha)
Knowledge(Geography) +6 (2 rank, +3 Class Skill, +1 Int)
Knowledge(Nature) +8 (2 rank, +3 Class Skill, +2 Nature Sense, +1 Int)
Perception +7 (2 rank, +3 Class Skill, +2 Wis)
Ride +1 (0 rank, +1 Dex)
Sense Motive +2 (0 rank, +2 Wis)
Stealth +1 (0 rank, +1 Dex)
Survival +9 (2 rank, +3 Class Skill, +2 Nature Skill, +2 Wis)
Swim +7 (1 rank, +3 Class Skill, +3 Str)

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SPELLS
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0 – DC 12 (Unlimited)
Guidance
Stabilize
Flare
Light

1st – DC 13
Cure Light Wounds
Shillelagh
Obscuring Mist

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COMBAT GEAR
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Leather Armor
Masterwork Sickle
Club
Dagger
Sling
Wayfinder (Standard): A small magical device patterned off ancient relics of a long lost civilization, 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.
Wand of CLW (50)
Bullets (20)
Antitoxin
Acid Flask (2)
Potion of CLW (2)

gear:

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GEAR
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Backpack
Bedroll
Winter Blanket
Fish Hook
Flint & Steel
Mug
Hemp Rope 50ft
Holly & Mistletoe
Spell Component Pouch
Whetstone
Twine 50ft
Soap
Mess Kit
Water Skin
Rations (5)
Pebbles
Acorns
Traveler's Outfit
Belt pouch
Antitoxin (1)

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Temporary Gear
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Total Weight: 74 lbs.
Carrying Capacity Light: 76 lbs. Medium: 77-153 lbs. Heavy: 154-230 lbs.

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Currency
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G: 1021
S: 49
C: 87

Background:
Fin was one to always wander about. On a long hike, Fin was searching for antler sheds and some acorns for random craft ideas that would pop in his head. Only having a couple of acorns, he was wanting to travel further in the tree line but he could not shake the feeling of something watching him on the other side. Sticking to the animal path he’d been on all day, Fin started to hear the sounds of wood-chopping and giggling goblins.

Sneaking behind some trees, Fin sees three malicious goblins attacking a tree. One goblin had a horsechopper, the second a dogslicer, and the third was beating on the tree with a lit torch. Looking around for what was on hand to stop this horrid act, Fin only had his acorns. While looking at his acorns he happened to notice a tree branch, that would make a good club, hiding under some shrubs. Fin threw a couple acorns at the goblins, but they just looked up at the tree and yelled at it while resuming their attack. Seeing that action did nothing, Fin hesitantly picked up the branch and ran out as quietly as possible. Succeeding in his stealth, he was able to club the horsechopper goblin in the back of the head before the other goblins noticed him. Although happy with getting the first strike in the situation turned dire with no combat training and being between two angry goblins! While dodging the ugly, rusted sword; the goblin with the torch was forgotten about until the crack to the back of the head. As Fin fell to the ground with the world going black, he thought he heard battle cries mixed with the roar of animals from the side of the forest he avoided.

After waking and removing a cold cloth from his head, Fin heard someone say, “The acorn tosser finally wakes.” With returning vision, Fin sees a gray-beard human and a red fox staring at him. During a conversation over trail rations, Fin learned this man was a druid and had been watching him for several days. Later in the conversation the druid said he was impressed with Fin’s foolish attempt at saving the tree. He said almost all people would have sneaked by while the goblins were distracted with some tree but Fin had done something about it. The druid was impressed with that thoughtfulness for the natural world. Fin was offered apprenticeship from the druid. After several years of training Fin sets out to protect the natural world from natural and unnatural blights.

Appearance:
Finvarra is average height for a human, though a littler lighter than most from spending time wanderlusting. He has blue eyes and long, dark brown hair usually tied back. He is usually always found in his leathers because he hates having to patch up his woolen travel clothes from all the thorny branch snags. In his cloak he has different types of leaves, moss, twigs and feathers sewn in.