Azmur Kell

Fyfe Holme's page

142 posts. Alias of TPJ.


Full Name

Fyfe Holme

Race

Human

Classes/Levels

Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Gender

Male

Size

M

Age

26

Alignment

Neutral Good

Deity

None

Languages

Common, Druidic, Goblin, Sylvan

Strength 10
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 18
Charisma 10

About Fyfe Holme

PDF Version of Character Sheet.

PDF Version of Companion Sheet.

Statistics:

Fyfe Holme
Male Human druid 1
NG Medium humanoid (human)
Init +1, Senses Perception +8
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DEFENSE
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AC 14, touch 11, flat-footed 12 (+3 armor, +1 Dex, )
hp 9 ((1d8)+1)
Fort +3, Ref +1, Will +6

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OFFENSE
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Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged sling +1 (1d4)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +1 (1d4/19-20)
Melee scimitar +0 (1d6/18-20)
Special Attacks Spontaneous Casting,

Prepared Spells
Druid (CL 1st; concentration +5)
1st-magic fang(DC 15), obscuring mist
0th-detect magic, guidance(DC 14), light
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TACTICS
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STATISTICS
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Str 10, Dex 13, Con 12, Int 14, Wis 18, Cha 10,
Base Atk +0; CMB +0; CMD 11
Feats Augment Summoning, Spell Focus (Conjuration)
Skills Climb +4, Handle Animal +4, Heal +8, Knowledge (Nature) +8, Perception +8, Spellcraft +6, Stealth +2, Survival +10,
Languages Common, Druidic, Goblin, Sylvan
SQ animal companion, bonus feat, nature bond, nature sense, orisons, skilled, wild empathy +1,
Combat Gear Wand (Cure Light Wounds/Druid/1st) (6 charges), Wand (Entangle/Druid/1st) (4 charges), rations (trail/per day) (2), potion of cure light wounds,
Other Gear leather, outfit (explorer's), backpack, waterskin, sling, dagger, scimitar, 87.0 gp
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SPECIAL ABILITIES
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Animal Companion (Ex)

Bonus Feat Humans select one extra feat at 1st level.

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 the Animal Companions section beginning on page 51. 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.

Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Wild Empathy

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.


Companion:

Xilanfur
Female Companion Cat, Small (Leopard) animal 2
NONE Small animal
Init +5, Senses low-light vision; scent, Perception +1
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DEFENSE
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AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size )
hp 14 ((2d8)+2)
Fort +4, Ref +8, Will +1

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OFFENSE
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Speed 50 ft.
Melee bite +3 (1d4+1)
Melee claw +3/+3 (1d3+1)
Special Attacks Trip,

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TACTICS
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STATISTICS
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Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6,
Base Atk +1; CMB +1; CMD 16 (20 vs trip)
Feats Combat Reflexes
Skills Acrobatics +9, Acrobatics (Jump) +17, Climb +5,
SQ bonus tricks 1, link, low-light vision, scent, share spells,
Animal Tricks Attack, Come, Defend, Down, Guard, Heel, Seek
Combat Gear
Other Gear bite, claw, 0.0 gp
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SPECIAL ABILITIES
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Bonus Tricks 1

Combat Reflexes You may make 5 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

Mod Link

Mod Share Spells

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You 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 you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You 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. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.

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ANIMAL TRICKS
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Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.