[ooc ]Active Conditions:
Daylight : The creature is unable to see well because of overstimulation of the eyes. –1 penalty on attack rolls and sight-based Perception checks.
Languages Draconic, Cyclops, Aquan, Auran, Ignan, Terran
Deity: himself
Class & Racial abilities:
Kobold
Darkvision: Kobolds can see in the dark up to 60 feet.
Weakness: Light sensitivity.
Saurian Shaman 4
Nature's Bond (Ex): Domain: Feather (Animal)
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your druid level. In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Nature Sense (Ex): You gain a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 +2. 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.
Grauchi can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.
Woodland Stride (Ex): 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.
Totem Transformation (Su) (3min/day): You may adopt an aspect of the saurian while retaining her normal form. Select from the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d4], 2 claws [1d2], rake, +2 CMB to grapple). While using totem transformation, you may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will. Using this ability is a standard action.
Trackless Step (Ex): Grauchi leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Resist Nature's Lure (Ex): Grauchi has a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (Su) (1/day): Grauchi the ability to turn herself into any Small or Medium animal and back again. 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 4 hour, 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 with which the druid is familiar. Grauchi loses his ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form.
Charactersheet:
DEFENSE
AC 22 (+6 armor, +1 natural armor, +1 size, +3 dex, +1 shield), touch 14, flat-footed 19
CMD 16 (10 base +1 Str +3 Dex -1 Size +3 BAB)
HP 38 (1d8(8)+2)+4*(1d8(5)+2) Con: 14)
Fort +6 (+4 class +2 Con) + Resist Nature's Lure
Ref +4 (+1 class +3 Dex) + Resist Nature's Lure
Will +7 (+4 class +3 Wis) + Resist Nature's Lure
OFFENSE
Speed 30 ft
Base Attack +3; Melee Touch +5; Ranged Touch +6
CMB +4
Club +5, Dmg: 1d4+1 B
Shillelagh +6, Dmg: 1d8+2 B
Sling +6, Dmg: 1d3+1 B
Traits
Ancient Explorer: +1 Knowledge Local, bonus language (Cyclops)
Reactionary: +2 initiative
Slithering Stride (Kobold): For 3 rounds per day, you can move through light or heavy undergrowth at full speed. This ability doesn’t work in terrain that has been magically manipulated to impede motion.
SKILLS (4*4 +0 Int +4 FcB = 20)
Acrobatics +0 (+3 Dex -3 Armor)
Appraise +0 (+0 Int)
Bluff -1 (-1 Cha)
Climb +2 (+1 Str +1 rank +3 class -3 Armor)
Diplomacy -1 (-1 Cha)
Disable Device +4 (+3 Dex +1 rank)
Disguise -1 (-1 Cha)
Escape Artist +0 (+3 Dex -3 Armor)
Fly +5 (+3 Dex +2 rank +3 class -3 Armor)
Handle Animal +3 (-1 Cha +2 rank +3 class)
Heal +3 (+3 Wis)
Intimidate +3 (-1 Cha)
Knowledge Arcana +1 (+0 Int +1 rank)
Knowledge Geography +4 (+0 Int +1 rank +3 class)
Knowledge Nature +6 (+0 Int +1 rank +3 class +2 cl ab)
Knowledge Local +5 (+0 Int +1 trait +1 rank +3 class)
Linguistics +5 (+0 Int +5 rank)
Perception +11 (+3 Wis +1 rank +3 class +2 racial +2 domain)
Ride +0 (+3 Dex -3 Armor)
Sense Motive +3 (+3 Wis)
Spellcraft +4 (+0 Int +1 rank +3 class)
Stealth +9 (+3 Dex +2 rank -3 Armor +4 racial +3 class)
Survival +10 (+3 Wis +2 rank +3 class +2 cl ab)
Swim +5 (+1 Str +1 rank +3 class)
Use Magic Device +3 (-1 Cha +4 rank)
Wild Empathy +4 (-1 Cha +5 lvl)
Spells:
lvl 0 (4 max)
Create Water
Detect Magic
Purify Food and Drink
Read Magic
Starting Statistics: Size Medium; Speed 10 ft., fly 50 ft. (clumsy); AC +0 natural armor; Attack bite (1d8); Ability Scores Str 8, Dex 21, Con 10, Int 2, Wis 14, Cha 12; Special Qualities low-light vision, scent.
7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4.
Background:
Grauchi was born in the primitive thunderhoof village on Mediogalti island. He was raised as a shamanic druid for the village until the village was destroyed in an earthquake. Subsequent he was banished, as the shaman/druid he should have prevented it. He lived for a long time alone in the jungle until he came upon a Red Mantis camp. After pleading for his life, he was kept alive and sold into slavery. The slavers boat got into a storm and he was washed overboard... to be picked up by our crew.