Gren is an almost too thin dwarven youth. Thick red hair that is wild and ratty. Her skin and clothing is covered in dirt. A thick black jacket hangs over her shoulders and seems to be the only thing that accurately fits her. A dark green vest covers her torso and her over-sized pants are held in place by a ratty belt. A black iron dagger is strapped to her hip and a backpack hangs over her shoulders.
Patron keys
Secrets beneath the Mountain & Prowess in Battle
Gren Firetalon
Female young dwarf, Feral Child Druid lvl 4, N, med, humanoid
Init +2 (+4 total under ground); Senses darkvision 60ft
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex)(+2 dodge bonus vs aberration)
hp 45(1d4+4+con)
(Recover physical ability dmg by undead creatures at a rate of 2 pnts per score per day.
(immune to altitude sickness) (+2 bonus on saves to remove neg lvls.) (+2 trait vs ingested poisons or drugs)
Fort +4 class, +2 mod= 6
Ref +1 class, +2 mod= 3
Will +4 class, +3 mod= 7
(A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
(+1 bonus on saving throws against disease, exhaustion, fatigue, fear, and poison.)
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Offense
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Speed 20 ft.
Melee unarmed strike +4 (1d6+1) cold iron dagger +4 (1d4+1 x2 10ft)
Ranged Special Attacks deals 50% dmg to incorporeal creatures while using non-magical weapons (including natural and unarmed attacks), as if using magic weapons.
[Class] Spells Known/Prepared (CL 4th; concentration +7)
. . 3rd (2/day) - Stone Shape, Burst of Nettles
. . 2nd (3/day) - Bear’s Endurance, Flame Blade, *Lay of the Land
. . 1st (4/day) - *Acid Maw, Cure Light Wounds, Nature’s Paths, Obscuring Mist
. . 0th (4at will) - Create Water, Mending, Stabilize, Spark
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Statistics Str 12, Dex 14, Con 14, Int 12, Wis 16, Cha 10
Base Atk +3; CMB+4; (+2 to grapple aberrations) CMD 16
Feats: Improved Unarmed Strike, Endurance, eschew materials, Spell Focus (Conjuration), augment summoning,
Skills: 4 + 2 +1+ Int modifier. (* is background skill)
Acrobatics (Dex) +3 ranks, +2 mod, +3 class = 8
Climb (Str)+1 ranks, +1 mod, +3 class = 5
Craft cooking (Int)+1 ranks, +1 mod, +3 class = 5
Handle Animal (Cha) +5* ranks, +0 mod, +3 class = 8
Heal(Wis)+1 ranks, +3 mod, +3 class = 7
Fly (Dex)
Knowledge (dungeoneering) (Int) +4 ranks, +1 mod, +3 class, +1 trait = 9
Knowledge (geography) (Int) +5* ranks, +1 mod, +3 class = 9
Knowledge (nature) (Int)+2 ranks, +1 mod, +3 class, +2 druid = 8
Knowledge (planes)+2 ranks, +1 mod= 2
Perception (Wis)+5 ranks, +3 mod, +3 class = 11
Ride (Dex) +2 ranks, +2 mod, +3 class = 7
Spellcraft (Int)
Survival (Wis)+5 ranks, +3 mod, +3 class, +2 druid = 13 (+2 to forage)
Stealth (Dex) +5 ranks, +2 mod, +3 class = 10
Swim (Str)+1 ranks, +1 mod, +3 class = 5
Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks
+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival while underground
do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Traits:
Cast Iron Stomach: There is little you cannot gain sustenance from. Benefit: +2 trait bonus versus ingested poisons or drugs and “get along in the wild” survival skill rolls that are trying to find food for you receive a +2 bonus.
Underworld Explorer: You are familiar with the byways and passages of the underworld.
Benefit: You gain a +1 trait bonus on Knowledge (dungeoneering) checks, and a +1 trait bonus on Survival checks made in a specific area. One of these skills becomes class skill for you.
Twisted Tattoo: Your exposure to eldritch phenomena has caused your skin to develop a strange pattern.
Benefit(s): Once per day as you cast a spell whose casting time is 1 round or less, you can roll 1d4–2 (no minimum) and add the result to that spell’s effective caster level. In an area of primal magic, the minimum result of this roll is 0, not –1 Languages: Dwarven (illiterate), Undercommon (illiterate)
SQ Other Gear:15gp
+1Mwk black dragon hide Armored coat1400 gp+5+3-1, Cold iron dagger 4gp,
Bag of holding (type I) 2,500 gp (holds 250 lbs., weighs 15 lbs.)
Campfire bead720 gp
Caver's Hammock1,200
X3Acid 30 gp, 1d6 points of acid damage, 1 pnt splash in 5ft
X4Alchemist’s Fire 40 gp1d6 points of fire damage, 1 pnt splash in 5ft, (1d6 on next rnd, full rnd action as DC 15 reflex to put out)
X3 Alkali Flask 45 gp1d6 points of acid damage, double for oozes
X1Holy water 25gp 2d4 ×2 10 ft
Basket 4 sp (holds 2 cubic ft. or 20 lbs. of materials), Bucket 5 sp (holds about 7 gallons), Canteen 2 gp
X2 Blank 1gp, X2 Poncho 1gp, Furs 12 gp (+2 bonus on Fortitude saves to resist cold weather)
X10 Animal feed, carnivore (per day) 1gp, X10 Dwaven trail rations 20gp
Small steel mirror 10gp, Silk rope (50ft) 10gp , x10Twine (50ft)1sp
Common Grappling Hook, 1 gp (Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5)
Explore’s outfit. (Oversized pants with a belt, boots, and a dark green vest are what she normally wears. But there in her bag is a long-sleeved shirt that is stained with dirt and blood. A thick cloak filled with pockets, thick gloves that are a little to big for her, and a bright blue scarf.)
Barbarian’s Kit, 9 gp; (backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin)
Fishing Kit, 5 sp; (This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).)
Entertainer’s Kit, 5 sp; (This kit includes juggling balls, colored handkerchiefs, playing cards, clownish makeup, and other simple props for stage magicians and other street entertainers.)
Grooming Kit, 1 gp; (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
Gear Maintenance Kit, 5 gp; (This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.)
Bear Trap 2 gp; (Type mechanical; Locate Perception DC 15; Disarm Disable Device DC 20; Trigger location; Reset manual
Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.
Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.)
Backstory:
Gren remembers very little of life outside of the pack. She knows technically she isn’t one of them and she know, or thinks she knows the name the people who gave birth to her is. It’s Gren, right? And she sometimes clings to that but the name her pack gave her matters just as much, maybe more. Firetalon is something she earned not something she lost. She earned it with the magic that courses though her veins.
But everything comes at a price. Taking down prey that would feed the whole pack could cost someone from the pack. And the magic she has and shares with Greyclaw also had a price. They outlive the others. Seasons raced by and the clutch they were raised with grew older much faster than the two of them. But with that they could protect their pack so much better, or so they thought.
People attacked and tried to take her. They thought she belonged with them. They didn’t understand. Instead she lost everything. The pack, what was left of them, scattered. Seasons have rolled by for just the two of them. Luck and thievery have earned them little what they have that make living her easier.
Class Skills
A feral child adds Acrobatics to her list of class skills and removes Fly and Profession from her list of class skills.
Weapon and Armor Proficiencies
A feral child loses proficiency with the scimitar, scythe, and sickle and with shields.
Illiteracy
At 1st level, a feral child is unable to read and write, though she may learn by taking 1 rank of Linguistics. She does not gain Druidic as a free language and cannot select Sylvan as a bonus language.
Improved Unarmed Strike
At 1st level, a feral child gains Improved Unarmed Strike as a bonus feat.
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.
Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Beast Family (Ex)
At 1st level, a feral child may choose one specific type of animal as the type that raised her. She gains a +2 circumstance bonus on Handle Animal and wild empathy checks with animals of that type, and she can communicate with them as if using a continual speak with animals spell-like ability, but this ability is non-magical.
Nature Bond (Ex)
At 1st level, a feral child must select an animal companion as her nature bond.
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.
Favored Terrain (Ex)
At 3rd level, a feral child gains the favored terrain ability as a ranger of her class level. A feral child may not choose urban as a favored terrain.
This ability replaces trackless step and a thousand faces.
Totem Transformation (Su)
At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:
• Movement (+10 enhancement bonus to land speed)
• Scales (+2 natural armor bonus to AC)
• Senses (low-light vision, scent)
• Natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple)
While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.
Native Fortitude (Ex)
At 4th level, a feral child gains a +1 bonus on saving throws against disease, exhaustion, fatigue, fear, and poison. When she is in her favored terrain, she instead applies her favored terrain bonus on such saving throws. She also recovers from ability damage, exhaustion, and fatigue at twice the normal rate.
This ability replaces resist nature’s lure.
Wild Shape (Su)
At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2.
Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity
(at 6th . small or Medium animal as beast shape I , 1 hour per druid level,. Reptile or dinasure is CL 8 while all others are CL4) 1/ per day
(at 8th lvl, beast shape II Large or Tiny animal or a Small elemental as elemental body I.) 2/per day
(at 10th Huge or Diminutive animal as beast shape III, a Medium elemental as elemental body II, or a Small or Medium plant creature as plant shape I.) 3/ per day
(at 12th Large elemental as elemental body III or a Large plant creature as plant shape II)4/ per day
(at 14th Huge elemental as elemental body IV or a Huge plant creature as plant shape III)5/ per day
18th / per day…. 20th at will
A druid loses her 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. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
Native Call (Su)
At 9th level, when in her favored terrain, for any summon nature’s ally spells a feral child uses to summon animals that are native to that terrain, she treats the duration of the spell as if she were 2 levels higher.
At 17th level, when the feral child uses summon nature’s ally spells to summon such animals, those animals gain a +2 bonus to both their Strength and Constitution ability scores. This stacks with the effects of the Augment Summoning feat.
This ability replaces venom immunity and timeless body.
Dwarf:
• Ability Score Modifiers: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
• Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
• Type: Dwarves are humanoids with the dwarf subtype.
• Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
DEFENSE RACIAL TRAITS
• Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
• Wanderer You gain Endurance as a bonus feat, and Climb and Swim are class skills for them. This racial trait replaces hardy.
• Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.
FEAT AND SKILL RACIAL TRAITS
Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Dwarves can take this trait in place of greed and stonecunning.
SENSES RACIAL TRAITS
• Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
OFFENSE RACIAL TRAITS
Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces hatred. (picking stealth & fly)
Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undeadcreatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.
Greyclaw
Female Velociraptors animal companions
N small animal / dinosaur
Init +; Senses low-light vision, darkvision 60ft, scent.
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Defense
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AC 13, touch 10, flat-footed 13 (+3 nat)
hp (4d10)Fort +7, Ref +8, Will +2 (class441)
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Offense
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Speed 60 ft.
Melee 2 talons +7(1d6+1), bite +7(1d4+1); 2 claws +7(1d4+1)
Ranged Special Attacks
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Statistics
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Str 12, Dex 18, Con 17, Int 3, Wis 12, Cha 14
Base Atk +3; CMB+4; CMD 18
Feats:
1-Combat Reflexes
2-Weapon Finesse,
5-Armor Proficiency (light,
8- Skill Focus,
10-Eldritch Claws
13-Improved Natural Attack,
16-Improved Natural Attack,
18-Improved Natural Attack,
Skills: Acrobatics* (Dex) +1 rank, +4 mod, +3 class = 8
Climb* (Str)+1 rank, +1 mod, +3 class = 5
Escape Artist (Dex)
Fly* (Dex)
Intimidate(Cha)
Perception* (Wis)+1 rank, +1 mod, +3 class = 5
Stealth* (Dex)+2 rank, +4 mod, +3 class = 9
Survival (Wis)
Swim* (Str)
Tricks: x8
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 a specific other character.
Detect: The animal is trained to seek out the smells of air currents, alchemical items and poisons, unusual noises or echoes, and other common elements that signify the presence of potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as out of the ordinary about a room or location. Note that because the animal is not intelligent, any number of doors, scents, strange mechanisms, or unfamiliar objects might catch the animal’s attention, and it cannot attempt the same Perception check more than once in this way.
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.
Fetch: The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Flank: You can instruct an animal to attack a foe you point to and to always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. While animals following the attack trick will flank when convenient, this trick instructs them to flank even if doing so denies it a full attack or puts the animal companion at an inconvenience or at risk, such as from attacks of opportunity, dangerous positioning, or difficult terrain. The animal must know the attack trick before it can learn this trick, and it performs it only against foes it would normally attack.
Flee: The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any accompanying creatures, remaining hidden but within range of its sight or hearing. This trick is particularly useful for adventurers and thieves in that it allows the animal to evade capture, and then return later to help free its friends.
Sneak: The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
Languages: SQ Other Gear:
Size Small; Speed 60 ft.; AC +1 natural armor; Attack Ability Scores Str 11, Dex 17, Con17, Int 2, Wis 12, Cha 14; Special Qualities
7TH-LEVEL ADVANCEMENT
Size Medium; AC +2 natural armor; Attack 2 talons (1d8), bite (1d6), 2 claws (1d4) Ability Scores Str +4, Dex –2, Con +2; Special Attacks pounce.
Link (Ex)
A druid 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 druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid 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.
Evasion (Ex)
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.