The Fifth Archdaemon

Heyou's page

23 posts. Alias of Benedict Patrick.


Full Name

Heyou -

Race

thing in a blanket

Classes/Levels

that has a way with (possibly killing and reanimating) animals

Gender

Possibly male

Age

1

Alignment

Neutral Good

Strength 14
Dexterity 16
Constitution 14
Intelligence 11
Wisdom 16
Charisma 5

About Heyou

Heyyou
Male Tiefling druid 1
NG Medium outsider (native)
Init +3, Senses darkvision (60 ft.); Perception +7
=================================================
DEFENSE
=================================================
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge, )
hp 11 ((1d8)+3)
Fort +4, Ref +3, Will +5
Resistances cold 5, electricity 5, fire 5,
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee quarterstaff +2 (1d6+2/+1)
Melee quarterstaff (head 1 only) +2 (1d6+3)
Melee quarterstaff (head 2 only) +2 (1d6+3)
Special Attacks Spontaneous Casting,
Innate Spell-Like Abilities darkness (1/day),

Prepared Spells
Druid (CL 1st; concentration +4)
1st-entangle(DC 14)
0th-create water, light, resistance(DC 13)
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 14, Dex 16, Con 14, Int 11, Wis 16, Cha 5,
Base Atk +0; CMB +2; CMD 16
Feats Dodge
Skills Acrobatics +3, Heal +7, Perception +7, Sense Motive +4,
Traits Acrobat, Magical Knack (Druid),
Languages Abyssal, Common, Druidic
SQ animal companion, darkvision, fiendish language, fiendish resistance, fiendish sorcery, nature bond, nature sense, orisons, skilled, spell-like ability, wild empathy +-2,
Combat Gear
Other Gear quarterstaff, lamellar (leather), 10.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Abyssal

Acrobat Having trained from a young age, you're capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a -2 penalty instead of the normal -5 penalty when using the Climb skill to attempt an accelerated climb.

Animal Companion (Ex)

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.

Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Magical Knack (Druid) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Druid gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

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.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Skilled (Ex) Tieflings have a +2 racial bonus on Bluff and Stealth checks.

Spell-Like Ability (Sp) Tieflings can use darkness 1/day as a spell-like ability.

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

Tiefling

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+-2 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.

_____________________________________________________________________

Cat
Male Companion Cat, Small (Cheetah) animal 2
None Small animal
Init +5, Senses low-light vision; scent, Perception +1
=================================================
DEFENSE
=================================================
AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size )
hp 18 ((2d8)+2)
Fort +4, Ref +8, Will +1

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

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6,
Base Atk +1; CMB +1; CMD 16 (20 vs trip)
Feats
Skills
SQ ac bonus, bonus tricks 1, link, low-light vision, scent, share spells, stat bonus,
Combat Gear
Other Gear bite, claw, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
AC Bonus 0

Animal Companion

Bonus Tricks 1

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

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.

Stat Bonus 0

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.