Vsevolod

Iskandarr's page

95 posts. Alias of Robert Roach.


Full Name

Iskandarr

Race

Medium Monstrous Humanoid

Classes/Levels

Lake Elran Druid, 9

Gender

Male

Defense:
AC 22, touch 15, flat-footed 19, hp 90, Fort +10, Ref +7 (+2 bonus vs. traps), Will +12; +4 vs. fey and plant-targeted effects
other:
Init +4; Senses darkvision 60 ft.; Perception +16

Age

74

Alignment

N

Deity

The forest and the Fey

Occupation

Commander of the border patrol

Strength 22
Dexterity 18
Constitution 18
Intelligence 14
Wisdom 22
Charisma 13

About Iskandarr

Iskandarr
Lake Elran Druid 9
NE Medium monstrous humanoid
Hero Points 1
Init +4; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 23, touch 15, flat-footed 20 (+7 armor, +3 Dex, +1 deflection)
hp 98 (9d8+40)
Fort +10, Ref +7 (+2 bonus vs. traps), Will +12; +4 vs. fey and plant-targeted effects
Defensive Abilities trap sense +2
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Offense
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Speed 20 ft.
Melee darkwood greatclub +13/+8 (1d10+9)
Special Attacks wild shape 3/day
Druid Spells Prepared (CL 9th; concentration +14):
4,4,4,3,2,1
5th- Baleful Polymorph
4th—arboreal hammer{super}D,UM{/super}, flame strike (DC 20), scrying, strong jaw{super}APG{/super} (DC 20)
3rd—cure moderate wounds, wind wall, greater magic fang, poison (DC 19), venomous bolt{super}D,APG{/super} (DC 19)
2nd—barkskin, animal messenger, hold animal (DC 18), lesser restoration, speak with animals, owls wisdom ,UM{/super}
1st—burning disarm (DC 17), entangle (DC 17), faerie fire, glide{super}D,APG{/super}, pass without trace, shillelagh (DC 17), shillelagh (DC 17)
0 (at will)—detect magic, know direction, mending, purify food and drink (DC 16)
D Domain spell; Domain Jungle
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Statistics
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Str 22, Dex 18, Con 18, Int 14, Wis 22, Cha 13
Base Atk +6; CMB +12; CMD 28
Feats Combat Casting, Natural Spell, Power Attack, Powerful Shape[UM]
Traits eyes of the wild, savage
Skills Acrobatics +6, Handle Animal +14, Knowledge (nature) +16, Perception +16 (+18 in natural settings), Spellcraft +12, Stealth +12, Survival +16 (+17 to get along in the wild); Racial Modifiers +2 Handle Animal
Languages Common, Draconic, Druidic, Feraweni, Sand Giant
SQ animal-minded, brachiation, hero points, nature bonds (jungle domain), trackless step, wild empathy +11, woodland stride
Combat Gear jingasa of the fortunate soldier, wand of cure light wounds; Other Gear +1 wild dragonhide breastplate, darkwood greatclub, belt of giant strength +2, headband of inspired wisdom +2, ring of protection +2, spell component pouch 165 gp
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TRACKED RESOURCES
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Brachiation (8 rounds/day) (Ex) - 0/8
Jingasa of the fortunate soldier (1/day) - 0/1
Wand of cure light wounds - 0/50
Wild Shape (3/day) (Su) - 0/3
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Special Abilities
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Animal-Minded This race has a +2 racial bonus on Handle Animal and wild empathy checks.
Brachiation (8 rounds/day) (Ex) Free, gain climb speed and a bonus to Acrobatics.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Druid Domain (Jungle) Granted Powers: The spirits of the jungle, both of natural guardians and lost civilizations, whisper in your heart.
Eyes of the Wild You spend enough time in the wilderness that you are attuned to its ways. You gain a +2 trait bonus on Perception checks in natural settings.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Natural Spell You can cast spells while in Wild Shape.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Powerful Shape While in wild shape, you are treated as one size category larger
Savage +1 to Survival checks to get along in the wild.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Venom immunity

buffed human:

Human Form Buffed with Barkskin and Shillelagh
Lake Elran Druid 8
NE Medium monstrous humanoid
Hero Points 1
Init +4; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 27, touch 15, flat-footed 24 (+8 armor, +3 Dex, +4 natural, +1 deflection)
hp 90 (8d8+40)
Fort +10, Ref +6 (+2 bonus vs. traps), Will +12; +4 vs. fey and plant-targeted effects
Defensive Abilities trap sense +2
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Offense
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Speed 20 ft.
Melee darkwood greatclub +13/+8 (3d8+10)
Special Attacks wild shape 3/day
Druid Spells Prepared (CL 8th; concentration +14):
4th—arboreal hammer{super}D,UM{/super}, flame strike (DC 20), flame strike (DC 20), strong jaw{super}APG{/super} (DC 20)
3rd—cure moderate wounds, cure moderate wounds, greater magic fang, poison (DC 19), venomous bolt{super}D,APG{/super} (DC 19)
2nd—barkskin, barkskin, hold animal (DC 18), lesser restoration, lesser restoration, tar ball{super}D,UM{/super}
1st—burning disarm (DC 17), entangle (DC 17), faerie fire, glide{super}D,APG{/super}, pass without trace, shillelagh (DC 17), shillelagh (DC 17)
0 (at will)—detect magic, know direction, mending, purify food and drink (DC 16)
D Domain spell; Domain Jungle
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Statistics
--------------------
Str 22, Dex 18, Con 18, Int 14, Wis 22, Cha 13
Base Atk +6; CMB +12; CMD 28
Feats Combat Casting, Natural Spell, Power Attack, Powerful Shape[UM]
Traits eyes of the wild, savage
Skills Acrobatics +6, Handle Animal +14, Knowledge (nature) +16, Perception +16 (+18 in natural settings), Spellcraft +12, Stealth +12, Survival +16 (+17 to get along in the wild); Racial Modifiers +2 Handle Animal
Languages Common, Draconic, Druidic, Custom Language, Custom Language
SQ animal-minded, brachiation, hero points, nature bonds (jungle domain), trackless step, wild empathy +11, woodland stride
Combat Gear jingasa of the fortunate soldier, wand of cure light wounds; Other Gear +1 wild dragonhide breastplate, darkwood greatclub, belt of giant strength +2, headband of inspired wisdom +2, ring of protection +2, 165 gp
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TRACKED RESOURCES
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Brachiation (8 rounds/day) (Ex) - 0/8
Jingasa of the fortunate soldier (1/day) - 0/1
Wand of cure light wounds - 0/50
Wild Shape (3/day) (Su) - 0/3
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Special Abilities
--------------------
Animal-Minded This race has a +2 racial bonus on Handle Animal and wild empathy checks.
Brachiation (8 rounds/day) (Ex) Free, gain climb speed and a bonus to Acrobatics.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Druid Domain (Jungle) Granted Powers: The spirits of the jungle, both of natural guardians and lost civilizations, whisper in your heart.
Eyes of the Wild You spend enough time in the wilderness that you are attuned to its ways. You gain a +2 trait bonus on Perception checks in natural settings.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Natural Spell You can cast spells while in Wild Shape.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Powerful Shape While in wild shape, you are treated as one size category larger
Savage +1 to Survival checks to get along in the wild.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Tiger:

Dire Tiger Form
Tiger, Dire (Pathfinder RPG Bestiary 0)
N Large animal
Hero Points 1
Init +6; Senses low-light vision, scent; Perception +12
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Defense
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AC 24, touch 11, flat-footed 22 (+7 armor, +2 Dex, -1 size, +6 natural)
hp 113 (15d8+42)
Fort +12, Ref +12, Will +5
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Offense
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Speed 30 ft.
Melee bite +18 (2d6+8/19-20 plus grab) and
2 claws +18 (2d4+8 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +18, 2d4+8 plus grab)
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Statistics
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Str 26, Dex 14, Con 17, Int 2, Wis 12, Cha 10
Base Atk +10; CMB +19 (+23 grapple); CMD 31 (35 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +3 (+7 to jump with a running start), Perception +12, Stealth +12 (+18 in tall grass), Swim +10; Racial Modifiers +4 Acrobatics, +4 Stealth, +6 Stealth in tall grass
SQ hero points
Other Gear +1 wild dragonhide breastplate, 150 gp
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TRACKED RESOURCES
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-none-
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Special Abilities
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Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

buffed tiger:

Tiger Form Buffed with Strong Jaw and Greater Magic Fang (+1 all)
Tiger, Dire (Pathfinder RPG Bestiary 0)
N Large animal
Hero Points 1
Init +6; Senses low-light vision, scent; Perception +12
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Defense
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AC 24, touch 11, flat-footed 22 (+7 armor, +2 Dex, -1 size, +6 natural)
hp 105 (14d8+42)
Fort +12, Ref +11, Will +5
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Offense
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Speed 30 ft.
Melee bite +19 (4d6+9/19-20 plus grab) and
2 claws +19 (3d6+9 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +19, 3d6+9 plus grab)
--------------------
Statistics
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Str 26, Dex 14, Con 17, Int 2, Wis 12, Cha 10
Base Atk +10; CMB +19 (+23 grapple); CMD 31 (35 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +3 (+7 to jump with a running start), Perception +12, Stealth +12 (+18 in tall grass), Swim +10; Racial Modifiers +4 Acrobatics, +4 Stealth, +6 Stealth in tall grass
SQ hero points
Other Gear +1 wild dragonhide breastplate, 150 gp
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TRACKED RESOURCES
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-none-
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Special Abilities
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Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Back Story
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Growing up as the second son to the chief is never easy. "Hey Iskandarr!" a young tigerling prince saunters to a smaller child. You don't inherit the family name, you have to earn your rank and place within the tribe... A now adolescent young man reaches the glowering figure with a haughty air and a pompous stride."If you want to see father, you'll have to have my permission!"You have none of the entitlement,An older, more physically matured young man inclines his head."And as the future chief, I say"none of the unchallenged authority A fully matured and sleek man stands with a heightened sense of worth. "you shall not pass until you address me properly!" The broad figure stands before him and sighs with a forced temperance that can only be created through years within the forge of life. Future and regretful"Chief Amotekain, please allow me to see your elder, so that I may confer in is his wisdom until I may have the blessing to consult in your" limited, unchallenged, and easily bested "authority." The future lord of the tigerlords smiles and steps aside, allowing the second born to pass the all too familiar trail to his father's abode. Some day, that over entitled kitten will experience fear, he finds his father basking in the calm of the morning. Fear that will dissolve all my father has created."Father, my scouts bring news that there is a visitor to train under the sword lord, from the south. I plan to increase patrols within the next day to monitor the south and ensure that this visitor does not have any cold blooded and scale clad allies."Amotekain could easily destroy father's legacy... the age old tiger lord looks at him with time-tempered eyes, looks through him with wisdom and experience. "I plan to have three patrols set up so that the first starts south, the second three quarters of a mile north and west of the first located approximately three quarters of a mile north of the first patrol, and the third a mile and a half to the north of the first patrol. Each patrol is designed to move every half hour so that every inch between a half mile to the south and west to every inch between the south and east is covered and accounted for." the second born stands to attention and slightly beams with the pride that can only come from proving one's worth."Very well," the greying man smiles "You have been entrusted with our patrols for these last fourteen and more years, I trust in your judgement." he says with a paternal pride "What news of the north?" the young tigerlord speaks from experience "Trade to the north and east is consistent, as always." the second born scowls as he recants the north and west "We have had to increase our attention to the north and west, however, to prevent young alphas from trying to prove themselves in its hazards." his brow furrows as he speaks. "We may need to incite absolute law that none may travel north and west without your permission" he says that with a respectful incline of his head."But I leave that to your wisdom, father." With that, the elder man frowns and thinks for a moment "I will consider your advice, leader of the guard. In the mean time, please advise Iskandeer that it is not behooving to a young tiger to travel the woods alone." He says the last portion with a wink. "After all, with his uncle's luck with women, he may be chief some day." With that, the patrol captain's eyes widen as he smiles and makes a mental note to speak with his son. "By your word, oh chief." he says with a smile that only his father would understand. On second thought, being second son of the chief isn't as bad as it seems. Still, someday it would be nice to be known as more than the "Should be chief"...