Grazzt

Ithariel Calenfaroth's page

284 posts. Alias of Torilgrey.


Full Name

Ithariel Calenfaroth

Race

Aisimar (Agathion)

Classes/Levels

Druid 3; hp 24/29 Ac 15 (t 11, ff 13); fort 6, ref 2, will 8; initiative +3, perception +11: Reduce Person Stelmaria 21/21 HP, AC15, F 4, R 6 (Evasion), W 3. +3 Init, +7 Perception Status Effect: NONE

Gender

Male

Size

M

Age

20

Special Abilities

Darkvision 60’, +2 Survival, +2 Handle Animal, Summon Nature’s ally II 1/day, Acid, cold, electricity resistance 5, Nature Bond, Nature Sense, Wild Empathy

Alignment

NG

Deity

The green path

Location

Taldor

Languages

Common, Celestial, Druidic

Occupation

Traveler guardian

Strength 16
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 20
Charisma 8

About Ithariel Calenfaroth

Ithariel Calenfaroth
Agathion-blooded aasimar (idyllkin) druid 3 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 29 (3d8+11)
Fort +6, Ref +2, Will +8
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron shortspear +5 (1d6+3) or
. . dagger +5 (1d4+3/19-20) or
. . quarterstaff +5 (1d6+4) or
. . scimitar +5 (1d6+3/18-20)
Ranged sling +3 (1d4+3)
Spell-Like Abilities (CL 3rd; concentration +2)
. . 1/day—summon nature's ally II
Druid Spells Prepared (CL 3rd; concentration +8)
. . 2nd—barkskin, stone call[APG]
. . 1st—cure light wounds, faerie fire, magic fang, shillelagh (DC 16)
. . 0 (at will)—detect magic, spark[APG] (DC 15), stabilize, virtue
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Statistics
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Str 16, Dex 12, Con 16, Int 10, Wis 20, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Augment Summoning, Spell Focus (conjuration)
Traits reactionary, vigilante witch hunter
Skills Acrobatics -2 (-6 to jump), Handle Animal +7, Heal +9, Knowledge (geography) +5, Knowledge (nature) +7, Linguistics +1, Perception +11, Sense Motive +11, Spellcraft +5, Survival +15; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Druidic, Skald
SQ nature bond (tiger named Stelmaria), nature sense, trackless step, wild empathy +2, woodland stride
Other Gear lamellar (leather) armor[UC], light wooden shield, cold iron shortspear, dagger, quarterstaff, scimitar, sling, sling bullets (30), hex nail, hex nail, backpack, belt pouch, blanket[APG], cold weather outfit, feed (per day) (5), flint and steel, holly and mistletoe, mess kit[UE], pot, snowshoes[APG], soap, spell component pouch, trail rations (5), waterskin, 24 gp, 7 sp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Stelmaria CR –
Tiger
N Medium animal
Init +4; Senses low-light vision, scent; Perception +7
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Defense
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AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
hp 21 (3d8+3)
Fort +4, Ref +7, Will +3
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee bite +5 (1d6+3), 2 claws +5 (1d4+3)
Special Attacks rake (2 claws +5, 1d4+3)
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Statistics
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Str 16, Dex 18, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +5; CMD 20 (24 vs. trip)
Feats Dodge, Mobility
Tricks Attack, Defend, Down, Guard, Seek, Stay, Track
Skills Acrobatics +4 (+8 to jump), Perception +7, Stealth +8
SQ attack, defend, down, guard, seek, stay, track
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Special Abilities
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Attack [Trick] The animal will attack on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.