Saguaroi

Ivy I.V.E's page

49 posts. Alias of Grandlounge.


Race

AC:19 T:14 F:16| HP 11/11 | CMD:13 | F:+4 R:+3 W:+5 | Init:+3 | Perc: +9/12, |

About Ivy I.V.E

Undefined vine leshy druid (nature fang) 1
N Small plant (leshy)
Init +3; Senses darkvision 60 ft., low-light vision, Perception +9

DEFENSE
AC 19, touch 14, flat-footed 16 (+3 Dex, +4 Armor, +1 Shield, +1 size)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +5 +2 made against emotion and fear effects.

OFFENSE
Speed 20 ft.
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks spontaneous casting
Innate Spell-Like Abilities: speak with plants, shape change ( DC 10, at will)

Druid Spells Prepared (CL 1st, concentration +4):
1st—hydraulic push APG, tripvine PCFG (DC 14)
0 (at will)—detect magic, guidance, stabilize

STATISTICS
Str 12, Dex 16, Con 14, Int 10, Wis 16, Cha 7
Base Atk +0; CMB +0; CMD 13

Feats: Point-Blank Shot

Skills: Climb +3, Knowledge (Religion/Planes) +6, Knowledge (Geopraphy) +4, Lore Numerian +6, Perception +9, Spellcraft +4, Survival +7

Traits: Spirit Guide, Forbidden Knowledge, Hunter's Eye, Skymetal Smith, Naive

Languages Common, Druidic, Sylvan

Combat Gear: candles (10) hide armor (small), sling (small), shield, light wooden (small), longbow (small), stake (wood) (small) (3), scarf (normal) (small), arrow (blunt) (small) (8), chalk, durable arrow (5), flint and steel, bullets, sling (10) (small), arrows (20) (small), waterproof bag (small), MW perception and Lore, bell, twine (50 ft.), folding pole, druid's kit

SQ +2 dexterity, +2 wisdom, -2 intelligence, change shape, change shape, climber, darkvision, darkvision, eagle, languages, leshy, low-light vision, low-light vision, nature bond, orisons

Special Abilities:

+2 Dexterity, +2 Wisdom, -2 Intelligence Vine leshys are hardy and insightful, but sometimes forgetful.

Change Shape (Su) All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into Small plants of the same type of growth the leshy is related to. In this form, the leshy appears as a particularly healthy specimen of that particular plant. A leshy can assume plant form or revert to its true form as a swift action.

Change Shape (Su) Vine leshys can transform into vines, with results similar to tree shape. In this form, the leshy appears as a particularly healthy Small vine. The leshy can assume plant form or revert to its true form as a swift action.

Climber Vine leshys gain a +2 racial bonus on Climb checks.

Darkvision (Ex) Vine leshys can see in the dark up to 60 feet.

Deadeye Bowman (Erastil) When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
Eagle
Domains

Grapevine: A vine leshy made from a grapevine can produce magically infused fruit that can heal her allies. She can cast goodberry once per day as a spell-like ability, with a caster level equal to her character level. This replaces pass without trace.

Languages Vine leshys begin play speaking Common and Sylvan. Vine leshys with high Intelligence scores can choose from the following: Aquan, Auran, Aklo, Elven, Gnome, Goblin, Terran, or Undercommon.

Leshy Vine leshys are plants with the leshy subtype but lack the immunities to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning that the plant type usually grants, and they lack the immunity to electricity and sonic that the leshy subtype usually grants.

Low-Light Vision (Ex) Vine leshys can see twice as far as humans under conditions of dim light.

Naive Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a -2 penalty to AC against attacks with improvised weapons and a -2 penalty to CMD against dirty trick combat maneuvers (see the Pathfinder RPG Advanced Player's Guide).

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.

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.

Plantspeech (Ex) Vine leshys can speak with vines as if subject to a continual speak with plants spell.

Skymetal Smith - The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.

Slow Speed Vine leshys have a base speed of 20 feet.

Small Vine leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Spell-Like Abilities (Sp) All leshys have pass without trace as a constant spell-like ability (CL equal to twice the leshy's HD).

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

Studied Target (Ex) A nature fang gains the slayer's studied target class feature. A nature fang can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of nature fang class abilities against that opponent increase by 1. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). A nature fang can only maintain these bonuses against one opponents at a time; these bonuses remain in effect until either the opponent is dead or the nature fang studies a new target. The nature fang may discard this connection to a studied target as a free action, allowing him to study another target in its place.

Unassuming Foliage Vine leshys gain a +4 racial bonus on Stealth checks in forests.

Verdant Burst (Su) When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.

Aquilo:

Init +3; Senses low-light vision; Perception +14

DEFENSE

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +4

OFFENSE

Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats: Weapon Finesse
Skills Fly +7, Perception +14, Religion -1, Spellcraft -1, Survival 3; Racial Modifier +8 Perception

SPECIAL ABILITIES

Familiar
The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

Empathic link

Cooperative Crafting

A valet can cast open/close and prestidigitation at will.

Teammate (Ex)
A valet is considered to have all the teamwork feats its master has.

This replaces improved evasion.