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No posts. Organized Play character for Kregge.


Full Name

Kamal of Zenj

Race

Human (Mwangi) Druid (Jungle Druid) 4 AC 20/12/18 / HP 29/29 / F +5 R +3 W +9 (+4 vs animals and disease) / Init. +2 (+2 in Jungle's) / Perc. +12 (+2 in Jungles))

Gender

Male

Size

Medium

Age

24

Alignment

Neutral Good

Deity

Gozreh

Location

Eledar

Languages

Aklo, Common, Druidic, Polyglot, Sylvan

Occupation

Guide

Strength 8
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 20
Charisma 7

About Kamal of Zenj

Kamal of Zenj
Male Human (Mwangi) Druid (Jungle Druid) 4
NG Medium Humanoid (human)
Hero Points 3
Init +2; Senses Perception +12
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Defense
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AC 21, touch 13, flat-footed 19 (+7 armor, +2 shield, +2 Dex)
hp 29 (4d8+4)
Fort +5, Ref +3, Will +9 (+4 vs. disease and EX animals and magical beasts)
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash -2 (1d4-1/x2) and
. . Shortspear +2 (1d6-1/x2)
Ranged Sling +5 (1d4-1/x2)
Spell-Like Abilities Tree Shape (At will)
Druid (Jungle Druid) Spells Prepared (CL 4):
2 (2/day) Barkskin, Flaming Sphere (DC17), Produce Flame, Soften Earth and Stone
1 (3/day) Burning Hands (DC16), Cure Light Wounds, Entangle (DC16), Faerie Fire, Hide from Animals, Obscuring Mist
0 (at will) Detect Magic, Read Magic, Guidance, Light
Spells in blue have been cast for the day.
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Statistics
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Str 8, Dex 14, Con 13, Int 10, Wis 20, Cha 7
Base Atk +3; CMB +2; CMD 13
Feats Augment Summoning, Spell Focus (Conjuration), Superior Summoning
Traits Jungle Guide (Sargava) (Survival), Magical Knack (Druid [Jungle Druid])
Skills Acrobatics -1 (-5 jump), Climb -4 (-3 in jungle terrain), Escape Artist -1, Fly +3, Handle Animal +5, Heal +11, Knowledge (geography) +5 (+2 in jungle terrain), Knowledge (nature) +9 (+2 in jungle terrain), Linguistics +2, Perception +12 (+2 in jungle terrain), Ride -1, Spellcraft +4, Stealth -1 (+0 in jungle terrain), Survival +14 (+2 in jungle terrain), Swim -4
Languages Aklo, Common, Druidic, Polyglot, Sylvan
XP 10460/15000
SQ fire bolt (8/day), hero points, jungle guardian, nature bond abilities (ash), spontaneous casting, wild empathy, woodland stride
Combat Gear Pearl of power (1st level) (1/day), Wand of Cure Light Wounds, Antitoxin; Other Gear Green Dragonhide Breastplate +1, Darkwood Heavy wooden shield, Shortspear, Sling, Sling bullets (20), Healer's kit, 5 PP, 3 GP, 8 SP
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Druid (Jungle Druid) Domain (Ash) Associated Domain: Fire
Fire Bolt (1d6+1) (7/day) (Sp) 30' Ranged touch attack deals 1d6+1 Fire damage.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Jungle Guardian (+1) (Ex) Initiative checks and Climb, Knowledge (geography), Perception, Stealth, and Survival checks in jungle terrain.
Jungle Guide (Sargava) (Survival) +1 trait bonus on Handle Animal checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills is a class skill for you.
Magical Knack (Druid [Jungle Druid]) +2 CL for a specific class, to a max of your HD.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Superior Summoning When summoning more than one creature, summon an extra one
Torrid Endurance (Ex): At 4th level, a jungle druid ignores the effects of a hot climate as if under the effects of endure elements. She also gains a +4 bonus on saves against disease and the exceptional abilities of animals and magical beasts. This ability replaces resist nature's lure.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy. Can affect magical animals of int 1 or 2 with -4
Woodland Stride (Ex) Move through undergrowth at normal speed.