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About Kievan AsbjornCrunch:
COMBAT HP: 17 (2d8+2) Init: +3 Defense: 14 (+3 Dex, +1 Shield) DR: 2/Magic or Large (Leather Armor) Critical Defense: +6 (+2 DR, +3 Dex, +1 Shield) Fort: +4, Ref: +3, Will: +6 (+2 vs. enchantments, immune to sleep) BAB: +1 CMB: +2 CMD: 15 Hero Points: 1 ATTACKS
Feats, Traits, and Skills:
FEATS Augment Summoning: Summoned creatures gain +4 Str and Con Skill Focus (Spellcraft): +3 bonus on one skill (+6 at 10 ranks) Spell Focus (Conjuration): +1 bonus on save DCs for one school TRAITS
SKILLS
Racial and Class Features:
RACIAL FEATURES Defense - Elven Immunities (2 RP): Members of this race are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. Feats and Skills - Flexible Bonus Feat (4 RP): Members of this race select one extra feat at 1st level. Feats and Skills - Skill Bonus (Perception) (2 RP): Pick a single skill. Members of this race gain a +2 racial bonus on skill checks made with this skill. Feats and Skills - Static Bonus Feat (Skill Focus) (2 RP): Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level. Language - Linguist (1 RP): Members of this race start with Common plus their racial language (if any). Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). Other - Multitalented (2 RP): Members of this race choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. Senses - Low-Light Vision (1 RP): Members of this race can see twice as far as a race with normal vision in conditions of dim light. CLASS FEATURES
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score. A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.
Spells:
0-level (unlimited/day): Detect magic: Detects spells and magic items within 60 ft. Guidance: +1 on one attack roll, saving throw, or skill check. Light: Object shines like a torch. Stabilize: Cause a dying creature to stabilize. 1st-level (3/day):
Gear and Encumbrance:
Leather armor (15 lbs.) Cetratus, Masterwork (5 lbs.) Club (3 lbs.) Everburning Torch (1 lb.) Scimitar, Masterwork (4 lbs.) Shortspear, Masterwork (3 lbs.) Backpack (Total: 8 lbs.)
Spell Component Pouch (w/Holly and Mistletoe) (Weight 2) Pouch, Belt (Weight 1/2)
Appearance:
DESCRIPTION Kievan is tall and slim, like most of his race, and carries himself with a certain grace. He is not physically intimidating, nor particularly handsome. He is quiet and doesn't speak unless it is necessary. PHYSICAL CHARACTERISTICS
History:
Kievan was born to an elven father and a human mother, living in a small tribal settlement in the remote reaches of the northeastern empire. On his naming day, he was presented to the tribal elders, who examined him and soon proclaimed that he had inherited some level of his father's connections to the natural world, and would be taught the ways of the druid. His childhood was spent in study of the world around him, the plants and animals. He was shown how to hunt, fight, and survive. His abilities grew, and his teachers were well-pleased. When he came of age, they declared that he was ready to receive an animal companion. He was instructed to gather up his belongings, then his father led him into the nearby forest. "You will not return home, my son. Either you will leave on a journey to find yourself with a new companion and friend, or you will die." Kievan thought on this while they trudged through the underbrush. Eventually, they reached a clearing in the forest. His father instructed him in the way to summon an animal that would be suitable for companionship, then gave him a quick hug and left. Kievan gave some thought to what creature to summon. He could summon something that would be easy to befriend, that would pose him no danger...but that wouldn't sit well with him. He eventually decided to summon one of the most fierce predators of which he could conceive - an allosaurus. He had always had an affinity for reptiles, and this was one of the largest around. He sat on the ground in the middle of the clearing and asked the spirits of the forest to find an allosaurus and bring it to him. After a short while, he heard something crashing through the underbrush. The creature entered the clearing, cocked its head to one side, then sat calmly. Kievan was eventually able to bond with the creature, and together they left that forest, never to return. They traveled extensively together, making their way slowly towards the center of the empire, and Allacosta.
Animal Companion (Allosaurus):
"Vigi" ABILITIES
COMBAT
ATTACKS
SPECIAL FEATURES
FEATS
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GEAR
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