Cale the Calistrian

Kievan Asbjorn's page

82 posts. Alias of Pedwiddle.


Full Name

Kievan Asbjorn

Race

Half-elf

Classes/Levels

Druid (Saurian Shaman) 2 [ HP 15/17 | Defense 14 DR 2/magic or Large | Fort +4, Ref +3, Will +6 | Init +3, Perception +10 ]

Gender

Male

Size

M

Age

24

Special Abilities

Druid Spells, Totem Transformation

Languages

Common, Druidic, Elven, Sylvan

Strength 13
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 16
Charisma 10

About Kievan Asbjorn

Crunch:

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
Melee:
Club (+2 to Hit, 1d6+1 (B) Damage, x2 Crit)
Club (w/Shillelagh) (+3 to Hit, 2d6+2 (B) Damage, x2 Crit, counts as +1 weapon)
Light Shield Bash (-2 to Hit, 1d3+1 (B) Damage, x2 Crit)
Scimitar, Masterwork (+3 to Hit, 1d6+1 (S) Damage, 18-20/x2 Crit)
Shortspear, Masterwork (+3 to Hit, 1d6+1 (P) Damage, x2 Crit)
Ranged:
Shortspear, Masterwork (+5 to Hit, 1d6+1 (P) Damage, x2 Crit, 20' Range)

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
Gifted Adept (Call Animal): Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
Venture Mind: You get a +2 bonus to one Knowledge skill of your choice (Nature) and a +2 bonus on Heal checks.

SKILLS
Acrobatics: 3 (0 + 3 + 0 (AC))
Appraise: 1 (0 + 1 + 0)
Bluff: 0 (0 + 0 + 0)
Climb*: 1 (0 + 1 + 0 (AC))
Craft*: 1 (0 + 1 + 0)
Disguise: 0 (0 + 0 + 0)
Escape Artist: 3 (0 + 3 + 0 (AC))
Fly*: 3 (0 + 3 + 0 (AC))
Handle Animal*: 5 (2 + 0 + 3)
Heal*: 5 (0 + 3 + 2)
Intimidate: 0 (0 + 0 + 0)
Knowledge (Nature)*: 10 (2 + 1 + 3 + 4)
Perception*: 10 (2 + 3 + 3 + 2)
Perform: 0 (0 + 0 + 0)
Ride*: 3 (0 + 3 + 0 (AC))
Sense Motive: 3 (0 + 3 + 0)
Spellcraft*: 9 (2 + 1 + 3 + 3)
Stealth: 3 (0 + 3 + 0 (AC))
Survival*: 10 (2 + 3 + 3 + 2)
Swim*: 1 (0 + 1 + 0 (AC))

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
Experience Points: 2640/5000
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, staff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

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.
Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

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.
Nature Bond (Saurian Companion):
Nature Sense: +2 to Knowledge (Nature) & Survival checks
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. The druid may select from the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The dragon shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

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.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

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):
[ ] Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
[ ] Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
[ ] Shillelagh (Will neg. (object), DC 14): Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.

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.)
Rations, Trail (2 days) (2 lbs.)
Waterskin (4 lbs.)

Spell Component Pouch (w/Holly and Mistletoe) (Weight 2)

Pouch, Belt (Weight 1/2)
70 GP

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
Height: 6' 3"
Weight: 160 lbs.
Skin: Light brown and rough, like wood.
Hair: Deep green ivy.
Eyes: Purple

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
Str: 14
Dex: 16
Con: 10
Int: 2
Wis: 15
Cha: 10
Size: Medium
Speed: 40'

COMBAT
HD: 3 (15 HP)
Init: +3
Defense: 14 (+3 Dex, +1 Dodge)
DR: 6/magic or Large (+2 Leather Barding, +4 Natural armor)
Critical Defense: +9 (+6 DR, +3 Dex)
Fort: +3, Ref: +6, Will: +3
BAB: +2
CMB: +4
CMD: 18

ATTACKS
Bite (+4 to Hit, 1d6+2 (P) Damage, x2 Crit)
Claw x2 (+4 to Hit, 1d4+2 (S) Damage, x2 Crit)

SPECIAL FEATURES
Link
Low-light Vision
Scent
Share Spells

FEATS
Armor Proficiency, Light
Dodge

SKILLS
Acrobatics*: 7 (1 + 3 + 3 (AC))
Climb*: 2 (0 + 2 + 0 (AC))
Escape Artist: 3 (0 + 3 + 0 (AC))
Fly*: 3 (0 + 3 + 0 (AC))
Intimidate: 0 (0 + 0 + 0)
Perception*: 6 (1 + 2 + 3)
Stealth*: 7 (1 + 3 + 3 (AC))
Survival: 2 (0 + 2 + 0)
Swim*: 2 (0 + 2 + 0 (AC))

TRICKS
Attack
Come
Defend
Down
Guard
Heel
Track

GEAR
Barding, Leather (Allosaurus) (15 lbs.)