![]()
About Kozzemo.
Str 8(-1).................Dex(+4)................Wis 18(+4)
Additional Languages: Druidic, Auran, Common, Undercommon Magic Profile:
Spell DC: 14 + Spell Level Concentration: +12 --------------------- Spells Known Level-0 (*): Create Water, Guidance, Mending, Stablize Level-1 (2): Abundant Ammunition, Gravity Bow (1d6 > 1d8) --------------------- Spells Prepared Level-0 (4): Detect Magic, Know Direction, Light, Spark Level-1 (4): Level-2 (4): Level-3 (4): Hunter/Druid Class Adventure Skills (+3):
Climb (Str -1) 1 Diplomacy (Wis +4) 3 Fly (Dex +4) 1 Heal (Wis +4) 1 Intimidate (Cha +0) 1 Perception (Wis +4) 6 Ride (Dex +4) 1 +4 Spellcraft* (Int +0) 1 Stealth (Dex +4) 6 +8 Survival (Wis +4) 1 +2 Swim (Str -1) 1 Knowledge:Dungeoneering* (Int +0) 1 Knowledge:Nature* (Int +0) 4 +2 Hunter/Druid Class Background Skills (+3):
Craft[] (Int +0) Handle Animal* (Cha +0) 6 Profession[]* (Wis +4) Knowledge:Geograpy* (Int +0) 6 Non-Class Adventure Skills:
Acrobatics (Dex +4) Bluff (Cha +0) Disable Device* (Dex +4) Disguise (Cha +0) Escape Artist (Dex +4) Intimidate (Cha +0) Sense Motive (Wis +4) Use Magic Device* (Cha +0) Knowledge:Arcana* (Int +0) Knowledge:Local* (Int +0) Knowledge:Planes* (Int +0) Knowledge:Religion* (Int +0) Non-Class Background Skills:
Appraise (Int +0) Artistry[] (Int +0) Legerdemain* (Dex +4) Linguistics* (Int +0) 3 Lore[]* (Int +0) Perform (Cha +0) Knowledge:Engineering* (Int +0) Knowledge:History* (Int +0) Knowledge:Nobility* (Int +0) Goblin Racial Traits:
+4 Dex, -2 Str, -2 Cha Type: Humanoid-Goblinoid Size: Small (+1 Size Bonus AC and Attack Rolls, -1 Penalty CMB and CMD, +4 Size Bonus Stealth) Base Speed: 20ft Languages: Goblin Fast Movement: Gain +10 feet bonus to Base Speed Skilled: Gain +4 Racial Bonus to Ride and Stealth Darkvision: See perfectly in dark up to 60 feet Character Traits/Flaws:
Trait : Wisdom in the Flesh (Diplomacy) Benefit: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you. Trait : Kin Bond
Trait : Focused Mind
Flaw : Unlearned (except Knowledge:Local)
Character Feats:
Feat : Natural Spell Prequisite : Wis 13, Wild Shape Class Feature Benefit : You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape Feat : Shaping Focus
Feat : Eschew Materials
Favored Class (Druid):
• Can gain a +1 Hit Point
Hunter Class Features Level-1:
Expenditures: +0 Hits, +5 Skills, +0 Companion Hits • BAB +0 Fort +2 Rflx +2 Will +0 • Hit Die: d8 • Class Skills: Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge:Dungeoneering, Knowledge:Geography, Knowledge:Nature, Perception, Profession, Ride, Spellcraft, Stealth, Survival, Swim • Skill Ranks: 6/Level • Weapon Proficiency: All Simple and Martial Weapons • Armor Proficiency: Light, Medium, Shields (except Tower) • Cast Spells from Druid and Ranger spell list. Can cast any spell they know without preparing it ahead of time. Difficulty Class for Saves is 10 + Spell Level + Wisdom Modifier Spells Known: Orisons Create Water, Guidance, Mending, Stablize 1st-Level Abundant Ammunition, Gravity Bow (1d6 > 1d8) Spell Allotment: 1st-2 • Animal Companion this functions like the Druid Animal Companion. The Hunter levels stack with any other class that gains an Animal Companion. • Animal Focus the Hunter can take on the aspect of an animal as a Swift Action. They must select one type of animal, and no more than one, to emulate each time they do so, gaining a bonus or special ability as listed below. They can use this ability for 1 minute per day per Hunter level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The Hunter can also apply one of these aspects to their Animal Companion but there is no duration limit on this for the Animal Companion. Further the aspect applied to the Animal Companion does not count against the Hunter's minutes and remains in effect until the Hunter changes it. Applying this to the Animal Companion can be done as part of the same Swift Action. If the Animal Companion is dead, the Hunter can apply their aspect to themselves in addition to their normal one that uses minutes and like with the Animal Companion it stays in effect until changed. *************************************************************************** *************************
Druid Class Features Level-5(6):
Druid Class Features Level-5(6) • BAB +3 Fort +4 Rflx +1 Will +4 • Hit Die: d8 • Class Skills: Climb, Craft, Fly, Handle Animal, Heal, Knowledge:Geography, Knowledge:Nature, Perception, Profession, Ride, Spellcraft, Survival, Swim • Skill Ranks: 4/Level • Weapon Proficiency: Club, Dagger, Dart, Quarterstaff, Scimitar, Scythe, Sickle, Shortspear, Sling, Spear, and All Natural Attacks (Claw, Bite, etc...) when in Wild Shape • Armor Proficiency: Light, Medium, Shields (except Tower) cannot use metal • Cast Spells from the Druid spell list. They must choose and prepare these spells in advance each day when spending 1 hour in a meditative trance which also allows them to regain their daily allotment of spells. Difficulty Class for Saves is 10 + Spell Level + Wisdom Modifier Spell Allotment: Orisons-4 1st-3 2nd-3 3rd-3 • Spontaneous Casting: The Druid can channel stored spell energy into summoning spells that they have not prepared ahead of time. They can use a prepared spell in order to cast any Summon Nature's Ally spell of the same level of lower. • Orisons the Druid can prepare a number of these spells each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. • Bonus Languages: A Druid's bonus language options include Sylvan, in addition to any bonus languages provided by their race. They also knows Druidic which is a secret language known only to Druids. This is a free language for Druids. • Nature Bond: The Druid forms a bond with nature which can take one of two forms. The first is a close tie to the natural world, granting the Druid one of the following domains: Air, Animal, Earth, Fire, Plant, Water, or Weather as well as a set of Animal and Terrain Domains. The second option is to form a close bond with an Animal Companion. This animal is a loyal companion that accompanies the Druid on their adventures. However, unlike normal animals, the Animal Companion's Hit Dice, Abilities, Skills, and Feats advance as the Druid gains levels. If a character receives an Animal Companion from more than one source, their effective levels stack for determining the statistics and abilities of the companion. Most Animal Companions increase in size when the Druid reaches 4th or 7th level, depending on the companion. See the guidelines for Animal Companions for further details. • Nature Sense: The Druid gains a +2 bonus on Knowledge:Nature and Survival checks. • Wild Empathy: Same as Hunter • Woodland Stride: The Druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their 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 them. • Trackless Step: The Druid leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if they so desire. • Resist Nature's Lure: The Druid gains a +4 bonus on Saves against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood. • Wild Shape (2/day): The Druid gains the ability to turn themself into any Tiny, Small, Medium or Large Animal or a Small Elemental and back again. Their options for new forms include all creatures with the Animal type. This ability functions like the Beast Shape II spell or Elemental Body I, except as noted here. The effect lasts for 1 hour per Druid level, or until they change back. Changing form (to animal or back) is a standard action and does not provoke an attack of opportunity. The form chosen must be that of an animal the Druid is familiar with. When in Wild Shape a Druid is limited to the sounds that a normal, untrained animal can make, thus losing thier ability to speak, but they can communicate normally with other animals of the same general grouping as their new form. Animal Companion:
Animal Companion Name: Golin'Kurar Type: Dragonhawk (reskinned baby Roc) https://www.d20pfsrd.com/classes/core-classes/Druid/animal-companions/#Roc Size : Medium Hit Die: 27 (6d8-1) BAB : +4(DEX +4) CMB : +6 CMD : +10 Fort +4 Rflx +5 Will +5 Skill : 6 Feats : 3 Tricks: 9 AC +13 (NAC +1 Dex +4)(Lvl-6 +4)(Armor +4) Speed : 20ft, 80ft fly Carrying Capacity: Light 266 lbs Medium 532 lbs Heavy 800 lbs Attacks : 2 Talons (1d4), Bite (1d6) Ability Scores: Str 12, Con 10, Dex 19, Int 2, Wis 13, Cha 11 Skills : Fly* 2(+4), Perception* 3(+1), Stealth* 1(+4) Tricks : 9 Special Qualities: Low Light Vision, Link, Share Spells, Evasion, Devotion Armor Proficiency (Light), Hefty Brute, Weapon Finesse Darkleaf Leather Lamellar Barding Cost 870gp Wgt 12.5 AC +4 MDB +5 ACP 0
Muleback Cords: The wearer treats their Strength score as 8 higher than normal when determining
Druid Animal Companion Features: Link : A druid can handle their Animal Companion as a Free Action, or push it as a Move Action, even if they do
Share Spells : The druid may cast a spell with a target of “Self” on their Animal Companion (as a touch range
Evasion : If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half
Devotion : An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Feat: Armor Proficiency(Light)
Feat: Hefty Brute
Feat: Weapon Finesse
Equipment:
Ring of Feather Fall 2,200gp
Total 14,415 (1,385) Exotic Military Saddle 60gp More to come....
|