Amiri

Lemona's page

1 post. Alias of Tuyena.


Full Name

Lemona

Race

Skinwalker (Witchwolf)

Classes/Levels

Druid (Nature's Fang) 5 / Master of Many Styles

Gender

Female

Size

Medium

Age

19

Alignment

LN

Languages

Common, Druidic

Strength 20
Dexterity 14
Constitution 16
Intelligence 9
Wisdom 14
Charisma 7

About Lemona

Lemona
Druid (Nature's Fang) 5 / Master of Many Styles 2
LN Medium humanoid (skinwalker)
Init +2; Perception +14
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
HP 63 (7d8+25)
Fort +11, Ref +7, Will +10
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Offense
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Speed 30 ft.
Ranged +8 Shortbow (1d6/x3)
Melee +14 Claws (1d6+8/x2)
Melee +14 Claws (1d6+8/x2)
Melee +13 Bite (1d6+6/x2)
Melee +13 Gore (1d6+6/x2)
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Statistics
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Str 20, Dex 14, Con 16, Int 8, Wis 14, Cha 7
Base Atk +5; CMB +11; CMD 22
Languages Common, Druidic
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Feats
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Improved Unarmed Strike
Weapon Focus (Claws)
Feral Combat Training (Claws)
Power Attack
Combat Reflexes
Snake Style
Snake Fang
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Slayer Talents
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Aspect of the Beast
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Traits and Drawbacks
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Mutant Eye You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.

Robot Slayer The strange automatons that plague the wilds of Numeria are a blight upon the world, and the idea that there could be countless more of these creatures lying in wait in the unknown ruins scattered throughout the region chills your blood. Khonnir’s recovery of a deactivated robot from the caves below Torch worries you—not only could that thing wake up and run amok in town, but there may well be more lurking below! You want to explore the caves under Torch to determine if there is indeed a lurking robot threat below town. You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.
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Skills
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Acrobatics +2[1]
Climb +5[4]
Escape Artist +2[0]
Handle Animal -2
Heal +2
Intimidate -2
Knowledge (nature)+9
Perception +14
Sense Motive +14[16]
Spellcraft -1
Stealth +2[1]
Survival +6
Swim +5[4]
Use Magic Device -2
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Gear
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+1 Llamelar Leather (Brawling)
+1 Amulet of Mighty Fists
Belt of Giant's Strength +2
Cloak of Resistance +1
Helm of the Mammoth Lord

Shortbow
x40 Arrows

1,130 GP
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Special Abilities
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Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, 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 (see below).

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 wooden ones.

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.

Animal-Minded Skinwalkers have a +2 racial bonus on Perception and wild empathy checks.

Spell-Like Ability Skinwalkers with a Wisdom score of 11 or higher can use magic fang once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker's character level.

Low-Light Vision (Ex) Skinwalkers can see twice as far as humans in conditions of dim light.

Studied Target (Ex) At 1st level, a nature fang gains the slayer's studied target class feature. At 5th level and every 5 levels thereafter, the nature fang's bonus against her studied target increases by 1. Unlike a slayer, a nature fang does not gain the ability to maintain more than one studied target at the same time.

This ability replaces nature sense, wild empathy, and woodland stride.

Nature Bond (Plant/Growth Domain)(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. Druids also have access to a set of Animal and Terrain Domains. 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.

Slayer Talent At 4th level and every 2 levels thereafter, a nature fang selects a slayer talent. Starting at 12th level, she can select an advanced slayer talent in place of a slayer talent. She uses her druid level as her slayer level to determine what talents she can select.

This ability replaces wild shape.

Sneak Attack (Ex) At 4th level, a nature fang gains sneak attack +1d6. This functions as the rogue sneak attack ability. If the nature fang gets a sneak attack bonus from another source, the bonuses on damage stack.

This ability replaces resist nature's lure.

Plant Domain (Growth)

Enlarge (Su) As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

1st—enlarge person, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—righteous might, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.
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Backstory
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