Casamir Azmeren

Lykàn Delĩss's page

368 posts. Alias of nightdeath.


Full Name

Lykàn Delĩss

Race

| HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|

Classes/Levels

Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

Gender

Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed

Size

Medium

Age

167

Alignment

Chaotic Neutral

Languages

Common, Elven, Druidic, Sylvan, Celestial, Draconic, Giant

Occupation

Self Proclaimed Defender of Nature. Others call him a nusiance.

Homepage URL

Lykàn Deliss

Strength 15
Dexterity 18
Constitution 14
Intelligence 17
Wisdom 18
Charisma 10

About Lykàn Delĩss

--------------------
[Url]Submission[/url]
--------------------

Lykàn Deliss

--------------------
Character Crunch
--------------------
Male Elf Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7
Chaotic Neutral Medium Humanoid
Init +5; Senses Darkvision Perception +14

--------------------
Defense
--------------------
AC 26, touch 21, flat-footed 22 (+5 armor, +0 Shield, +4 Dex, +0 natural, +3 Deflection, +0 Dodge, +3 wis, +1 Instinct)
hp 62 (7d10+14)
Fort +13, Ref +15, Will +16
Resist None

--------------------
Offense
--------------------
Speed 30 ft.
Ranged Adaptive Composite longbow +1 +11 (1d8+3 20/x3)
Melee Quarterstaff +9 (1d6+3 20/x3) Double
Melee Claws +11 (1d6+4 20/x2), Claws +11 (1d6+4 20/x2) or Bite +11 (1d6+4 20/x2)
Special Attacks Sneak Attack +1d6,
Spell-Like Abilities Light,

--------------------
Statistics
--------------------
Str 15, Dex 18, Con 14, Int 17, Wis 22, Cha 10
Base Atk +7; CMB +9; CMD 22
Languages Common, Elven, Druidic, Sylvan, Celestial, Draconic, Giant

--------------------
Feats
--------------------
Point-Blank Shot (1)
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (3)
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Nimble Moves (5)
Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Acrobatic Steps (GM Bonus)
Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).

Natural Spell (7)
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.

Panther Style (Combat, Style) (Shifter bonus Feat 1)
While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.

--------------------
Traits
--------------------
Rostlander (Campaign)
You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Youthful Mischief (Race)
Though you gave up the life of a padfoot, scout, or minstrel decades before, you still know how to roll with the punches when things turn sour. You gain a +1 trait bonus on Reflex saves.

Ambush Training (Combat)
You’ve learned that taking an enemy by surprise can end a combat before it begins. You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.

--------------------
Class Features
--------------------
Weapon and Armor Proficiency:
Weapon and Armor Proficiency: A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape.

Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.

A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.

A style shifter is not proficient with medium armor or shields.

This alters the shifter’s armor proficiencies.

Bonus Languages:
A shifter's bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.

A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn't take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.

Shifter Aspect (Su):
At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect's minor form (see Aspects on page 28) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter's turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.

As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level. Aspects are detailed in their own section starting on page 28.

Shifter Claws (Su):
At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.

As the shifter gains levels, the power of her claws increases. At 3rd level, her claws ignore DR/cold iron, DR/magic, and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.

While a shifter uses wild shape to assume her aspect's major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form's claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.

Natural Strikes (Ex):
A style shifter is considered to have Improved Unarmed Strike for the purposes of feat prerequisites and can apply the effects of feats that have Improved Unarmed Strike as a prerequisite to her shifter claws.

This alters shifter claws.

Wild Empathy (Ex):
A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (Pathfinder RPG Core Rulebook 93). The shifter rolls 1d20 and adds her shifter level and 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 shifter and the animal must be within 30 feet of one another and 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.

The shifter 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.

Style Shifting (Ex):
A style shifter gains access to style aspects. A style aspect provides benefits only while the style shifter is in the style feat stance associated with the appropriate aspect (such as Boar Style with Form of the Boar). He can shift into his style aspect for a number of minutes per day equal to 3 + his shifter level. The duration need not be consecutive but must be spent in 1-minute increments. A style shifter can shift into a style aspect as a free action as part of entering a style feat’s stance. Otherwise, shifting into a style aspect is a swift action, while ending the effect is a free action that can be taken only on the style shifter’s turn. He can shift between any aspects he has during the duration without additional cost.

This replaces shifter aspect, chimeric aspect, greater chimeric aspect, and final aspect.

Defensive Instinct (Ex):
At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks and when the shifter is flatfooted. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Track (Ex):
At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.

Woodland Stride (Ex):
At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.

Wild Shape (Su):
At 4th level, a shifter gains the ability to turn herself into the major form of one of her aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of her aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn't provoke attacks of opportunity. Often a particular aspect's major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; she gains these instead of the form abilities from beast shape II, but she still gains beast shape II abilities that are size dependent.

A shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal of that form can make, but she can communicate with other animals of the same general grouping as her form. She can also communicate in nonverbal ways with allies.

A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,' each hour of wild shape counts as a use.

A shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level.

Form of the Wild (Su):
At 6th level, a style shifter gains the ability to turn into other creatures. This functions as a druid’s wild shape ability, except he does not gain the ability to turn into an elemental. The shifter’s effective druid level is equal to his class level. He can use this ability for a number of hours per day equal to 1/3 his effective druid level. This duration does not need to be consecutive, but must be spent in 1-hour increments. For abilities that function based on uses of wild shape, each hour of form of the wild counts as a use.

This alters wild shape.

Trackless Step (Ex):
At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.

Style Mastery (Ex):
At 1st level, 5th level, and every 5 levels thereafter, a style shifter gains a bonus style feat. He does not need to meet the prerequisites of the feat. Starting at 5th level, he can choose to instead gain a wildcard style slot. Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles’ feat paths (such as Panther Claw if he enters Panther Style) as long as he meets their prerequisites. Each time he changes styles, he can also change these wildcard style slots.

Shifter's Fury (Ex):
At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don't benefit from shifter's claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.

Style Aspects: A style shifter has access to the following style aspects.

Form of the Boar: Once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal an additional 1 point of bleed damage with the attack. At 8th level, when you tear flesh, the target becomes sickened for 1 round. At 15th level, whenever you confirm a critical hit, you can attempt an Intimidate check to demoralize a target within 30 feet as an immediate action.

Form of the Crane: You reduce the penalty on attack rolls for fighting defensively by 1, to a minimum penalty of 0. At 8th level, when an attack misses you, you can move 5 feet as an immediate action without provoking attacks of opportunity. At 15th level, when an attack misses you, you can move up to half your speed as an immediate action without provoking attacks of opportunity.

Form of the Dragon: You gain a +1 dodge bonus to your AC for each ally you charge through when charging, up to a total equal to your Dexterity modifier (minimum +0). At 8th level, your unarmed strike’s damage die increases by one step against shaken targets. At 15th level, whenever you confirm a critical hit against a shaken target, the target becomes frightened for 1 round.

Form of the Monkey: You gain a bonus on damage rolls while prone equal to your Wisdom modifier (minimum +0). You can crawl up to half your speed as a move action. At 8th level, whenever a creature provokes an attack of opportunity from you, that creature is considered flatfooted against your attack. At 15th level, whenever you take a 5-foot step, you are treated as if you were still in your original space for the purposes of flanking others until the start of your next turn (though you can’t use this aspect to provide flanking for yourself), and you can crawl up to your full speed as a move action.

Form of the Panther: You gain a bonus to damage rolls for retaliatory unarmed strikes made with Panther Style equal to your Wisdom modifier (minimum +0). At 8th level, this bonus increases to twice your Wisdom modifier. At 15th level, if a creature misses an attack of opportunity against you prompted by your movement through a threatened square, you can make a retaliatory unarmed strike against that creature, even if you would not normally be able to make any more retaliatory strikes this turn.

Form of the Snake: Once per round when you hit a single foe with two or more unarmed strikes and deal piercing damage on your turn, you knock that foe off-balance. The foe is flat-footed until the start of its turn. At 8th level, a foe you knock off-balance can’t take attacks of opportunity until the start of its turn and remains flat-footed until the end of its turn. At 15th level, when you confirm a critical hit, the target is knocked off-balance and provokes attacks of opportunity from you and your allies.

Form of the Snapping Turtle: You double your shield bonus to AC from Snapping Turtle Style. At 8th level, you still gain your shield bonus to AC from Snapping Turtle Style even when you don’t have one hand free. At 15th level, there is a 10% chance that critical hits and sneak attacks fail to affect you. This stacks with the light fortification armor special ability and similar effects.

Form of the Tiger: On a successful bull rush, overrun, or trip combat maneuver, you deal slashing damage equal to your Strength bonus to the target of the maneuver. This damage increases to twice your Strength bonus at 8th level. At 15th level, if you hit with two or more unarmed strikes and deal slashing damage on your turn, you also rend your target, dealing damage equal to your unarmed strike plus 1-1/2 your Strength bonus.

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 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. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

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.

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.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons:
Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per 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, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (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. 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.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.

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.

Trackless Step (Ex):
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

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.

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.

--------------------
Adventuring Skills
--------------------
Acrobatics +14 (+7 Rank, +3 trained, +4 Ability, -0 Armor)
Bluff +0 (+0 Rank, +0 trained, +0 Ability)
Climb +6 (+1 Rank, +3 trained, +2 Ability, -0 Armor)
Diplomacy +0 (+0 Rank, +0 trained, +0 Ability)
Disable Device +4 (+0 Rank, +0 trained, +4 Ability, -0 Armor)
Disguise +0 (+0 Rank, +0 trained, +0 Ability)
Escape Artist +4 (+0 Rank, +0 trained, +4 Ability, -0 Armor)
Fly +8 (+1 Rank, +3 trained, +4 Ability, -0 Armor)
Heal +10 (+3 Rank, +3 trained, +4 Ability)
Intimidate +0 (+0 Rank, +0 trained, +0 Ability)
Knowledge (Nature) +13 (+7 Rank, +3 trained, +3 Ability)
Knowledge (Plane) +6 (+3 Rank, +0 trained, +3 Ability)
Knowledge (Local) +4 (+1 Rank, +0 trained, +3 Ability)
Perception +14 (+7 Rank, +3 trained, +4 Ability)
Ride +4 (+0 Rank, +0 trained, +4 Ability, -0 Armor)
Sense Motive +6 (+2 Rank, +0 trained, +4 Ability)
Spellcraft +13 (+7 Rank, +3 trained, +3 Ability)
Stealth +14 (+7 Rank, +3 trained, +4 Ability, -0 Armor)
Survival +14 (+7 Rank, +3 trained, +4 Ability)
Swim +6 (+1 Rank, +3 trained, +2 Ability, -0 Armor)
Use Magic Device +0 (+0 Rank, +0 trained, +0 Ability)

--------------------
Background Skills
--------------------
Appraise +3 (+0 Rank, +0 trained, +3 Ability)
Artistry +3 (+0 Rank, +0 trained, +3 Ability)
Craft () +3 (+0 Rank, +0 trained, +3 Ability)
Handle Animal +5 (+2 Rank, +3 trained, +0 Ability)
Knowledge (Geography) +13 (+7 Rank, +3 trained, +3 Ability)
Knowledge (Enginneering) +3 (+0 Rank, +0 trained, +3 Ability)
Linguistics +10 (+0 Rank, +0 trained, +3 Ability, +7 background) Background
Lore +0 (+0 Rank, +0 trained, +3 Ability)
Perform +0 (+0 Rank, +0 trained, +0 Ability)
Profession () +4 (+0 Rank, +0 trained, +4 Ability)
Sleight of Hand +10 (+0 Rank, +0 trained, +3 Ability, -0 Armor,+7 Background) Background

*Class Skills in Bold*
*Background Skill points spent as Background in Skill section.*

--------------------
Magic
--------------------
Bonus Spells (1st: 2, 2nd: 2, 3rd: 1, 4th: 1, 5th: 1)
Caster Level:
Spells (4) Level 0 DC 14
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

Spells (4+1) Level 1 DC 15
Blend: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5)
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours)
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.

Spells (3+1) Level 2 DC 16
Barkskin: Grants +2 (or higher) enhancement to natural armor
Barkskin: Grants +2 (or higher) enhancement to natural armor
Cat's Grace: Subject gains +4 to Dex for 1 min./level
Web Shelter: Create a comfortable shelter made of webbing.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Spells (2+1) Level 3 DC 17
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Water Breathing: Subjects can breathe underwater.
Free Swim: As freedom of movement, but only allowing a creature to move freely underwater

Spells (1+1) Level 4 DC 18
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
Thirsting Entanglement: As entangle, but thorns deal Constitution damage

--------------------
Special Abilities
--------------------
Studied Target
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.
Slayer Talent
Terrain Mastery (Ex) (Ultimate Combat pg. 1): Plains
A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does. A rogue can take this ability multiple times.

gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain.

Slayer Talent
Terrain Mastery (Ex) (Ultimate Combat pg. 1): Forest
A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does. A rogue can take this ability multiple times.

gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain.

--------------------
Equipment
--------------------
Equipment list
Melee Weapons Quarterstaff
Ranged Weapons Adaptive Composite longbow +1, 40 arrows
Armor Darkleaf Hide +1
Other Gear
Druid’s kitt:
This includes animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Cold Weather Outfit
Explorer's Outfit (Free)
Folding Ladder
Grappling hook (common)
Crowbar
Folding Pole
Smelling salts
Healer's Kit (10/10)
Healer's Kit (10/10)
Explorer Outfit

Magic Item
Ring of Protection +1
Cloak of Resistance +1
Boots of the Cat
Wand of Cure Light Wounds (50/50)
Cloak of resistance +5
Shifter's Headband +4
Amulet of Mighty Fist +2
Druid's Vestment

Greenwatch Rings:
The Efreeti council of Greenwatch, Sulvanii is always thinking. Through incredible magics has blessed the magic rings that he has gifted to the Wardens and their trusted agents. The rings allow entry into secure locations around Greenwatch as well as access to the teleportation Obelisks that have been built in Greenwatch's cities and crucial sites. The rings combine the magical effects of lessor magic rings:

The ring has the attributes of a Ring of Protection +3. Further enchantment allows it to act as a Ring of Sustenence. Having learned from the advantage of Trolls the rings feature
Regen eration at the rate of 1 hit point per round. The rings allow communication over the distance of a mile just as Communiqu e Rings. Lastly they function as a Dungeon Ring they cannot be removed unless allowed by the Duke or Duchess of Greenwatch.

Lastly a safeguard has been placed on the rings that no one who wears a ring can attack anyone else with a ring as per the spell Sanctuary.

Wealth 228 GP 8 SP

--------------------
Racial Traits
--------------------
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

--------------------
Background Story
--------------------
Mad Elf.
Beast Lord.
Killer from the Plains and Forest.
Beast King.

All these names apply to him and more.
Lykàn Deliss

Elf Druid. Self Proclaimed protector of the plains and forests. Hunter with bow. Slay not the creatures more then you need or you'll be meeting the wraith of an insane elf that happens to specialise in Ambush and gurrelia fighting. Tales abound of over greedy hunters getting beaten to near death or simply disappearing only to be found dead in the wilds several days after.

He had being quite annoyed to find that the hunters he's being hunting for leaving carcass of dead mountain beasts in the mountains near Varnhold and had embarked on the search for these defilers of nature.

What did he find? Nothing.
Absolutely Nothing.
Not them. Not their families or neighbours.
Heck Varnhold was there but there was noone there.
Even the animals weren't there.

He was going to find them.
They were his prey.
You don't steal his prey.

--------------------
Physical Appearance
--------------------
Skinny and pale if not for his bright red hair. This elf radiates pure animalistic fury in his movements and looks. For an elf there is not a trace of elven elegance but one who's a savage and most likely mad.
His arms are scarred his bodies displays one who has had experienced the rigors of the wild.
His Longbow and his quiver of serrated arrows indicates him as a hunter skilled in archery but he seems very inclined to smash his ugly staff into someone's face either.

All in all. A savage mad Elf.
Half naked if not for pieces of animal hide draped over his shoulders.

--------------------
General Personality
--------------------
Lykàn Deliss is not easy to approach with his wild animalistic aura. Blunt and unfortunately not socially aware, he doesn't mince words and say things straight from the heart. Lying and tricking others might not be his natural disposition though like the animals of the wild he can sometimes display cunning.
Sometimes.

Even the way he talks is unlike the arrogance of an elegant typical elf.
No. Straight talking is the name of the game for him.

--------------------
Posting Rate
--------------------
Generally at GMT +8 timing but i check fairly often.

What do you know about Lykàn Deliss:

K Local DC 10:
This is Lykàn Delissa, a rather well known Eco-terrorist Defender of nature around the wilds. Deemed Insane. He cares little for matters of politics and nobles or of deception and schemes.
Other names for him includes, Beast Lord. Mad capper. Cursed Being, Insane Tree lover, Lord of the plains, Winter hunter and other non flattering names.

K Local DC 15:
He leaves most folks around and even Brigands understand that not to draw this insane elf attention, one simply needs to not over kill the creatures of exploit the plains and forest beyond their needs. He won't stalk their bands or camps else to earn his ire means to always lookout for the soft swish of his arrows.

He has being known to help people though rarely and is seen often babbling to the local flora and fauna.
Born a Rostlander surprisingly enough.

K Local DC20:
Elf Druid. Self Proclaimed protector of the plains and forests. Hunter with bow. Slay not the creatures more then you need or you'll be meeting the wraith of an insane elf that happens to specialize in Ambush and gurrelia fighting. Tales abound of over greedy hunters getting beaten to near death or simply disappearing only to be found dead in the wilds several days after.

K Local DC 25: He has been rumored to by a lycanthrope. Reportedly Skilled at stealth, survival, tracking, and acrobatics.

He has a soft spot for those who works the land like farmers, gardeners and their like.
Those who participated in stopping further harm to nature or such acts earns a nod in approval to him.

GM Bonus:

Nature's Power
Random Lycanthropy: Able to turn into random Were creature for the week