Jakaw Razorbeak

Malok, the East Wind's page

477 posts. Alias of WerePox47.


Race

HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18

Classes/Levels

Active Effects:
Longstrider(6H), Spider Climb(1H)

Gender

Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16

Size

Usable: Totem Transformation(5m/5m), Wild Shape BS I (1/1) BS 3 (3/3)

About Malok, the East Wind

Crunch:

Malok, the East Wind
Tengu Druid(Saurian Shaman) 6
NG Medium Humanoid (tengu)
Init +2; Senses Low-Light Vision; Perception +18
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Defense
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AC 19, touch 13, flat-footed 17 (+4 armor, +2 shield, +2 dex, +1 deflect)
Hp 51 (6d8+18)
Fort +9, Ref +5, Will +13
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Offense
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Speed 30 ft.
Melee +1 Club +7 (1d6+3/20x2) or
Melee Bite +6 and Claw +6(x2) (1d3+2/20x2)
Ranged Shortbow +6 (1d6/20x3)
Spell-Like Abilities(CL 5th)
At Will: Speak with Animals(reptiles/dinos only)
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Statistics
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Str 14, Dex 14, Con 14, Int 10, Wis 22, Cha 7
Base Atk +4; CMB +5; CMD 19
Feats Augmented Summoning, Spell Focus(conjuration, Superior Summoning
Traits Boarded in the Shackles(fort), Indomitable Faith
Skills Climb +8, Fly +7, Handle Reptile +11, Heal +10, Know(Geo) +8, Know(Nature) +11, Perception +17, Ride +6, Spellcraft +9, Stealth +6, Survival +16(+2 to avoid getting lost), Swim +8; Modifiers +2 Know Nature, Perception, Stealth, Survival
Languages Common, Druidic, Tengu
SQ Totem Transformation(5m/day)
Gear +1 Club, Shortbow, Quiver(2), +1 Mwk Studded Leather Armor, Heavy Darkwood Shield, Backpack, Spell Comp Pouch, Waterskin, Torch, Rations(3), Spring Loaded Wrist Sheath and Scroll Case, Wayfinder, 200gp
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Special Abilities
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Claw Attack They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats.
Glide Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.
Nature Bond (Ex) At 1st level, a druid forms a bond with nature. (Animal Companion)
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Natural Weapon Primary Bite attack that deals 1d3 damage.
Resist Nature's Lure (Ex) +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Sneaky Tengus gain a +2 racial bonus on Perception and Stealth 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.
Totemic Summons (Su) A saurian shaman may cast summon nature’s ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability.
Totem Transformation (Su) Can get 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 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.
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.
Wild Empathy (Ex) A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.
Wild Shape (Su) At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2.
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:

Caster Level 6th: CC +12
0-(at will) Create Water, Detect Magic, Guidance, Light
1st-(5)Endure Elements, Entangle(DC 17), Longstrider, Longstrider, Speak with Animals
2nd-(5)Barkskin, Fog Cloud, Heat Metal(DC 18), Soften Earth and Stone(DC 18), Spider Climb
3rd-(3)Sleet Storm, Spike Growth(DC 19), Stone Shape

Usable:

Wand of Cure Light Wounds(38/50), in wrist sheath
Potion of Invisibility
Potion of Lesser Resto(2)
Potion of Cure Light
Potion of Touch of the Sea
Antitoxen
Antiplague
Scroll of Air Bubble
Scroll of Commune with Birds(2)
Scroll of Faerie Fire
Scroll of Magic Fang(2)
Scroll of Obscuring Mist, in wrist sheath
Scroll of Remove Sickness
Scroll of Touch of the Sea

Wild Shapes:

Allosaurus
N Huge animal
Init +0; Senses low-light vision, scent; Perception +26
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Defense
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AC 14, touch 8, flat-footed 14 (+6 natural, –2 size)
hp 51
Fort +9, Ref +3, Will +13
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Offense
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Speed 50 ft.
Melee bite +7 (2d6+5 plus grab), 2 claws +7 (1d8+5)
Space 15 ft., Reach 15 ft.
Special Attacks pounce, rake (2 talons +7, 1d8+5)
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Statistics
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Str 20, Dex 10, Con 14, Int 10, Wis 22, Cha 7
Base Atk +4; CMB +9; CMD 19
Racial Modifiers +8 Perception

Raptor
N Medium animal
Init +3; Senses low-light vision, scent; Perception +26
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 51
Fort +9, Ref +5, Will +13
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Offense
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Speed 60 ft.
Melee 2 talons +7 (1d8+3), bite +7 (1d6+3), foreclaws +2 (1d4+1)
Special Attacks pounce
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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 22, Cha 7
Base Atk +4; CMB +7; CMD 19
Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth

Shred:

Deinonychus
N Small animal
Init +4; Senses low-light vision, scent; Perception +16
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Defense
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AC 22, touch 15, flat-footed 18 (+4 dex, +7 natural, +1 size)
Hp 64 (6d8+24+6)
Fort +9, Ref +9, Will +3
Evasion, +4 vs Enchantment
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Offense
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Speed 60 ft.
Melee Bite +9 (1d4+1), 2 Talons +9 (1d6+1)
Space 5 ft., Reach 5 ft.
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Statistics
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Str 13, Dex 19, Con 18, Int 2, Wis 12, Cha 14
Base Atk +4; CMB +3; CMD 18
Feats Improved Natural Armor, Toughness, Weapon Finesse
Tricks Attack(2), Defend, Down, Flank, Guard, Heel, Stay, Track
Skills Acrobatics +16, Perception +16, Stealth +18; Modifiers +8 Acrobatics, +8 Perception, +12 Stealth
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Special Abilities
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Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex) The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Summons:

Level 1
Eagle
N Small animal
Init +2; Senses low-light vision; Perception +10
Defense
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 (1d8+3)
Fort +5, Ref +4, Will +2
Offense
Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4+2), bite +3 (1d4+2)
Statistics
Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +0; CMB –1; CMD 11
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

Level 2
Earth Elemental
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 15 (2d10+4)
Fort +6, Ref –1, Will +3
Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +7 (1d6+6)
Special Attacks earth mastery
Statistics
Str 18, Dex 8, Con 15, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6; CMD 15
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7

Level 3
1d4+2 Venomous Snakes
AC 18, Hp 30
Attack +5 (1d6+5) plus DC 19 fort or 1d2 con, (6 rounds/1 save)

APB:

1st —
2nd —
3rd Resistance +1
4th Armor attunement +1, weapon attunement +1
5th Deflection +1
6th Mental prowess +2
7th Physical prowess +2
8th Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1
9th Armor attunement +2, weapon attunement +2
10th Deflection +2, resistance +3
11th Mental prowess +4
12th Physical prowess +4
13th Mental prowess +4/+2, physical prowess +4/+2, resistance +4, toughening +2
14th Armor attunement +2/+2 or +3, resistance +5, weapon attunement +2/+2 or +3
15th Armor attunement +3/+3 or +4, mental prowess +6/+2 or +4/+4, weapon attunement +3/+3 or +4
16th Deflection +3, physical prowess +6/+2 or +4/+4, toughening +3
17th Armor attunement +4/+3 or +5, deflection +4, mental prowess +6/+2/+2 or +4/+4/+2, physical prowess +6/+2/+2 or +4/+4/+2, toughening +4, weapon attunement +4/+3 or +5
18th Deflection +5, mental prowess +6/+4/+2 or +4/+4/+4, physical prowess +6/+4/+2 or +4/+4/+4, toughening +5