Valeros

Negerp's page

65 posts. Organized Play character for TheBobJones.


Full Name

Negrep

Race

Human

Classes/Levels

Level 1 Druid (Bear Shaman) HP 10; AC 14 T 10 FF 14; Fort +3, Ref +0, Will +4; Perception +6

Gender

M

Size

M 5' 9"

Age

18

Alignment

N

Location

Common, Druidic, Sylvan, Varisian

Strength 18
Dexterity 10
Constitution 13
Intelligence 12
Wisdom 14
Charisma 10

About Negerp

Pathfinder # 75655-2

Faction Grand Lodge

Hit Points 10 (1d8)+2

Defense: AC 14, touch 10, flat-footed 14 (+4 armor)

Saves Fort +3, Ref +0, Will +4

Offense
Base Atk +0; CMB +4; CMD 14
Speed 20 ft.
Melee scimitar +4 (1d6+4/18-20)
Ranged sling +0 (1d4+4)
Melee club +4 (1d6+4)
Ranged club (thrown) +0 (1d6+4)
Special Attacks Spontaneous Casting,
Druid Spells Prepared (CL 1st, concentration +3):
1st—entangleCR (DC 13), magic fangCR
0 (at will)—flareCR (DC 12), lightCR, virtueCR

Feats
Animal Affinity
Benefit: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill

Boon Companion

Skills Acrobatics -3, Acrobatics (Jump) -7, Appraise +1, Bluff +0, Climb +1, Craft (Untrained) +1, Diplomacy +0, Disguise +0, Escape Artist -3, Fly -3, Handle Animal +6, Heal +6, Intimidate +0, Knowledge (Nature) +8, Perception +6, Perform (Untrained) +0, Ride +3, Sense Motive +2, Stealth -3, Survival +8, Swim +1

Special Abilities
Animal Companion (Ex) A bear shaman who chooses an animal companion must select a bear.
Bonus Feat Humans select one extra feat at 1st level.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Wild Empathy (Ex) A bear shaman can use wild empathy with bears and wolverines as a full-round action with a +4 bonus.

Traits Devotee of the Green (Knowledge (Geography)) Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (Geography) and Knowledge (Nature) checks, and Knowledge (Geography) is always a class skill for you.

World Traveler (Knowledge (Local)) Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Knowledge (Local), and it is always a class skill for you.

Gear scimitar; hide; club; sling bullets (10); Sling ; 120 gp

ANIMAL COMPANION - BEAR
Small animal
Init +2; Senses low-light vision, scent, Perception +5
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 10 (2d8+2)
Fort +4, Ref +5, Will +1

OFFENSE
Speed 40 ft.
Melee bite +5 (1d4+2)
Melee claws +4 (1d3+1)
STATISTICS
Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 10
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Weapon Focus (Bite)
Skills Acrobatics +2, Acrobatics (Jump) +6, Appraise -4, Bluff +0, Climb +2, Craft (Untrained) -4, Diplomacy +0, Disguise +0, Escape Artist +2, Fly +4, Heal +1, Intimidate +5, Perception +5, Perform (Untrained) +0, Ride +2, Sense Motive +1, Stealth +6, Survival +1, Swim +2
SQ fighting, bonus tricks 1, link, low-light vision, scent, share spells,
Animal Tricks Fighting, Attack, Down, Guard, Heel, Stay, Track
Gear
SPECIAL ABILITIES
Fighting An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes 3 weeks.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)

TRAITS
Killer You made your first kill at a very young age and found the task of war or murder to your liking. You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
Bully You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Link (Ex) A master 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 master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master 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 master 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.