Nithrandyl Eikrekkr's page

167 posts. Organized Play character for qwerty1971.

Full Name

Nithrandyl Eikrekkr




Druid 7 (HP:35/52)(AC:18 (w/MA) FF:14 T:17//AC:22 with DW shield)(F:+8 R:+7 W:+12)(Init:+5)(Perception:+16)(CMD:20)



Diplomacy +12, Knowledge (arcana) +10, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Spellcraft +10 (+12 to identify magic item properties), Survival +9, SM +11






Common, Elven, Draconic, Druidic, Sylvan

Strength 12
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 20
Charisma 7

About Nithrandyl Eikrekkr

Male elf druid (halcyon druid) 7 114768-28
NG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +16



AC 18, touch 14, flat-footed 15 (+4 MA, +1 deflection, +3 Dex, +2 NA)
hp 52 (7d8+14)
Fort +8, Ref +7, Will +12; +2 vs. enchantments, +4 bonus vs. spell-like and supernatural abilities of outsiders with the evil subtype and spells with the evil descriptor
Immune sleep


Speed 30 ft.
Melee dagger +6 (1d4+1/19-20) or
mwk cold iron scimitar +7 (1d6+1/18-20)
mwk DW Club +7 (1d6+1 OR 2d6+2/x2)
Ranged darkwood composite longbow +9 (1d8+6/×3)

[dice=CLB ATK+DA+PBS]1d20+9[/dice]...[dice=DMG]1d8+6[/dice]

[dice=CI Scimitar]1d20+7[/dice]...[dice=DMG]1d6+1[/dice]


Druid Spells:

Druid (Halcyon Druid) Spells Prepared (CL 7th; concentration +12)
4th—cure serious wounds, life bubble[APG] (DC 19)
3rd—protection from energy, remove disease, siphon might (DC 18)
2nd—barkskin, false life, lesser restoration, scorching ray
1st—ant haul[APG] (DC 16), mage armor, gravity bow (x2), shillelagh (DC 16), thorn javelin[ACG]
0 (at will)—create water, detect magic, enhanced diplomacy, mending

Active Buffs:

* Mage Armor: 7/7 hours
* Ant Haul: 14/14 hours
* Barkskin: 30/70 minutes
* False Life: 1d10+7 hit points; 13 hp/7 hours
* Shillelagh: 0/7 minutes
* Gravity bow: 0/7 minutes
* Prot. Energy: 0/70 minutes
* Life Bubble: 14/14 hours, 7 pax max


Str 12, Dex 16, Con 12, Int 14, Wis 20, Cha 7
Base Atk +5; CMB +6; CMD 20

Feats and Traits:

Feats Deadly Aim, Point-Blank Shot, Precise Shot, Toughness

Traits outcast's intuition, warrior of old


Climb +5, Diplomacy +12, Handle Animal +2, Heal +9, Knowledge (arcana) +10, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Perception +16, Profession (herbalist) +9, Sense Motive +11, Spellcraft +10 (+12 to identify magic item properties), Survival +9, Swim +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties


Common, Draconic, Druidic, Elven, Sylvan

Other Gear:

acid (2), alchemist's fire (2), anti-toxin, anti-plague, CI arrows (50), durable arrow (30); Other Gear darkwood heavy wooden shield, blunt arrows[APG] (20), dagger, darkwood composite longbow (+1 Str), mwk cold iron scimitar, antler helm mask, heal kit (9/10), backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 2 quivers.
Magic: CLW (49), Belt of Dex +2, Boots of cat, bracers of archery, cloak of res +2, headband of wisdom +2, ring of Prot +1,
Money: 1,509 gp

Special Abilities:

*Bonded Mask (Su) Gain bonded object (as wizard), but must choose mask.
*Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
*Elven Immunities - Sleep You are immune to magic sleep effects.
*Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
*Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
*Natural Arcana (Su) Choose wizard spells to add to spell list.
*Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
*Precise Shot You don't get -4 to hit when shooting or throwing into melee.
*Spontaneous Casting Can lose a spell to spontaneously cast equal or lower level Good domain spell.
*Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
*Woodland Stride (Ex) Move through undergrowth at normal speed.

Planned Progression:

Druid all the way... maybe


*Outcast's Intuition: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
*Bonded Mask (Su): A halcyon druid forms a powerful bond with a mask, which functions identically to a wizard’s bonded object except that it can be used to cast druid spells (including those gained from class abilities) instead of wizard spells. A bonded mask must be worn to have an effect, and it occupies the head slot.
*Magaambya-Trained (Ex): A halcyon druid adds Diplomacy and all Knowledge skills to her list of class skills.
*Peacekeeper (Ex): A halcyon druid adds half her class level (minimum 1) to Diplomacy and Knowledge (local) checks.
*Spontaneous Casting: A halcyon druid adds all spells from the Good cleric domain to her druid spell list, and she can focus stored spell energy into spells from the Good domain that she hasn’t prepared ahead of time. 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite,
*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.
*Natural Arcana (Su): At 4th level and every 2 levels thereafter, a halcyon druid chooses two spells from the wizard/sorcerer spell list and adds them to her druid spell list. The chosen spells must be at least 1 level lower than the highest level spell she can currently cast.
*Resist Fiendish Influence (Ex): At 4th level, a halcyon druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of outsiders with the evil subtype and spells with the evil descriptor.

PP Spent:

0 spent


Nithrandyl is from the wilds of Kyonin Lands where he was tutored by an old Magaambyaan follower. This allows Nithrandyl to blend wilderness magic with arcane magik to better protect nature. He is always deep in though and only speaks when he has something important to say. He is not one for chit chat.