Mathezic

Nothus Adalis's page

435 posts. Alias of Tilnar.


Race

Half-Elven (Chelish)

Classes/Levels

Druid (Nature Fang) 5

Blackleaf's Vitals:
(HP: 50/50 AC: 22/19/14; Percep: +6 (low-light,scent); Init: +8; Fort +6, Ref: +12, Will: +2); CMD: 22 (26 v trip); CMB +10; Speed: 50)

Gender

Vitals:
(HP: 55/55 AC: 17/12/15; Percep: +12; Init: +2; Fort +6, Ref: +4, Will: +6 (+2 v. enchantment); CMD: 19; CMB +7; Speed: 30)
Male

About Nothus Adalis

Nothus Adalis
Male Half-Elven (Chelish) Druid (Nature Fang) 5
NG Medium Humanoid (Human, Elf)
Init: +2, Senses: Low-light Vision Perception +12
Languages: Common, Elven, Druidic
Deity: Gozreh
Age: 24 Birthday: 18 Arodus
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DESCRIPTION
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Nothus combines the height and grace of his elven heritage with the broad shoulders and stockiness of a human, standing two inches above six feet and weighing a solid, well-muscled 14 stone. His fine, golden-brown hair is streaked with silver-blond lines, and falls in a thick mane down to his shoulders, covering his pointed ears. Four thin braids frame his face, keeping his hair out of his amber-coloured, slightly almondine eyes, connecting to a neatly cropped beard a half-shade darker than his hair that hide the raised cheekbones common amongst the Chelish. The colour of his eyes, his hooked Chelish nose and the beard give him a somewhat owl-like appearance.

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DEFENSE
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AC 17, Touch 12, Flat-footed 15, CMD 19
(+5 armour, +2 dex)
HP 55 [13,10,10,11,11] (5HD)
Fort: +6, Ref: +4, Will: +6 (+2 v. enchantment spells/effects)
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee
One-Handed
Dagger +7 (1d4+4/19-20) {Slashing/Piercing}
Masterwork Undineshaft Quarterstaff (Primary) +7 (1d6+4) {Bludgeon}
Masterwork Undineshaft Quarterstaff (Secondary) +7 (1d6+2) {Bludgeon}
Note: One end of the quarterstaff is cold iron, the other mithral.

Two-Handed
Masterwork Undineshaft Quarterstaff +9 (1d6+6) {Bludgeon}
Note: One end of the quarterstaff is cold iron, the other mithral.

Ranged
Dagger +5 (1d4+4/19-20) {Slashing/Piercing, 10' range increment}
Sling +5 (1d4+4) {Bludgeoning, 50' range increment}
Masterwork Composite Longbow (+3 Str) (1d8+3/19-20) {Piercing, 110' range increment}

Special: +1 damage when flanking; +1d6 Sneak Attack; Two-Weapon Fighting (See Primary/Secondary)

Base Atk: +3, CMB: +6 [+7]
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STATISTICS
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Str 17 [19], Dex 14, Con 14, Int 10, Wis 14, Cha 10
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TRAITS
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Boarded in the Shackles (Campaign Trait) [Reflex]
Your last home was in the Shackles, a dangerous land of pirates and treachery, but also of fantastic opportunity. A life of weal and woe on the sea and amid the pirate controlled lands has toughened you to a variety of hardships. Pick one of the three categories of saving throws—you gain a +1 trait bonus on all saving throws of that type.

Dirty Fighter (Combat Trait)
You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
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FAVOURED CLASS: Druid FC Bonuses: Skill Point (x5)
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FEATS
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Armour Proficiencies: Light, Medium, Shield (Non-Metal).
Weapon Proficiencies: Club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear + longsword, longbow, shortbow, and rapier.

Selected:
Toughness, Weapon Focus (Quarterstaff), Totem Beast (Tiger).

Bonus:
Two-Weapon Fighting
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SPELLS - Druid (CL 5) Concentration: +6
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Orisons - 4 - (DC 12) - Detect Magic, Light, Purify Food and Drink, Resistance.
Level 1 - 4 - (DC 13) - Entangle, Shillelagh (x2), Snowball.
Level 2 - 3 - (DC 14) - Barkskin, Bull's Strength, Stone Call
Level 3 - 1 - (DC 15) - Call Lightning
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SKILLS (4/level) -> 4+FC/4+FC/4+FC/4+FC/4+FC
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Class Skills are italicized, Trained Skills marked with *

Adventuring Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Acrobatics [+1] = 0.0 + 2 + 0 -1 (AC)
Bluff [+0] = 0.0 + 0 + 0
Climb* [+7] = 1.0 + 4 + 3 -1 (AC)
Diplomacy [+0] = 0.0 + 0 + 0
Disguise [+0] = 0.0 + 0 + 0
Escape Artist [+1] = 0.0 + 2 + 0 -1 (AC)
Handle Animal* [+7] = 4.0 + 0 + 3
Heal* [+6] = 1.0 + 2 + 3
Intimidate [+0] = 0.0 + 0 + 0
Knowledge (Nature)* [+6] = 3.0 + 0 + 3
Perception* [+12] = 5.0 + 2 + 3 +2 (Keen Senses)
Ride [+1] = 0.0 + 2 + 0 -1 (AC)[/i]
Sense Motive* [+6] = 1.0 + 2 + 3
Spellcraft* [+4] = 1.0 + 0 + 3
Stealth* [+9] = 5.0 + 2 + 3 -1 (AC)
Survival* [+8] = 3.0 + 2 + 3
Swim* [+7] = 1.0 + 4 + 3 -1 (AC)

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SPECIAL ABILITIES
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Elf Blood (Ex)
Half-elves count as both humans and elves for any effect related to race.

Elven Immunities (Ex)
Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses (Ex)
Half-elves receive a +2 bonus on Perception skill checks.

Fey Thoughts
The character sees the world more like a native of the First World. Sense Motive and Stealth are always class skills. Replaces Multitalented.

Nature Bond (Ex) (Blackleaf, see below)
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.

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.

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

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.

A nature fang can study an opponent he can see as a move action. The nature fang 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. He 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).

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.
- Ranger Combat Style (Ex): The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list. Chosen: Two-Weapon Fighting

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.

Trackless Step (Ex)
You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Weapon Familiarity
Half-elves raised among elves often feel pitied and mistrusted by their longer-lived kin, and yet they receive training in elf weapons. They gain the elf’s weapon familiarity trait, becoming 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. This racial trait replaces the adaptability racial trait.

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.

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GEAR Weight: (light) 76/153/230
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masterwork mithral/masterwork cold iron undine-shaft quarterstaff; outfit (explorer's); +1 leather lamellar; masterwork composite longbow (Str +3); belt of giant strength +2; Holy Symbol (wooden); arrows (x20); sling bullets (x10); dagger; Sling ; Spell Component Pouch ;

Backpack: [ Rope (Hemp/50 ft.); Waterskin (Filled); Bedroll; Rations (Trail/Per Day) (x5); Mess Kit; ];
Belt Pouch #1 [ Whetstone; Flint and Steel; ];

Coinpurse [1gp, 15sp, 18cp]

Blackleaf (Leopard Companion)

Spoiler:

Male Companion (Leopard) Animal 5 (NG Small Animal)
Init +6; Senses: Low-Light, Scent (Perception +6
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DEFENSE
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AC 22, Touch 19, Flat-footed 14, CMD 22 (26 vs trip)
hp 50 (5HD)
Fort: +6, Ref: +12, Will: +2 (Evasion)
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OFFENSE
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Speed: 50 ft. (10 squares);
Melee: bite +12 (1d4+2) + trip and 2 claws +12 (1d3+2)
Base Atk: +3;CMB: +10 [+14 trip when flanking];
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ABILITIES
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Str 13, Dex 24 [26], Con 14, Int 2, Wis 12, Cha 6
Feats: Weapon Finesse, Agile Maneuvers, Dirty Fighting
Skills: Acrobatics +8, Acrobatics (Jump) +16, Artistry -4, Climb +6, Escape Artist +8, Intimidate -2, Perception +6, Stealth +16, Survival +5, Swim +1,
Possessions: None;
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Tricks
Knows the tricks: attack (x2), come, down, defend, flank, heel, hunt.

Animal Aspect (Su) Tiger
(From Nothus' Totem Beast Feat) The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Companion Advancement
+2 Dex, +2 Con rather than size increase.

Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

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.

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.