Priest of Kazutal

Paloma Redclaw's page

169 posts. Organized Play character for bluedove.


Race

Human

Classes/Levels

Core Druid 2 | HP 17/17 | AC:18/T:12/FF:16 | CMD:16 | Fort +5, Ref +2, Will +5 | Init +2 | Perc +7 | Speed 20'

Gender

Female

Age

23

About Paloma Redclaw

PALOMA REDCLAW

Female Human Druid 2
TN Medium humanoid (human)
Init +2; Senses Perception +7,

DEFENSE

AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield, )
hp 17 (2d8)+4
Fort +5, Ref +2, Will +5

OFFENSE

Speed 20 ft., Woodland Stride
Melee cold iron/masterwork scimitar +5 (1d6+3/18-20)
Melee darkwood shield +0 (1d4+1)
Ranged acid +3 (1d6)
Ranged alchemist's fire +3 (1d6)
Ranged holy water +3 (1d6)
Ranged sling +3 (1d4+3)
Melee quarterstaff (two handed) +4 ((two handed) 1d6+4)
Melee club +4 (1d6+3)
Ranged club (thrown) +3 (1d6+3)
Special Attacks Spontaneous Casting,
Wayfinder Spell-Like Abilities: light ( at will)
Prepared Spells Prepared Spell List
Druid (CL 2nd):
1st - cure light wounds (DC 14) , longstrider (DC ) , shillelagh (DC 13)
0th - create water , detect magic , guidance (DC 12) , stabilize (DC 13)

STATISTICS

Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Augment Summoning, Spell Focus (Conjuration)
Skills Acrobatics (When Jumping) -4, Climb +1, Diplomacy +6, Handle Animal +5, Heal +6, Knowledge (Geography) +4, Knowledge (Nature) +6, Perception +7, Profession (Cartographer) +6, Sense Motive +2, Spellcraft +4, Survival +8, Swim +1,
Languages Common, Druidic, Shoanti
SQ Animal Companion, Bonus Feat, Nature Bond, Nature Sense, Orisons, Skilled, Wild Empathy +2, Woodland Stride,
Possessions cold iron/masterwork scimitar; darkwood shield; explorer's outfit; masterwork hide armor; signal whistle; quarterstaff; Wayfinder (Engraved) ; Scroll Case [ Scroll of Detect Poison (Divine); Scroll of Endure Elements (Divine); Parchment ]; Spell Component Pouch ; Belt Pouch [ Wand of Cure Light Wounds; Chunk of Meat; Acid; Alchemist's Fire; Holy Water; Sewing Needle; Fishhook; ]; Backpack [ Candle (x10); Trail Ration; Healer's Kit; Whetstone; Bell (x5); Chalk (x9); Potion of Cure Light Wounds; ]; Sling [ Silver Bullet (10); Bullet (x3); ]; Sack [ Silk Rope (50 ft.) (x2); Winter Blanket; Bedroll; 10 Bullets; Waterskin (x2); Trail Ration (x4); Chunk of Meat (x7); Club; Holy Water; Alchemist's Fire; Acid; Crowbar; Climber's Kit; ];

SPECIAL ABILITIES

Animal Companion (Ex)

Bonus Feat Humans select one extra feat at 1st level.

Dirty Fighter You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 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.

Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

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 the Animal Companions section beginning on page 51. 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.

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 1st 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
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+2 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.

Woodland Stride
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your 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 you.

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CHEEPER

Female Companion Cat, Small (Cheetah) Animal 3
TN Small animal
Init +5; Senses Perception +5, Scent,

DEFENSE

AC 19, touch 16, flat-footed 14 (+2 armor, +5 Dex, +1 natural, +1 size, )
hp 16 (3d8)+3
Fort +4, Ref +8, Will +2

OFFENSE

Speed 50 ft.
Melee bite +8 (1d4+1)
Melee claw +8/+8 (1d3+1)
Special Attacks Trip,

STATISTICS

Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 17 (21 vs. trip)
Feats Combat Reflexes, Weapon Finesse
Skills Acrobatics +9, Acrobatics (When Jumping) +17, Climb +1, Escape Artist +5, Fly +7, Intimidate -2, Perception +5, Stealth +13, Survival +1, Swim +1,
SQ AC Bonus, Bonus Tricks 1, Link, Scent, Share Spells, Stat Bonus,
Animal Tricks Attack, Come, Defend, Down, Stay, Track
Possessions barding, leather (small);

SPECIAL ABILITIES

AC Bonus 0

Animal Companion

Bonus Tricks 1

Combat Reflexes You may make 5 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.

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.

Mod Bonus Tricks

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.

Stat Bonus 0

Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.

Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

ANIMAL TRICKS

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. Animal will attack all creatures

Come The animal comes to you, even if it normally would not do so.

Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.

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.

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.)