Foo Lion

Palthut's page

115 posts. Alias of excoman.


Full Name

Palthut

Race

Palthut TN Oread Urushiol 4 (native outsider) || Init +2 Perc +4 Darkvision 60’ || AC (against rays) 19 T (against rays) 15 FF (against rays) 16, AC (not rays) 17 T (not rays) 13 FF (not rays) 14 || HP 35/35 || Fort 6 Ref 3 Will 8 || CMB 7

Classes/Levels

CMD 19 || Speed 20’ || Conditions: none || Deflect Ray: 1/1 Urushiol Poison: 1/1 Treacherous earth: 1/1

About Palthut

Traits

Dangerously Curious
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Anatomist
You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.

Fecund Familiar (Ex): A swarm monger bonds with an urban familiar, treating her druid level as her wizard level for the purposes of determining her familiar’s abilities. The swarm monger must select her familiar from the following options: cat, house centipedeUM, rat, raven, or scarlet spiderUM. The fecund familiar gains the benefits of its master’s child of pollution, shadowy opportunist, and venom immunity class abilities.

As a standard action, a swarm monger can cause her familiar to burst forth into a full swarm of identical creatures, filling four contiguous 5-foot squares and gaining temporary hit points equal to half its master’s maximum hit points. While in swarm form, the familiar loses the improved evasion, share spells, deliver touch attack, and scry on familiar special abilities. It uses its normal AC, saving throws, and skill bonuses, and it gains the swarm subtype and the ability to make swarm attacks (dealing 1d6 points of damage at 1st level and using the swarm monger’s druid level as the swarm’s Hit Dice to determine damage increases as per the swarm subtype). The swarm monger is immune to her own familiar’s swarm attack.

Beginning at 5th level, any creature damaged by a fecund familiar’s swarm attack must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swarm monger’s druid level + the swarm monger’s Wisdom modifier) or be sickened for 1d6 rounds. At 12th level, creatures that fail their Fortitude saving throws instead become nauseated.

A swarm monger can transform her familiar into a swarm a number of times each day equal to her Wisdom modifier (minimum 1), and the transformation lasts for 1 minute per druid level, or until the swarm monger reverts her familiar back to a singular form as a standard action. A fecund familiar cannot be reduced in size to Diminutive or smaller when in swarm form.

This ability replaces nature bond.
Special Abilities

Mobility (feat):
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Trackless Step:
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.

Treacherous Earth:
Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread’s level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.

Energy Resistance: Oreads have acid resistance 5.

Crystalline form: Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.

Darkvision: Oreads can see in the dark up to 60 feet.

Slow movement: Oreads have a base speed of 20 feet

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Wild Empathy: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier 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, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Wild Shape
At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.

Low Friends (Ex): At 2nd level, a swarm monger gains Vermin HeartAPG as a bonus feat.

Vermin heart: (feat) You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to influence vermin as easily as you influence animals.

Shadowy Opportunist (Ex): A swarm monger gains a +2 bonus on Knowledge (local) and Stealth checks.

Weapon Focus (Scythe) You gain a +1 bonus on all attack rolls you make using the selected weapon.

Child of Pollution (Su): Starting at 4th level, a swarm monger gains a +4 bonus on saving throws against disease and poisons, and she can eat spoiled or rotting food and drink without ill effect. Once per day for every 4 druid levels she has, a swarm monger can devour a handful of rotting food as a standard action to gain a number of temporary hit points equal to 1d8 + her druid level that last for 1 hour.

This ability replaces resist nature’s lure.
Languages: Druidic, Common, Terran.

Offense
Speed 30’

CMB: 7

Melee:
+ 1 Scythe +9 (2d4+8, x4)
Ranged:
sling +4 (1d4+5)
Offensive Spells:
4 0th
3 1st
2 3rd

Defense
AC 17 T 13 FF 14

AC against Rays:
AC 19 T 15 FF 16

CMD: 20

Energy resistance:
Acid resistance 5

Equipment:

+1 Scythe, wooden Armor +1 (with armor spikes), Acid (flask) (2), Traveler’s outfit, potion of cure light wounds,thunderstone x3 sling, sling bullet x50, spell component pouch, potion of barkskin, potion of bull's strength

GP 4508.5
VP 1

Stastics:

STR 21
DEX 14
CON 14
INT 6
WIS 18
CHA 4

BAB +3

HP: 27

Favored Class Bonus: +4 HP

Feats: Dodge, mobility

Skills
Acrobatics +2
Appraise -2
Bluff -3
Climb +5
Craft (any) -2
Diplomacy -3
Disguise -3
Escape Artist +2
Fly +2
Heal +4
Intimidate -3
Perception +4
Perform (any) -3
Ride +2
Sense Motive +4
Spellcraft +6
Stealth +4
Survival +4
Swim +5
Use magic device +6