Wizard

Radagast the Brown's page

658 posts. Organized Play character for Luke_Parry.


Full Name

Radagast the Brown

Race

Half-Elf

Classes/Levels

Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

Gender

Male

Size

Medium (6'2")

Age

32

Alignment

Lawful Neutral

Languages

Common, Elven, Druidic, Draconic, Sylvan, Celestial

Strength 21
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 16
Charisma 7

About Radagast the Brown

Talon: [dice]1d20+9+2[/dice], for [dice]1d8+10+2[/dice] damage.
Talon: [dice]1d20+9+2[/dice], for [dice]1d8+10+2[/dice] damage.
Bite: [dice]1d20+9+2[/dice], for [dice]1d6+10+2[/dice] damage.
Foreclaw: [dice]1d20+4+2[/dice], for [dice]1d4+5+2[/dice] damage.

Initiative: +3 [+1 Dex + 2 Trait]
Senses: Low Light Vision, Perception +18
Speed: 40' (30' in Armour)

AC: 17 (10 + 6 (Spiked Green Dragon Hide Breastplate) + 1 Dexterity)
Touch: 11 (10 + 1 Dexterity)
Flat-footed: 16 (10 + 6 (Spiked Green Dragon Hide Breastplate))

Hit Points: 59/59 (38 class + 7 Con + 7 FC + 7 Toughness)

Fort: +6 Ref: +3 Will: +8

Immune to magic sleep effects; +2 racial saving throw bonus against enchantment spells and effects.

+2 trait bonus on all saving throws against charm and compulsion effects.

Combat:

BAB: +5 CMB: +10 CMD:21

Melee:
MW Cold Iron Scythe +9; 2d4+13; 20/x4 (Type: Slashing)

Ranged:
Sling +6; 1d4+5; 20/x2 (Type: Bludgeoning)

Skills:

Skill Points per level: 4 (Class) + 0 (Intelligence)
Acrobatics -2 (+1 Dex - 3 ACP) (-4 on Jump checks)
Appraise +0
Bluff -2
Climb +2 (+5 Str - 3 ACP)
Craft(Any) +0
Diplomacy -2
Disguise -2
Escape Artist -2 (+1 Dex - 3 ACP)
Handle Animal +8 (-2 Cha + 7 ranks + 3 class skill)
Heal +3
Intimidate -2
Knowledge(Nature) +12 (+0 Int + 7 ranks + 3 class skill + 2 class)
Perception +18 (+3 Wis + 7 ranks + 3 class skill + 2 racial + 3 feat)
Ride -2 (+1 Dex - 3 ACP)
Sense Motive +3
Stealth -2 (+1 Dex - 3 ACP)
Survival +15 (+3 Wis + 7 ranks + 3 class skill + 2 class)
Swim +2 (+5 Str - 3 ACP)

Feats:

1st: Heavy Armor Proficiency
1st (Half-Elf Bonus Feat): Skill Focus (Perception)
3rd: Power Attack
5th: Natural Spell
7th: Toughness

Traits:

Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Birthmark:
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.

Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Class Features:
Wild Empathy (Ex):
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. 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 able to study each other, which means that they 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.

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.

Trackless Step (Ex):
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.

Resist Nature's Lure (Ex):
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su):
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 the druid is familiar with.

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 in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.

At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.

Spells:
Orisons: Create Water, Guidance, Read Magic, Stabilize

1st level (4+1): Endure Elements, Faerie Fire, Longstrider (1/2 used), Speak With Animals

2nd level (3+1): Barkskin (1/2 used), Delay Poison, Resist Energy

3rd level (2+1): Greater Magic Fang (1/2 used), Stone Shape

4th level (1): Air Walk

Equipment:

Combat
+1 (White) Dragonhide Full Plate Barding (7600)
Belt of Giant Strength +2 (4000)
Druid's Vestment (3750)
Spiked Green Dragon Hide Breastplate (2PP)
MW Cold Iron Scythe (336gp)
Club
Sling
Heightened (4th) Continual Flame (CL 7)

--=Worn=--
Owlbear Fur Cloak (-)
Explorer's Outfit (-)
Shadow Lodge Signet (150gp)
Waterskin (1gp)

--=Backpack (2gp)=--
Bedroll (0.1gp)
Crowbar (2gp)
100' Silk Rope (20gp)
10' Pole (0.05gp)
Piton (10) (1gp)
Hammer (0.5gp)
Wand of CLW [23/50] (2PP)
Wand of Lesser Restoration [8/9] (810)
Scroll of Frigid Touch (150)
Wand of Water Breathing [2/2] (450)
Rod of Extend, Lesser (3000)

--=Belt Pouch 1 (1gp)=--
Chalk (x3) (0.03gp)
Flint and Steel (1gp)
Fish hook (x3) (0.3gp)
Whetstone (0.02gp)
Grappling Hook (1gp)
Glass Bottle (2gp)

Coins: 3030gp

Chronicles:
Mists of Mwangi
In Service to Lore
Scions of the Sky Key, Part I: On Sharrowsmith's Trail
We Be Goblins, Too!
Scions of the Sky Key, Part II: Kaava Quarry
Scions of the Sky Key, Part III: The Golden Guardian
The Dalsine Affair
Year of the Shadow Lodge
The Sky Key Solution
Delirium's Tangle
We Be Goblins Free!
Blood Under Absalom
Race For The Runecarved Key
The Solstice Scar, Part B
The Solstice Scar, Part C
Assault on Absalom
The Solstice Scar, Part D
The Hao Jin Cataclysm