About Radagast the BrownActive Spells:
Endure Elements, Delay Poison, Greater Magic Fang. Talon: [dice]1d20+9[/dice], for [dice]1d8+10[/dice] damage.
Initiative: +3 [+1 Dex + 2 Trait]
AC: 17 (10 + 6 (Spiked Green Dragon Hide Breastplate) + 1 Dexterity)
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:
Ranged:
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:
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):
Trackless Step (Ex):
Resist Nature's Lure (Ex):
Wild Shape (Su):
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=--
--=Backpack (2gp)=--
--=Belt Pouch 1 (1gp)=--
Coins: 8702gp
Beaky, Owlbear Animal Companion 7:
N Medium Animal
Init +2; Senses: Low-light vision, Scent; Perception +1, +9 if scent-based DEFENSE
+4 morale bonus on Will saves against enchantment spells and effects. OFFENSE
STATISTICS
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 Voice In The Void |