Kuatoa

Ribat's page

95 posts. Alias of sarpadian.


Full Name

Ribat

Race

Grippli

Classes/Levels

Fighter (lore warden)/2, Druid 1 | AC 17, T 14, FF 14 |HP: 20/34 | F 7, R 3, W 4 | Init 5, P 8 |CMD 15

Gender

Male

Size

Small

Age

13

Alignment

Lawful Neutral

Languages

Common, Elven, Druidic, Grippli

Occupation

Darkwood Trader

Strength 12
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 14
Charisma 8

About Ribat

Ribat
Male grippli druid 1/fighter [lore warden] 2
LN Small humanoid (grippli)
Init +5; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 34 (2d10+1d8+6);
Fort +7; Ref +3; Will +4; +1 trait vs. arcane spells
OFFENSE
Speed 30 ft., climb 20 ft.
Melee net +4 [touch] (entangled) or kukri +4 (1d3+1/18-20) or net +2 [touch] (entangled), kukri +2 (1d3/18-20)
Ranged net +6 [touch] (entangled)
Space 5 ft.; Reach 10 ft. (w/net)
Spell-Like Abilities (CL 3rd; concentration +3)
5/day—fire bolt (30’, 1d6+1)
Druid Spells Prepared (CL 3rd; concentration +5)
1st—burning handsD (Reflex DC 13), shillelagh, snowball (Fort DC 14)
0—detect magic, guidance, stabilize
Domain Fire
STATISTICS
Str 12, Dex 16, Con 14, Int 13, Wis 14, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats Combat ExpertiseB, Net Adept, Net and TridentB, Spell Focus (conjuration), Two-Weapon FightingB
Traits Doubt, Magical Knack, Reactionary, Superstitious
Skills Appraise +6, Knowledge (nature) +7, Perception +8, Spellcraft +7, Stealth +7 (+11 marshes/forests), Survival +10, Swim +5; Racial Modifiers +4 Stealth (marshes/forests)
Languages Common, Druidic, Elven, Grippli
SQ expertise, jumper, nature bond, nature sense, scholastic, weapon familiarity, wild empathy.
Combat Gear potion of cure light wounds; Other Gear fighter’s kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit [plate, bowl, cup, fork, knife, spoon], rope, soap, torches [10], trail rations [5 days], waterskin), kukri, net, studded leather armor, 18 gp.

SPECIAL ABILITIES:

Expertise (Ex)
At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat. This ability replaces bravery 1.
Jumper (Ex)
Gripplis with this trait are always considered to have a running start when making Acrobatics checks to
jump. Also, when this character is prone, but not otherwise prohibited from using a move action to stand up from prone due to some other effect, standing up from prone does not provoke Attacks of Opportunity, and the character can take a single five foot step after successfully standing up from a prone condition
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. Druids also have access to a set of Animal and Terrain Domains. 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.
Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Scholastic (Ex)
Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.
Weapon Familiarity
Gripplis are proficient with nets.
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.