Machine Slayer

Roarlinn Aeus's page

No posts. Alias of SkaTalon.


About Roarlinn Aeus

N Medium Humanoid
Druid 1(Lion Shaman )
Init +3; Senses ; Perception +6
DEFENSE
AC 17, Touch 13, flat footed 14 ( Hide, Shield, none)
(+3 Dex, +4 armour)
hp 11 (0d8+1d8+2+1);
Fort +4, Ref +3, Will +4
OFFENSE
Speed 20
Melee
Single Attack Scythe +3 (2d4+3 X4)
or Sling +3 (1d4)
Full Attack
Scythe +3 (2d4+3 X4)
Dagger-3 (1d4+1/19-20)
or Sling +3 (1d4) range 50
Space 5ft.; Reach 5
Special Attacks

Spells Prepared:

Druid Spells
CL 1 Concentration 3
Level 0 (3) DC 12
Detect Poison(Divination)[ ] X 1
V,S rng: Close 25ft + 5ft/2 levels CT: Dur: Instantaneous
SV None Area: One creature, one object, or a 5-ft. cube Book:
Description: Detects poison in one creature or object.

Resistance(Abjuration)[ ] X 1
V,S,M/DF rng: Touch CT: Dur: 1 minute
SV Will negates (harmless) Area: Creature touched, or up to eight willing creatures joining hands Book: CRB
Description: Subject gains +1 bonus on saving throws.

Stabilize(Conjuration)[Healing ] X 1
V,S rng: Close 25ft + 5ft/2 levels CT: Dur: instantaneous
SV None Area: One living creature Book:
Description: Cause a dying creature to stabilize.

Level 1 (2) DC 13
Cure Light Wounds(Conjuration)[Healing ] X 1
V,S rng: Touch CT: Dur: Instantaneous
SV Will half (harmless); see text Area: Creature touched Book:
Description: Cures 1d8 damage + 1/level (max +5).

Longstrider(Transmutation)[ ] X 1
V,S,M rng: Personal CT: Dur: 1 hour/level (D)
SV N/A Area: You Book:

STATISTICS
Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 10
Base Attack 0 CMB 3 ; CMD 16
Feats
Animal Affinity: +2 Handle Animal +2 Ride,
Armour Prof Light,
Armour Prof Medium,
Natural Spell: Can cast spells in animal shape,
Shield Proficiency: Can use shields
Skills Climb 0, Fly 0, Handle Animal 6, Heal 2, Know Geography 4, Know Nature 6, Perception 6, Ride 5, Stealth 0, Survival 8, Swim -3
Languages Common

Class Features:

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 druids 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 Bond Lion Shamon (Ex) A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory Nobility, and Sun domains.

Nature Sense +2 Knowledge nature +2 Survival

Spontaneous Casting
A druid can channel stored spell energy into summoning spells that she has not prepared ahead of time. She can lose a prepared spell in order to cast any summon natures ally spell of the same level or lower.

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. 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.
Wild Empathy (Ex) Lion Shaman A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.

Glory Domain:Legend Subdomain:

In campaigns that use the optional hero point system, you gain Hero’s Fortune as a bonus feat. Otherwise, you gain Marked for Glory as a bonus feat, even if you do not meet its prerequisites. These replace the Glory domain’s increased save DC when channeling positive energy. In addition, the following granted power replaces the divine presence power of the Glory domain.

Touch of Glory (Sp):
You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Witness the Legend (Su)
At 8th level, as a move action, you can extol the virtues of yourself or an ally within 60 feet that you can see. This causes the target to shed light like a torch for 1 minute, and while the effect lasts, you can expend a daily use of your touch of glory domain ability as an immediate action to add 1d6 to an attack, saving throw, skill check, or ability check attempted by the target; for a roll to confirm a critical hit or save against a fear effect, you instead add 1d12. You can use this ability once per day at 8th level and one additional time per day for every 4 levels beyond 8th.

Domain Spells: 1st—shield of faith, 2nd—aid, 3rd—contagious zeal, 4th—righteous vigor, 5th—righteous might, 6th—unshakable zeal, 7th—holy sword, 8th—holy aura, 9th—gate.

Racial abilities:

Heroic: Some humans are born heroes. In campaigns that use the optional hero point system, each time these humans gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2. This racial trait replaces the bonus feat trait.
Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Feats:

Hero’s Fortune (Luck) From Legend Subdomain
Even at the start of your career, it was clear that you had a chance at greatness, and your legend continues to grow with every adventure.
Benefit: You gain a hero point. The maximum number of hero points you can have at any one time is increased to 5.

Luck of Heroes (Luck)
To others, it seems that you always have a bit of luck around you.
Prerequisite: Hero’s Fortune.
Benefit: Whenever you spend a hero point to reroll a die roll or to grant yourself a bonus before a die roll is made, there is a chance that the hero point is not spent. Whenever you spend a hero point, roll a d20. If the result is greater than 15, the hero point is not spent. You cannot use this Feat when you use the cheat death Hero Point option.