Azmur Kell

Roke Rostlander's page

195 posts. Alias of Bristor.


Race

| HP 27/27 | AC 16 T 12 FF 14 (+2 w/Barkskin) | CMB +2, CMD 14 | F: +6, R: +5, W: +7 | Init: +6 | Perc: +8, SM: +8

Classes/Levels

| Speed 30ft | Cruel Thicket: 5/5; Tanglevine 6/6 | Spells: 1st 3/3+1/1; 2nd 2/2+0/1 | Active conditions: .

Gender

Male NG Human Feyspeaker Druid 3

Strength 12
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 17

About Roke Rostlander

Roke Rostlander
Male human feyspeaker druid 3
NG Medium humanoid (human)
Init +6; Senses: Perception +8
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 27
Fortitude: +6 [+3Class +2CON +1Resistance]
Will: +7 [+3Class +2WIS +1Resistance +1Trait]
Reflex: +5 [+1Class +2DEX +1 Trait +1Resistance]
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Offense
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Speed 30 ft.
Melee quarterstaff +2 (1d8+1/×3)
Druid Spells Prepared (CL 3rd; concentration +6)
2nd—animal messenger, barkskin[D], burst of radiance (DC15, Reflex)
1st—cure light wounds, heightened awareness, entangle, thorn javelin[D] (DC 14),
0 (at will)—create water, detect magic, guidance, stabilize
Domain: Thorns (subdomain of Plant)
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Statistics
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Str 12, Dex 14, Con 14, Int 12, Wis 14, Cha 17

Base Atk +1; CMB +2; CMD 14

Feats:
1st: Improved Initiative
Focused Study Alternate Racial Trait: Knowledge(nature)
3rd: Eldritch Heritage: (Verdant Bloodline): Tanglevine

Traits: Bastard (campaign) (+1 Will, -1 Diplo vs. nobles), Dangerously Curious (UMD as class skill), Deft Dodger (+1 reflex)

Skills:
* = class skills
Acrobatics +2 (dex)
*Bluff +7 (+3 CS +3CHA +1Rnk)
*Climb +5 (+3 CS +1STR +1Rnk)
*Diplomacy +7 (+3 CS +3CHA +1Rnk)
*Disguise +7 (+3 CS +3CHA +1Rnk)
*Fly +2 (dex)
*Handle Animal +8 (+3 CS +3CHA +2Rnk)
*Heal +6 (+3 CS +2WIS +1Rnk)
*Knowledge (geography) +6 (+3 CS +1INT +2Rnk)
Knowledge (history) +3 (+1INT +2Rnk)
*Knowledge (nature) +10 (+3 CS +1INT +3Rnk+3untyped)
Knowledge (nobility) +2 (+1INT +1Rnk)
*Perception +8 (+3 CS +2WIS +3Rnk)
*Ride +6 (+3 CS +2DEX +1Rnk)
*Sense Motive +8 (+3 CS +2WIS +3Rnk)
*Spellcraft +7 (+3 CS +1INT +3Rnk)
*Survival +8 (+3 CS +2WIS +3Rnk)
*Swim +5 (+3 CS +1STR +1Rnk)
*Use Magic Device +9 (+3 CS +3CHA +3Rnk)

Languages: Common, Druidic, Elven, Sylvan

SQ nature bond (Thorns domain), trackless step, wild empathy +6, woodland stride

Gear::

12 strength = up to 43 lbs. unencumbered; Total weight carried = 24 lbs.

On Person:
wand of cure light wounds (20 charges) [-- lbs.]
acid (2) [2 lbs.]
alchemist's fire (2) [2 lbs.]
+1 leaf armor [10 lbs.]
Quarterstaff [4 lbs.]
Sling and 10 stones [.5 lbs.]
cloak of resistance +1 [1 lb.]
backpack [2 lbs.]
belt pouch [.5 lbs.]
holly and mistletoe[ -- lbs.]
spell component pouch[ 2 lbs.]
flint and steel[-- lbs.]
29 gp [< lb.]

Carried on Horse:
Saddle[4 lbs.]
saddle bags[8 lbs.]
blanket[1 lb.]
mess kit [1 lb.]
pot [4 lbs.]
soap [.5 lbs.]
torch (10) [1 lbs.]
trail rations (12) [2.5 lbs.]
horse feed (12) [25 lbs.]
waterskin [4 lbs.]

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Special Abilities
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Druid Domain (Thorns)

Cruel Thicket (Su): As a standard action, you can cause the ground in a 5-foot-radius burst centered on you to sprout twisting, thorny vines. Any creature moving through it must travel at half speed or take bleed damage equal to half your cleric level; if you activate this ability in an area with numerous plants (grass, weeds, trees, etc.), the area also becomes difficult terrain. These effects last for 1 minute, after which the vines crumble to dust. Creatures able to move through natural undergrowth unhindered ignore the effects of this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Trackless Step (Ex): You do not leave a trail as you move through natural surroundings.

Wild Empathy +6 (Ex): Improve the attitude of an animal, as if using Diplomacy.

Woodland Stride (Ex): Move through undergrowth at normal speed.

Tanglevine (from Eldritch Heritage)(Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.

Feyspeaker Archetype:

Fey Magic: The feyspeaker uses her Charisma score instead of her Wisdom score as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, concentration checks, and so on). At 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels, a feyspeaker adds one enchantment or illusion spell from the sorcerer/wizard spell list to her druid spell list as a spell of 1 level higher (for instance, at 4th level, she could add color spray as a 2nd-level druid spell). In order to select a spell, she must be of a level high enough (including the increased spell level) to cast it. Once selected, the spell cannot be changed.

A feyspeaker loses the ability to spontaneously cast summon nature’s ally spells. She gains the wild shape ability at 6th level and gains all benefits related to wild shape 2 druid levels later than usual. She can never use wild shape to transform into an elemental.

This ability alters wild shape and spellcasting.

Fey Speech (Ex): At 1st level, a feyspeaker’s words carry a tiny fragment of the otherworldly power of the fey’s voices. She gains Bluff, Diplomacy, Disguise, and Sense Motive as class skills. A feyspeaker also learns Sylvan as a bonus language. In addition, the feyspeaker gains a number of skill ranks at each level equal to 6 + her Intelligence modifier, instead of 4 + her Intelligence modifier. The feyspeaker’s base attack bonus from her druid levels is equal to half her druid level (much like a sorcerer’s base attack bonus is calculated), rather than the usual druid base attack bonus. This ability replaces nature sense and alters the druid’s base attack bonus, class skills, and skills ranks per level.

Wild Mischief (Ex): At 1st level, a feyspeaker can fool an animal into thinking there is food, a potential mate, or a predator nearby. This ability functions just like a Bluff check to deceive a character. To determine the result of the wild mischief check, the feyspeaker rolls 1d20 and adds her druid level and her Charisma modifier. As with Bluff checks, wild mischief checks are modified depending on the believability of the false information. A typical domestic animal is not particularly suspicious of the feyspeaker (no circumstance modifier), whereas wild animals are usually suspicious (–5 penalty on the check). To use wild mischief, the feyspeaker and the animal must be able to study each other, which means they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute, but as when influencing people, it could take more or less time. A feyspeaker 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. This ability replaces the druid’s proficiency with medium armor.