Korvosian Man

Rowan Allistar's page

80 posts. Alias of psychicmachinery.


Race

Male Human Druid 5, Hp 36, AC 16/12/14

Classes/Levels

F +7, R +4, W +10; Init +2, Perception +13

About Rowan Allistar

Backstory:

Rowan grew up in northern Andoran, in love with the forests and fields even as a child. As he grew older, he came to appreciate the subtle interplay between the land and the creatures that lived upon it, be they men or beasts. In time, he was inducted into a local druidic circle, and learned their ancient wisdom. Since that time, Rowan has traveled far afield as an agent of his circle, and the pathfinder society. He seeks out those places where those who live on the land have fallen out of harmony with their natural surroundings, and does his best to restore stability and balance, by force when necessary, but he takes a long view of such things, knowing that nature always finds a way. He is interested in the expedition because he believes that the island may be unspoiled, and as such, it may be his only chance to see the natural world in an untouched state.

Rowan is realistic, patient and thorough. He believes in peace and harmony, but is willing to fight to protect those who cannot protect themselves.

Male Human Druid 5
NG Medium Humanoid
Initiative +2, Perception +13
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DEFENSE
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AC 16, t 12, ff 14 (+2 Dex, +3 Armor, +1 Shield)
HP: 36 (5d8+10+ 1 favoured class)
F +7, R +4, W +10
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OFFENSE
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Speed: 30 ft.
Melee: Cold Iron Scimitar +5 (1d6+2)
Ranged: Sling +5 (1d4+2)
Special Attacks: Spellcasting (+10 Concentration, +14 Defensive/Grappled), Storm Burst 8/day
Spells per Day: 4/5+1/3+1/2+1

Prepared Spells:

0 Level - Create Water, Detect Magic, Light, Purify Food and Drink
1 Level - Calm Animals, Cure Light Wounds, Entangle, Faerie Fire, Longstrider, Obscuring Mist (D)
2 Level - Barkskin, Flaming Sphere, Fog Cloud (D), Soften Earth and Stone
3 Level - Call Lightning (D), Sleet Storm, Stone Shape


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STATISTICS
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Str 14, Dex 14, Con 14, Int 12, Wis 21, Cha 12
BAB +3, CMB +5, CMD 17
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SKILLS
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Acrobatics +0 (+2), Appraise +1, Bluff +1, Climb +4 (+6), Diplomacy +1, Disguise +1, Escape Artist +0 (+2), Fly +7 (+9), Handle Animal +8, Heal +9, Intimidate +1, Knowledge (Geography) +8, Knowledge (Nature) +11, Perception +13, Ride +0 (+2), Sense Motive +5, Spellcraft +9, Stealth +0 (+2), Survival +14, Swim +4 (+6)

Languages- Common, Druidic, Sylvan

--HUMAN RACIAL TRAITS --
• Wis: +2
• TYPE: Humanoid (Human)
• SIZE: Medium
• BONUS FEAT: Humans may choose a bonus feat at 1st level.
• HUMAN HERITAGE (Wisdom) : Humans get a +2 bonus on one ability score of their choice at creation, to represent their varied nature.
• SKILLED: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
• Automatic Languages: Common
• Bonus Languages: Any

-- CLASS ABILITIES --
• FAVORED CLASS (Druid) : You've gain the following bonuses: +4 Skill Point.
• DRUID BONUS LANGUAGES: A Druid automatically knows Druidic, and may choose Sylvan as a bonus language. (PFCR 50).
• DRUID ORISONS: Druids can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. (PFCR 49).
• DRUID SPELLS: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. DC for a saving throw against a druid’s spell is 10 + the spell level + Wisdom modifier. (PFCR 49).
• DRUID SPONTANEOUS CASTING: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. (PFCR 49).
• DRUID WEAPONS AND ARMOR: Weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Armor: light and medium armor (but no metal armor); shields (except tower shields) but wooden only. (PFCR 49).
• WILD SHAPE: You can change form 2 times per day for 4 hours, or until you choose to change back. Cannot speak in animal form. Standard action to change.
Does not provoke AoO. Possible forms:
- Small or Medium Animal as Beast Shape I [PFCR 247] (PFCR 51).
• FORBIDDEN SPELL ALIGNMENT: Spells with the Evil descriptor are forbidden by your alignment. (PFCR 41, 49).
• NATURE BOND (Domain Powers - Weather): You have chosen the Weather domain.
[PFCR 48]
- Storm Burst (Sp): Ranged touch attack does 1d6+2. to a target within 30 ft. and causes a -2 attack penalty for 1 round. Standard action. 8 times per day. [PFCR 48]
(PFCR 50).
• NATURE SENSE: A druid gains a +2 bonus on Knowledge (nature) and Survival checks. (PFCR 50).
• RESIST NATURE'S LURE: +4 bonus on saving throws against the spell-like and supernatural abilities of fey. Also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood. (PFCR 51).
• TRACKLESS STEP: You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired. (PFCR 51).
• WILD EMPATHY: You can favorably influence the actions of animals. 1d20+5+1
• WOODLAND STRIDE: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you. (PFCR 51).

–– GENERAL FEATS ––
• AUGMENT SUMMONING: Summons gain +4 Str and Con. (PFCR 118)
• COMBAT CASTING: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while casting on the defensive or while grappled. (PFCR 119)
• NATURAL SPELL: You may cast spells while wildshaped.
• SHIELD PROFICIENCY: You can use a shield and take only the standard penalties. (PFCR 133)
• SPELL FOCUS (Conjuration): +1 save DC of your spells in chosen school. (PFCR 134)

–– COMBAT FEATS ––
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which you are proficient, the armor check penalty for that armor applies only to Acrobatics, Climb, Escape Artist, Sleight of Hand, and Stealth checks. (PFCR 118)

-- TRAITS --
• BEAST OF THE SOCIETY (Magic: Druid): A master druid at the Grand Lodge revealed to you greater secrets of concentration when changing your form into that of an animal. Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level. (PFCh: FcGd 63)

-- EQUIPMENT --

Amulet of Mighty Fists +1, Druid's Vestments, Pearl of Power (Lvl 1), Cloak of Resistance +1, Ioun Torch, Cold Iron Scimitar, Sling, Sling Stones x 10, Wooden Armor, Light Wooden Shield, masterwork backpack, spell component pouch x 2, waterskin, 50' silk rope, bedroll, blanket, fish hook, 50' string, small steel mirror, 2 rations wandermeal, waterproof bag, several sprigs of holly, explorer's outfit (worn), flask of alchemists' fire, flask of acid.

Weight carried: 66.5, medium load = 67 lbs, heavy load = 134-200 lbs.

Wealth: 40gp, 7 cp

Leopard Form:

Senses: low-light vision, scent
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DEFENSE
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AC: 14, t12, ff12 (+2 Dex, +2 NA)
F7/R4/W10
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OFFENSE
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Speed: 30 ft., climb 20ft.
Melee: bite +7 (1d6+4 plus grab), 2 claws +7 (1d3+4)
Special Attacks: rake (2 claws +7 (1d3+4)
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STATISTICS
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STR: 16, DEX 14
CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
Skills: Acrobatics +2, Climb +15, Stealth +2(+7 in tall grass), Swim +7