Drud

Runia Koknyll's page

46 posts. Alias of Deaths Adorable Apprentice.


Full Name

Dwarven, Common, Druidic, Sylvan, Undercommon, Terran | adj to dying companion +1 att & vs SR |stay in 10ft of unconcious ally or -2 att & skills

Race

spd 20ft (Woodland Stride, Trackless step) |Wild Shape x2 per day |darkvision 60ft scent for precious metals and metal critters

Classes/Levels

| Concentration +9 |Spells: lvl 0 (4), 1st (4/4), 2nd (4/4), 3rd (3/3)| Wand: cure lt wounds (50/50)|

Gender

NG female dwarf Pack Lord Druid 6 |HP 48/48 |AC 14, T 10, FF 14 | F+7, R+2,W+8 (+2 racial vs poison, spells, and spell-like abilities) (+4 vs spell like and sup of Fey and spells & effect that target plant)| BaB+4, CMB+6, CMD 17 |Init+0 |Percp+12 |

About Runia Koknyll

A Dwarven woman with tan skin and ink stained fingertips. New leaf green eyes that constantly move are usually partially covered in wild red hair that hangs down to her elbow. He red hair has many braids in it and some of those braids have things hanging from them. There is a three inch pointed tooth and a serrated shark tooth hang on the back of her head. Two wooden pieces hang on left side of her head a white wooden rings that was carved to resemble a snake and a dark red piece of wood that is carved to look like a bears head. One the right is a single golden band and a clunky silver ring with a howling wolfs head.
Dark leather boots and equally dark leather breeches are mostly covered by a thick brown wool skirt and she has a green and gold scarf tied around that. A leather belt hangs on his hips with a small pouch on the side while a large thick leather glove is tucked into the other side. A well made leather satchel hangs from one shoulder and a backpack on the other. She has a dark green shirt with a leather vest around her torso. A thick jacket made of white leather is partially covered by a very short looking hunter green cloak that has pale yellow, light brown, and red vines along the edges. Draped over all of this is a dark brown travel stained hooded cloak that has pale brown Celtic looking knots around all of the edges.

Runia Koknyll
female dwarf Pack Lord Druid 6
NG medium Humanoid dwarf
Init +; Senses:darkvision 60ft, scent, (only for precious metals (copper, silver, and gold) and creatures primarily made of such material)
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Defense
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AC 14, touch 10, flat-footed 14 (+0 dex, +4 armor,)
hp d8 (48)
Fort +7, Ref +2, Will +8 (class bonus 525)
(+2 racial bonus on saving throws against poison, spells, and spell-like abilities.)
(+4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.)
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Offense
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Speed 20 ft. (Woodland Stride, Trackless step)
Melee quarter staff +6 (1d6+2/1d6+2 x2)
Ranged
Special Attacks Wild Shape x2 to per day.
[Class] Spells Known/Prepared (CL 6th; concentration +X)\
. . 3rd (3/day) - Aqueous Orb, Burst of Nettles, Stone Shape
. . 2nd (4/day) - Divine Trident, Restoration, Lesser, Wood Shape, Barkskin
. . 1st (4/day) - Air Bubble, Nature’s Paths, Speak with Animals, Pass without Trace
. . 0th (at will) - Read Magic, Detect Magic, Know Direction, Stabilize
at will—mage hand & prestidigitation ; 1/day—enlarge person, expeditious retreat
Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 4 + your Wisdom modifier.
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Statistics
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Str 14, Dex 10, Con 14, Int 14, Wis 16, Cha 12
Base Atk +4; CMB+6; CMD 17
Feats:
1- Eschew Materials
3- Natural Spell
5- Boon Companion
7- Leadership.
9- Wild Speech
11- Planar Wild Shape
13- Spell Focus (conjuration)
15- Augment Summoning
17- Powerful Shape
19- Superior Summoning
Voice of Beasts Shifter's Rush

Skills:
4+2 = 6 per level (level seven now at +1 each level) * means it is a background skill.
Appraise (Int) +2* rank, +2 mod, +2 racial = 6
Bluff (Cha) +4 rank, +1 mod = 5
Climb (Str) +1 rank, +2 mod, +3 class = 6 (-1 armor check penalty)
Craft cooking (Int) +2* rank, +2 mod, +3 class = 7
Craft drawing (Int) +2* rank, +2 mod, +3 class = 7
Fly (Dex) +2 rank, +0 mod, +3 class = 5 (-1 armor check penalty)
Handle Animal (Cha) +6* rank, +1 mod, +3 class = 10
Heal (Wis) +1 rank, +3 mod, +3 class = 7
Knowledge (geography) (Int) +2 rank, +2 mod, +3 class = 7
Knowledge (nature) (Int) +3 rank, +2 mod, +2 druid, +3 class = 10
Knowledge (planes) (Int) +5 ranks, +2 mod = 7
Perception (Wis) +6 rank, +3 mod, +3 class = 12
Profession (Wis)
Ride (Dex)
Sense Motive (Wis) +4 rank, +3 mod, +1 trait, +3 class = 11
Spellcraft (Int) +3 rank, +2 mod, +3 class = 8
Stealth (Dex) +6 rank, +0 mod, +2 racial, +1 trait, +3 class = 12 (-1 armor check penalty)
Survival (Wis) +2 rank, +3 mod, +2 druid, +2 racial, +3 class = 12
Swim (Str) +1 rank, +2 mod, +3 class = 6 (-1 armor check penalty)
Wild Empathy: +7 (druid level +cha)

Traits: Silent Hunter: Benefit: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others.
Benefits: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Dedicated Defender: When a companion is down, you fight harder.
Benefit: You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount.
Overprotective: In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.
Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Languages:Dwarven, Common, Druidic, Sylvan, Undercommon, Terran,
SQ
Other Gear: 1507 gp, 3sp, 9cp,
Explorer’s Outfit (dark leather boots, leather breeches, overly long leather belt, green shirt with brown leather vest. thick gloves, and a large dark brown travel stained cloak. A green and gold scarf.),
Traveler’s Outfit, 1gp (ratty leather boots, a thick brown wool skirt, worn leather belt, grey shirt and brown vest, and a massive green hooded cloak)
Vestment, Druid's 3,750 g (ties in the front and hangs down to her elbows. A dark green fabric with pale yellow, red, and light brown stitching with swirling vines along the edges.)
jewlery 40gp (a bears head made of a dark red wood that has a clasp on the back, a snake ring made of white wood, simple golden band with the dwarven rune for mother,)
Cloak of the hedge wizard 2,500 gp Transmutation: at will—mage hand & prestidigitation ; 1/day—enlarge person, expeditious retreat (Dark brown with pale brown Celtic looking knots along the edges and it has a hood.)
quarterstaff White dragon hide Mwk Armored Coat 400 gp, Amulet of Mighty Fists 4,000 gp
belt pouch 1gp [Compass 10gp, String or twine (50 ft.) 1 cp, x2 Ball (5 in.) 4sp, Anchor Feather Token 50 gp]
familiar satchel 25gp, (pale leather with a tree of life style of tree embossed on it)
Bag of holding (type I) 2,500 gp, [
Cure Light Wounds 750 gp, Traveler’s any-tool 250 gp
Rope, hemp (50 ft.) 1gp, x2poncho 1gp, x10 sack 1gp, Tent, medium 15gp, Hammock 1sp, Bedroll 1sp, Blanket 5sp, x4 Book, journal 30gp, x2 ink 16gp, x2 inkpen 1gp, x4 chalk 2gp,
Cooking Kit 3 gp (This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.)
Canteen2 gp (This hollow container is made of wood, a gourd, or metal, and carries liquid like a waterskin, but is more resistant to punctures and cuts.)
Falconry Gauntlet 10 gp (This gauntlet, made from layers of thick leather, is worn on the falconer’s off hand to give a falcon a place to stand before and after a hunt. The gauntlet also has a tassel and a ring attached to the falcon’s tether.)
Gear Maintenance Kit 5 gp (This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.)
Grooming Kit 1 gp (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
mess kit 2 sp (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.),
Dandy Brush 2 sp (This hard-bristled tool has a handle that slips over the wearer’s hand, and is used by animal breeders, owners, and grooms to brush the animals in their care, loosening dirt and detritus from the creatures’ coats and stimulating the skin so it produces the natural oils that keep them healthy and clean.)
Fishing Kit 5 sp (This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).
x10 Dwarven Trail Rations 20 gp (Dwarven trail rations consist of smoked sausages and salted meat, rounded out with hard biscuits and dried vegetables. If you are a dwarf who subsists on nothing but these rations for at least 1 week, you can hustle or make a forced march for an additional hour without ill effects, but cannot do both in the same day. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth)
x6Trail Rations 3 gp (The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.)
x10 Animal feed, bird (per day) 5 sp, x10 Animal feed, carnivore (per day) 5sp ]

Things in her hair:
The tooth is from a drake she fought many years ago. The serrated tooth is from a large shark she killed. The gold ring is for her mother's memory who died decades ago. The silver wolf's head is for a previous companion. Her name was Trinket and she was the mother of Knick Knack. Trinket mated to a Winter Wolf. The Snake ring is for a companion, Glitter Gloom.
The red wooded bear face is for a grizzly bear she traveled with for many years named Pretty Boy.

Dwarf Stuff:

• Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
• Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
• Type: Dwarves are humanoids with the dwarf subtype.
• Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
DEFENSE RACIAL TRAITS
• Slag Child: Dwarves from dishonored families must append “-slag,” “-slagsun,” or “-slagdam” to their surnames to indicate their shameful status. These dwarves are commonly banished or ostracized; they are forced to eke out a living at the fringes of dwarven settlements or in bleak wilderness areas. They gain a +2 racial bonus on Stealth and Survival checks. This racial trait replaces defensive training and hatred.
• Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
FEAT AND SKILL RACIAL TRAITS
• Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
• Treasure Sense (2 RP): Some dwarves have learned to sense the presence of material wealth with dragonlike precision. This ability functions as scent, except it can detect only precious metals (copper, silver, and gold) and creatures primarily made of such materials. This trait replaces stability and stonecutting.
SENSES RACIAL TRAITS
• Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
OFFENSE RACIAL TRAITS
• Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Class Stuff:
Some druids bond with many animal companions rather than just one, achieving a level of communion rare even in druidic circles and leading their pack brothers and pack sisters with total authority.
Improved Empathic Link (Su)
The pack lord gains an empathic link with all of her animal companions. This functions like an empathic link with a familiar. In addition, as a swift action the pack lord can shift her perception to one of her companions, allowing her to experience what it sees, hears, and so on. She can maintain this connection as long as she likes (as long as the companion is within 1 mile) and end it as a free action. The druid can only use this ability on one companion at a time, and cannot see, hear, or smell with her own body while maintaining this connection.
This ability replaces the 6th-level additional use of wild shape.
Weapon and Armor Proficiency
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
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; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
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.
Chaotic, Evil, Good, and Lawful Spells
A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons (Sp)
Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages
A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Pack Bond (Ex)
A pack lord druid may not select a domain and must choose an animal companion. The druid gains a +2 bonus on wild empathy and Handle Animal checks made regarding her animal companion. The pack lord may have more than one animal companion, but she must divide up her effective druid level between her companions to determine the abilities of each companion. For example, a 4th-level pack lord can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion.
Each time a pack lord’s druid level increases, she must decide how to allocate the increase among her animal companions (including the option of adding a new 1st-level companion). Once a druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the pack lord’s service (she must release the companion or wait until the companion dies to allocate its levels to another companion, which she can do the next time she prepares spells). The share spells animal companion ability only applies to one animal companion at a time—the pack lord cannot use it to cast a one-target spell and have it affect all of her animal companions.
Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
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)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (Su)
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
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.