Vudrani

Ryli Marwari's page

612 posts. Alias of Stalwart.


Classes/Levels

Buffs:

Gender

Female Centaur Reincarnated Druid | HP 157/157 | AC: 32 (18 Tch, 27 Ff) | CMB: +23, CMD: 45 | F: +16, R: +17, W: +22| Init: +10 | Perc: +35

Strength 24
Dexterity 20
Constitution 18
Intelligence 12
Wisdom 30
Charisma 9

About Ryli Marwari

Female Centaur Druid 17
NG Large monstrous humanoid
Init +7; Perception +35, darkvision 60'
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 25, touch 16, flat-footed 20
(armor +7, Defl +2, Dex +5, Nat. Armor +1 Shield +1, Size -1)
hp 157 (16d8+80)
Fort +16, Ref +12, Will +22
Evasion
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 50 ft. (35 ft in armor)
Melee: 2 Hooves +15 (1d6+4 20/x2)
Melee: masterwork scimitar +20/+15/+10 (1d6+7 18-20/x2)
Combat Options:

cougar:
bite +17 (1d6+5), 2 claws +17 (1d3+5)
AC 20 t15 ff17

dire tiger:
bite +22 (2d6+10 plus grab), 2 claws +22 (2d4+10 plus grab), pounce, rake (2 claws +22, 2d4+10)
AC 20, t13 ff18

Earth elemental:
2 slams +22 (1d8+10), earth glide, AC 23, t14 ff20

Thrush:
AC: 30 T24,FF22 (Defl. +2, Dex +8, Nat.Armor +6, Size +4); Refl: +14, Stealth +20

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 24 (+7), Dex 20 (+5), Con 18 (+4), Int 12 (+1), Wis 30 (+10), Cha 9 (-1)
Base Atk +12/+7/+2; CMB +20; CMD 37
Feats: Spell Focus: Conjuration, Augment Summoning, Quick Wild Shape, Superior Summoning, Sunlight Summons, Natural Spell, Spell Penetration, Divine Interference, Leadership
Skills:
Fly +10 (+2 rank, +3 class, +5 dex)
Handle Animal +14, (+12 rank, +3 class, -1 Cha)
Knowledge (geography) +11, (+7 rank, +3 class, +1 int)
Knowledge (nature) +23, (+17 rank, +3 class, +1 int, +2 nature sense)
Linguistics +4 (3 rank, +1 int)
Perception +35, (+17 rank, +3 class, +10 wis, +5 competence)
Ride +11 (+3 rank, +3 class, +5 dex)
Sense Motive +21 (+11 Rank, +10 wis)
Spellcraft +14, (+10 rank, +3 class, +1 int)
Survival +25 (+10 rank, +3 class, +10 wis, +2 nature sense) (+28 to track)
Swim +12 (+2 rank, +3 class, +7 str)

Traits: Into Enemy Territory (+1 Fort), Reactionary
Languages: Common, Sylvan, Druidic, Auran, Terran, Thassilonian
SQ: Nature Bond, Nature Sense, Wild Empathy (+16), Spontaneous Casting
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 Death's Touch (Ex): At 4th level, a reincarnated druid gains a +4 bonus on saving throws against death effects, energy drain, and necromancy effects, and on stabilization checks when dying. This ability replaces resist nature's lure.

Many Lives (Ex): At 5th level, if a reincarnated druid is killed, she may automatically reincarnate (as the spell) 1 day later. The reincarnated druid appears in a safe location within 1 mile of her previous body. At will for the next 7 days, she can sense the presence of her remains as if using locate object as a spell-like ability. If she is killed during these 7 days, she remains dead and does not reincarnate. The many lives ability does not function if the reincarnated druid is slain by a death effect. A reincarnated druid cannot be raised from the dead or resurrected, though she can be reincarnated.

Wild Shape (Su): A reincarnated druid gains this ability at 6th level, and it functions at her druid level – 2. (7/day, huge, large, medium, small, tiny, diminutive animal; huge, large, medium or small plant; huge, large, medium or small elemental)

Cheat Death (Ex): At 9th level, once per day, a reincarnated druid may reroll a save against a death effect, energy drain, or necromancy effect before the result of the roll is revealed, or reroll a failed stabilization check while dying. She must take the result of the second roll, even if it is worse than the original roll. This ability replaces venom immunity.

A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Tongue of the Sun and Moon (Ex): At 15th level, a reincarnated druid can speak with any living creature. This ability replaces timeless body.

Gear: +1 agile dragonhide breastplate, masterwork scimitar, light darkwood shield, holy symbol, component pouch, druid's kit headband of inspired wisdom +4, belt of physical perfection +2, druid's vestment, +1 amulet of mighty fists, cloak of resistance +2, wand of cure light wounds (43 charges), ring of feather falling, ring of evasion, pearl of power (2nd), lenses of detection, ring of protection +2, metamagic rod of extend, tanglefoot bag x3, alchemist's fire x2, holy water x4, acid vial x2, handy haversack, staff of heaven and earth, cracked dusty rose prism ioun stone, waters of transfiguration

Staff (8 charges):

gust of wind -- 1 charge
stone shape -- 1 charge
air walk -- 2 charges
control winds -- 2 charges
spike stones -- 2 charges

Druid's kit:

DRUID'S KIT
Price 14 gp; Weight 44 lbs.
This includes animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), 500 gp worth of diamond dust, 1,000 gp diamond, and a waterskin.

GP: 12,516.83
Spells:
4 0-Level: create water, dancing lights, detect magic, read magic
6 1st Level (DC 21):ant haul, cure light wounds, cure light wounds, faerie fire, produce flame, produce flame, tears to wine
6 2nd Level (DC 22):barkskin, barkskin, barkskin, carry companion, resist energy, resist energy
6 3rd Level (DC 23):air geyser, call lightning, daylight, greater magic fang, greater magic fang, neutralize poison
6 4th Level (DC 24)dispel magic, echolocation, echolocation, freedom of movement, freedom of movement, scrying
6 5th Level (DC 25) animal growth, call lightning storm, deathward, deathward, stoneskin, transmute rock to mud, transmute mud to rock
4 6th Level (DC 26) greater black tentacles, greater dispel magic, greater dispel magic, tar pool, wall of stone
4 7th Level (DC 27) fairy ring retreat, heal, heal, sunbeam
3 8th Level (DC 28) earthquake, wall of lava, wall of lava
2 9th Level (DC 29) clashing rocks, foresight
summon nature's ally
Summon Natures Ally:

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.
Augment Summoning
Your summoned creatures are more powerful and robust.
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Sunlight Summons
Your summoned minions shine with the power of the sun.
Prerequisites: Spell Focus (conjuration), able to cast summon nature's ally.
Benefit: Creatures that you summon shed light as a light spell. They are immune to blinding or dazzling effects, and their natural weapons are treated as magical for overcoming damage reduction.
Superior Summoning
You can summon more creatures.
Prerequisites: Augment Summoning, caster level 3rd.
Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

Animal Companion
Roc: "Olympus"
N Large animal
Init +6, Perception +14, low-light vision
------------------------------------------
DEFENSE
------------------------------------------
AC 41, touch 16, flat-footed 34 (+7 armor, +6 dex, +1 dodge, +18 nat, -1 size)
hp 125 (14d8+56) 125/125
Fort +13, Ref +16, Will +7
------------------------------------------
OFFENSE
------------------------------------------
Spd 20 ft. Fly 80 ft.
Melee: 2 talons +20 (1d8+10 plus grab)
Melee: bite +19 (1d8+10)

------------------------------------------
STATISTICS
------------------------------------------
Ability Scores Str 30, Dex 23, Con 18, Int 2, Wis 13, Cha 11
BAB +10, CMB +23 (+28 to grapple), CMD 39
Feats: Armor Proficiency (light), Dodge, Weapon focus (talons), Multiattack, Power Attack, Iron Will, Improved Natural Attack
Special Qualities: low-light vision, Devotion, Evasion, Link, Share, Improved Evasion
Spells
Skills: Fly +11, Perception +15
12 tricks: Attack (all creatures), Bombard, Come, Defend, Down, Guard, Heel, Deliver, Flank, Hunt, Stay
Gear: +4 studded leather barding, exotic riding saddle, muleback cords, holy amulet of mighty fists, +4 belt of constitution

7th-Level Advancement

Size Large; AC +3 natural armor; Attack 2 talons (1d6 plus grab), bite (1d8); Ability Scores Str +8, Dex –2, Con +4.
Encumbrance: 65 lbs (40 lbs armor, 25 lbs riding saddle)

Under animal growth:
Roc: "Olympus"
N Huge animal
Init +5, Perception +15, low-light vision
------------------------------------------
DEFENSE
------------------------------------------
AC 41, touch 14, flat-footed 35 (+7 armor, +5 dex, +1 dodge, +20 nat, -2 size)
hp 154 (14d8+84) 154/154
Fort +15, Ref +15, Will +7
------------------------------------------
OFFENSE
------------------------------------------
Spd 20 ft. Fly 80 ft.
Melee: 2 talons +24 (1d8+14 plus grab)
Melee: bite +23 (2d6+14)
------------------------------------------
STATISTICS
------------------------------------------
Ability Scores Str 38, Dex 21, Con 22, Int 2, Wis 13, Cha 11
BAB +10, CMB +28 (+33 to grapple), CMD 43

History:

A young boy of ten was found wandering, confused, by the Grovefather Tobias in the wilds of Varisia. The wizened druid saw that the young boy had already lived many lives and was fresh returned after riding the Great Wheel once again. He adopted the boy, giving him his last name, and trained him to be a druid.
How this being received the blessing -- or curse -- to be reborn every time he died, the old druid did not know. But he helped guide him and showed him that through the powers of nature he could actually perceive the Great Wheel and use each life to enrich the next. For too long -- centuries, perhaps even millennia -- each life moved into the next and was forgotten.
But now, trained to remember more and more of his past lives, the being known as Rilee now must bear the strain of the lives she has left behind, and their legacies as they influence the present.