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Siendreon, the Blue Fury's page

No posts. Organized Play character for into the aether.


Full Name

Siendreon, AKA the Blue Fury

Race

| HP 52/52 | AC 17 T 11 FF 16 | CMB +8, CMD 21 | F: +8, R: +5, W: +12 | Init: +1| Perc: +17, SM: +5

Classes/Levels

| Speed 20' | Wild Shape 0/2 | Constant: Woodland Stride, Pass w/o Trace | Active conditions: none

Gender

Male CN Samsaran Druid (Saurian Shaman) 7

Size

Medium

Age

88

Alignment

CN

Deity

Valani

Location

Mediogalti Island

Languages

Common, Druidic, Samsaran

Occupation

Hunter

Strength 18
Dexterity 13
Constitution 12
Intelligence 9
Wisdom 18
Charisma 8

About Siendreon, the Blue Fury

stat block:
Siendreon, the Blue Fury (level 7)
Male samsaran druid (saurian shaman) 7 (Pathfinder RPG Bestiary 4 230, Pathfinder RPG Ultimate Magic 39)
CN Medium humanoid (samsaran)
Init +1; Senses low-light vision; Perception +17
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 52 (7d8+14)
Fort +8, Ref +5, Will +12; +2 vs. death effects, negative energy effects, negative levels, +4 vs. fey and plant-targeted effects
Defensive Abilities lifebound
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee club +8 (1d6+9) or
. . dagger +8 (1d4+9/19-20) or
. . bite +9 (1d6+10), 2 claws +9 (1d4+10)
Ranged sling +6 (1d4+5)
Special Attacks rake (2 claws +9, 1d4+10), wild shape 2/day
Druid (Saurian Shaman) Spells Prepared (CL 7th; concentration +12)
. . 4th—blessing of fervor[APG] (DC 19), freedom of movement
. . 3rd—aversion[OA] (DC 18), bestow curse (DC 18), dominate animal (DC 18)
. . 2nd—barkskin, cat's grace, lockjaw[APG] (DC 17), silence (DC 17)
. . 1st—divine favor (4), entangle (DC 16), shield companion
. . 0 (at will)—create water, detect magic, guidance, stabilize
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Statistics
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Str 20, Dex 13, Con 12, Int 9, Wis 20, Cha 8
Base Atk +5; CMB +8 (+10 grapple); CMD 21
Feats Augment Summoning, Natural Spell, Power Attack, Spell Focus (conjuration)
Traits fate's favored, militia
Skills Acrobatics -2 (-6 to jump), Climb +6, Handle Animal +11, Heal +9, Knowledge (geography) +3 (+5 darklands stuff), Knowledge (nature) +5 (+7 darklands stuff), Perception +17, Sense Motive +5 (+7 vs current/former Pathfinders, Darklands humanoids, +7 darklands humanoids), Spellcraft +6, Survival +13
Languages Common, Druidic, Samsaran
SQ mystic past life[ARG], nature bond (stegosaurus named Lucy), nature sense, saurian's totem transformation, saurian's totemic summons, totem transformation (saurian's natural weapons[UM]), trackless step, wild empathy +6, woodland stride
Combat Gear riffle scroll of daylight, scroll of air walk, scroll of barkskin (x5), scroll of bone fists (x2), scroll of burrow (x2), scroll of carry companion (x5), scroll of gust of wind (x5), scroll of lesser (x5) restoration, scroll of lockjaw (x5), scroll of quench (x2), scroll of resist energy (x5), scroll of silence (x5), wand of cure light wounds, wand of endure elements (50 charges), wand of heightened awareness (50 charges), wand of magic fang (50 charges), oil (10), vermin repellent[UE] (5); Other Gear dragonhide breastplate, club, dagger, sling, amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +2, headband of inspired wisdom +2, backpack, grappling hook, hemp rope (100 ft.), hot weather outfit[APG], masterwork tool, masterwork tool, masterwork tool, masterwork tool, mirror, training harness[ARG], wrist sheath, spring loaded, wrist sheath, spring loaded, 13,462 gp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Past Life (Druid [Saurian Shaman]) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be t
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Saurian's Totem Transformation (Move Action, 7 minutes/day) (Su) Adopt aspect of the saurian while in normal form.
Saurian's Totemic Summons (Su) Standard action to summon dinosaur/reptiles and grant temp Hp.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
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.
Wild Shape (5 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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From Mediogalti Island

2 Kassen’s Blessing: reroll attack, save, skill before results; must take second (single)
4 Thassilonian Archivist: +1d4 to a knowledge check; if related to Thassilon, sin magic, fleshwarping, or similar add 1d8 (3 uses)
6 Unexpected Prestige: gain an otherwise failed Prestige Point (single)
7 Budding Friendship: if no prestige earned while adventuring in Absalom, earn 1 (single)
8 Impressive Find: 1 addtl. Prestige (single)
8 Infernal True Name: swift action give a devil sickened condition 1 hour (single)
9 Elemental Investogator: seasonal stuff (single each):
Spring: 2d4 goodberry
Summer: shocking grasp (cold damage)
Autumn: entangle
Winter: burning hands
once all 4 are used, gain access to Elf racial spell Ward of the Seasons on all PCs
10 Field-Commisioned Kobold: play a Kobold 4th-level pregen (single)
11 Frozen Fortitude: swift action resist cold 5+level or immediate action resist cold 5 for 1 minute
11 Martyr’s Shard: dispel magic SLA (single)
11 Triumph Over Scales: immediate action +10 confirm crit against dragon or reptillian humanoid OR 75% chance to turn a crit or sneak attack against me into regular hit
12: Guardian of the Farheavens: standard action Charm Monster (DC 19; CL 8th) bear or owlbear OR Bear’s Endurance SLA (3 uses)
13: Ectoplasmic Enhancement: swift action all attacks ghost touch 1 round (single)
13: Savior of Old Flotsam: feather token (swan boat) stocked with stuff (450 GP or 1 PP)
15 Gremlin’s Token: immediate action +2 vs Curse saves for 1 hour (4 uses)
15 Ulfen Ally: get a single Bard scroll 3rd level or lower (5 levels total uses)
15 Whispers of the Amberhollow: sanctuary spell (DC 15) against vermin for 1 hour (2 uses)
16 Fist of Elemental Accord: swift action to give natural attacks 1d6 damage for 4 rounds: cold, fire, acid, elec (3 uses, then 4 PP per use)
16 Wavemaster: swift action 30’ swim speed, bludgeoning & slashing weapons work underwater for 1 minute OR immediate action hold breath 4 addtl. rounds when CON check would be required (4 uses)

FACTION CARD
Inured to the Elements: +3 bonus on save vs effect with acid, air, cold, earth, fire, electricity, or water descriptor 1/adventure
Elemental Ray: shoot a ray as SLA at target within 30’ for 1d6 x half my level, 1/adventure

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