Weasel

Smokey the Otter's page

76 posts. Organized Play character for miteke.


Full Name

Smokey the Otter

Race

| Acrobatics +3; Nature +7; Perception: +7; Religion +4; Survival +7

Classes/Levels

| Active Conditions: raised shield

Gender

Female Otter Druid/1 | HP: 16/16 | AC 18 (20 w/raised shield) | F/R/W: +5/+5/+9 | Init: +7 (Defend) | low-light vision | Speed 15 ft

Homepage URL

Google docs for Smokey

Strength 10
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 18
Charisma 14

About Smokey the Otter

Resource Tracking:

Loot: vial of holy water
Pathfinder Provisions (No provisions for a bounty or quest): Minor Healing Potion
Focus Pool (1/day/rest):
Level 1 Spells Cast (2):
Expendables used:

Hero Points used (1/scenario):
Glyphs used (0 available):


Smokey the Otter/Druid 1

Quirks:
- A bit of a Pyromaniac
- Energetic at play, but laid back when working.
- Smokes a personal herbal concoction that relaxes him. Not addictive and not mind altering.

Main Stats:

Smokey (141936-2005) Female Druid/1
Ancestry Awakened Animal (Otter)
Background Herbalist

Str 10/+0 {10[base]}
Dex 14/+2 {10[base] +2[background] +2[free]}
Con 14/+2 {10[base] +2[ancestry] +2[free]}
Int 8/-1 {10[base] -2[ancestry]}
Wis 18/+4 {10[base] +2[ancestry] +2[background] +2[free]}
Cha 14/+2 {10[base] +2[ancestry] +2[free]}

Traits Swimming Animal (Water Dwelling, Jaws Attack), Small
Speed 20', 20' swim
Perception +7 {+4[wis] +2[trained] +1[lvl]}; low-light vision[natural senses]
Initiative +7 {+5[perception], Defend Exploration Activity}
Languages Common, Wildsong
Deity None

Defense:

Hitpoints 16 {+6[Small Awakened Animal] (+2[con] +8[druid])*1[lvl]}
AC 18/20 {10 +2[dex] +2[trained] +1[padded armor] +1[lvl] (+2)[wooden shield][raise shield]}
Fort +5 {+2[trained] +1[lvl] +2[con]}
Ref +5 {{+2[trained] +1[lvl] +2[dex]}
Will +9 {+4[expert] +1[lvl] +4[wis]}
Special Saving Throw Bonuses:

Offense:

+5/1d6+0 Jaws [crit x2; S; 1d8] {+2[trained][unarmed attacks] +1[lvl] +2[dex]/1d6 +0[str]}
[dice=to hit]1d20+5[/dice]
[dice=piercing damage]1d6[/dice]

+7/2d4 Ignition [crit x2 and 1d4 persistent damage; fire] {+1[lvl] +2[trained][spell attacks] +4[wis]/2d4}
[dice=to hit]1d20+7[/dice]; 1d4 persistent fire damage on crit
[dice=fire damage]2d4[/dice]

Electric Arc
[dice=electrical damage target1]2d4[/dice]; DC 17 basic reflex for half
[dice=electrical damage target2]2d4[/dice]; DC 17 basic reflex for half

Tangle Vine
[dice=to hit]1d20+7[/dice]; -10 circumstance penalty to speeds for one round. May escape.

Sacred Beasts
[dice=piercing damage]2d6[/dice]; 5' burst, DC 17 basic reflex save.

Spell repertoire:

Comments
  • DC = 17 {10 +4[wis] +2[trained][druid spell DCs] +1[lvl]}
  • (d) signifies a spell granted by druidic order
  • Cantrips are automatically heightened to level/2 rounded up

    Focus Spell Attributes

  • Focus spells cost a focus point to cast but do not cost a spell slot
  • Focus Pool: 1 {+1[Wildfire]}
  • May regain a focus point using refocus action and 10 minutes
  • Domain spells are a type of focus spell.

    Focus Spells

  • (d) Wildfire, flame order, Focus 1, Range 30 feet; Area 10-foot burst Defense Reflex; Duration sustained up to 1 minute. A thin layer of ash and flame covers the ground in the area. The area becomes hazardous terrain. A creature that moves on the ground through the area takes 1 fire damage for every square of that area it moves into. A creature that ends its turn in the area must succeed at a Reflex save or take 1 persistent fire damage. Each time you Sustain this spell, the radius of the burst increases by 5 feet.

    Cantrips 5 {+5[druid]}

  • Detect Magic
  • Electric Arc; 30', 2 creatures, basic reflex or take 2d4 damage.
  • Ignition; 30'; 1 creature, targeted attack, take 2d4
  • Prestidigitation
  • Tangle Vine

    1st level 2/day {+2[druid]}

  • Sacred Beasts; 30', 5' burst, take 2d6 piercing
  • Thunderstrike; 120', 1d12 electricity damage and 1d4 sonic damage to the target with a basic Reflex save; metal increases effects.

  • Skills:

    Skill Ranks 6 {+1[druid] +1[druid][order] +2[druid][free] -1[druid][free][int] +2[background] +1[PFS]}

    Acrobatics +3 {+2[trained][druid][order] +1[lvl] +2[dex] -2[armor]}
    Arcana -1 {+0[untrained] -1[int]}
    Athletics -2 {+0[untrained] +0[str] -2[armor]}
    Crafting -1 {+0[untrained] -1[int]}
    Deception +2 {+0[untrained] +2[cha]}
    Diplomacy +2 {+0[untrained] +2[cha]}
    Intimidation +2 {+0[untrained] +2[cha]}
    Lore
    - PFS +2 {+2[trained][PFS] +1[lvl] -1[int]}
    - Wetlands Terrain +2 {+2[trained][background] +1[lvl] -1[int]}
    Medicine +4 {+0[untrained] +4[wis]}
    Nature +7 {+2[trained][druid][free] +1[lvl] +4[wis]}
    Occultism -1 {+0[untrained] -1[int]}
    Performance +2 {+0[untrained] +2[cha])
    Religion +4 {+0[untrained] +4[wis]}
    Society +2 {+2[trained][druid][free] +1[lvl] -1[int]}
    Stealth +0 {+0[untrained] +2[dex] -2[armor]}
    Survival +7 {+2[trained][background] +1[lvl] +4[wis]} (assurance)
    Thievery +0 {+0[untrained] +2[dex] -2[armor]}
    Notes:

    Gear:

    Max Bulk: 5 {5 +0[str]}
    Bulk: See balance sheet

    Explorer's Clothing
    Hide Armor
    Wooden Shield
    10 Darts
    Adventurer's Pack The pack contains the following items: backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of (knotted)rope, 2 weeks' rations, soap, 5 torches, and a waterskin.
    Tent (pup)
    Chalk (10 pieces)
    3 Scroll of Heal (1st rank)
    Mirror
    Healing Potion (minor)
    Cash: See balance sheet

    Starting Class Training:

    Perception
  • Trained in perception

    Saving Throws

  • Trained in Fortitude
  • Trained in Reflex
  • Expert in Will

    Skills

  • Trained in Nature
  • Trained in One skill determined by your druidic order
  • Trained in a number of skills equal to 2 plus your Intelligence modifier

    Attacks

  • Trained in simple weapons
  • Trained in unarmed attacks

    Defenses

  • Trained in light armor
  • Trained in medium armor
  • Trained in unarmored defense

    Class DC

  • Trained in druid class DC) 17 {+10 +4[wis] +2[trained] +1[lvl]}

    Spells

  • Trained in spell attack modifier) +7 {+4[wis] +2[trained] +1[lvl]}
  • Trained in spell DC) 17 {+10 +4[wis] +2[trained] +1[lvl]}

  • Class Features:

  • Level 1: Anathema) Despoil natural places, consume more natural resources than you require to live comfortably, teach the Wildsong to non-druids.
  • Level 1: Druidic Order of Flame) You're trained in Acrobatics. You also gain the Fire Lung druid feat. You gain the wildfire order spell. Allowing unnatural fires to spread or preventing natural fires from occurring in a way that harms the environment are anathema to your order (this doesn't prevent you from using fire destructively or force you to combat a controlled or natural fire).
  • Level 1: Shield Block) You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
  • Level 1: Voice of Nature) You gain the Animal Empathy or Plant Empathy druid feat.
  • Level 1: Wildsong) You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell's chambers, a snowflake's crystals, or a fern's fronds. Teaching the Wildsong to non-druids is anathema.
  • Level 3: Heightened spell slots

    Druid Feats

  • Level 1: Fire Lung
  • Level 1: Shield Block
  • Level 1: Animal Empathy
  • Level 2: TBD
  • Level 4: TBD

    Skill Feats

  • Level 2: TBD

    General feats

  • Level 3: TBD
  • Level 7: Untrained Improvisation

    Skill Increases
    At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

  • Level 3: TBD

    Ability Boosts

  • Level 5: boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

  • Other Features:

    Ancestry: Awaknened Animal
  • Small size
  • Level 1: Natural Senses feat: You have retained your sharp animal senses even after awakening. Choose one of the following senses appropriate to your kind of animal: darkvision, echolocation 10 feet, low-light vision, scent (imprecise) 30 feet, or tremorsense (imprecise) 30 feet.

    Heritage

  • Swimming Animal (Water Dwelling)) Otter
  • You can hold your breath underwater for 10 minutes before needing air. You have a swim Speed of 20 feet, and if you can move on land, you have base Speed of 20 feet.
  • Animal Attacks) Your heritage gives you a special unarmed attack (1d6 P Jaws) instead of the fist unarmed attack humanoids typically gain. This attack is in the brawling weapon group. Work with your GM to determine which one you have, using the type of animal you are and suggestions in your heritage for guidance.

    Background:

  • Nomad) Traveling far and wide, you picked up basic tactics for surviving on the road and in unknown lands, getting by with few supplies and even fewer comforts. As an adventurer, you travel still, often into even more dangerous places.
  • Trained in Survival skill
  • Trained in Wetlands Lore
  • Assurance feat) Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in (Survival). You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

  • Chronicles:

    1) TBD

    Boons: