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About Splits the LeavesFluff
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Belief: Nature is powerful and unkind, we do not have to be. Goal: To explore the phenomena happening at Pridon's Hearth. Instinct: To protect those who cannot. Virtue: Wise Vice: Strict Expecting a fish to fly is as foolish as a bird breathing water. So why force those to die a death that wasn't intended for them and that they are powerless to change? Nature is powerful and unfair but people don't have to be.
Basic
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Male Human Druid (Restorer) VMC Wizard N Medium Humanoid (human) Favored Class: Druid (+1 Skill) Human Racial Traits: Eye for Talent, Skilled Outcast's Intuition (Magic): You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic. --- Tempest Reader (Campaign): Whether it comes from hard learned study of the winds and nature cycles, from careful observation, or because of natural intuition, you have a knack to foresee weather changes. Farmers and aristocrats continuously come to you in order to know when they should plant or harvest. Your studies or a vision have made you come to the conclusion that a rare weather phenomenon is about to happen in Pridon’s Hearth region and you have decided to go there and discover more about it. Benefit: You can precisely foretell the weather for the next day. Additionally, you get a +2 trait bonus on saves, skill and ability checks related to weather, wind, water and electricity effects.
Offense and Defense
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AC 16, touch 12, flat-footed 14 (+10 Base, 4 Armor, 2 Dex) Base Attack +3 CMD 14 (+10 Base, +3 BAB, -1 Str, +2 Dex) Speed 30 feet Melee Attacks
Ranged Attacks
Skills
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Skills (45 Total) [20 Ranks, 10 Int, 5 Skilled, 10 background*] Climb +2 (1 Rank, 3 Trained, -1 Strength, -1 ACP)
[+2 when dealing with weather, air, water, electricity]
Gear, Magic and Other
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Magic Gear
Weapons and Armor
Equipment, Tools and Gold
Scrolls and Wands
240 GP
Class Features
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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 (see Using Skills). 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 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. --- Healing Touch (Ex): A restorer gains a +2 bonus on Heal checks. When a restorer uses Heal to provide first aid, the bonus increases to +3. --- Natural Medic: A restorer can channel stored spell energy into healing spells that she did not prepare ahead of time. The restorer can “lose” any prepared spell in order to cast any cure spell she can cast of the same spell level or lower (a cure spell is any spell with “cure” in its name). --- Domain: At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. --- Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. --- 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. --- Enemy of Blight (Ex): At 4th level, a restorer can ignore the effects of an overgrown area that has been magically manipulated to impede motion. She can ignore these effects for a number of rounds per day equal to double her Wisdom bonus. These rounds don’t have to be used consecutively. --- Wild Shape 1/day
Feats
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HD 1: Scribe Scroll HD 3: Familiar from VMC HD 5: <> Prepared Spells
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Prepared Spells: 0th (4 slots) - Guidance, Create Water, Detect Poison, Detect Magic 1st (3 slots, 1 domain, 2 bonus, 2 pearls) - Entangle, Faerie Fire, Shield Companion, Obscuring Mist, 2nd (2 slots, 1 bonus, 1 domain) - 3rd (1 Slot, 1 Bonus, 1 Domain, 1 Pearl) - Call Lightning, Resist Energy (Communal), Lightfoot
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Compsognathus (Mauler) [Stats built for Battle Form and Shield Companion] HP 28/28; Size M; Magical Beast AC 16 (10 Base + 1 Natural + 3 Familiar + 1 Dex + 1 Deflect)
Ground 40/Swim 20; Low-Light Vision, Scent Fort +5 Ref +3 Will +7 [Uses master's saves] [Improved Evasion] Str 18 Dex 13 Con 14 Int 6 Wis 11 Cha 5 Bite +7 (1d6+6+Poison)
Skills [Use master's ranks but creature's stats] Abilities:
Feats:
Scaling Abilities
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