Tyrannosaurus

Splittooth's page

39 posts. Alias of PatheticWretch.


Full Name

Splittooth

Race

Tyrannosaurus | HP 15/15 | AC 19; Tch 13; FF 16 | F +3; R +3; W +1 | CMB+4; CMD 17 | Speed 40 ft | Init +3 | Bite: +4 (2d6+4) | Perc+6

Strength 14
Dexterity 16
Constitution 10
Intelligence 2
Wisdom 15
Charisma 10

About Splittooth

Male Human Druid 4 (Blight Druid)
CN Medium Humanoid (Human)
Init +1; Senses Perception +7
Languages Common, Druidic
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DEFENSE
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AC 19, touch 11, flat-footed 18
    (+6 armor, +2 shield, +1 Dex)
hp 35 (4d8, +8 Con, +4 favored)
Fort +6 (+11 to stabilize), Ref +2, Will +7
Defensive Abilities Heart of the Wilderness (-16 hp to kill)
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OFFENSE
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Speed 30 ft. (6 squares)
Melee MW Scimitar (cold iron) +8 (1d6+4/18-20)
Melee Scythe +7 (2d4+6/x4)
Ranged Sling +4 (1d4+4)
Base Atk +3; CMB +7; CMD 18
Special Attacks Omen (1/day, swift action intimidate)
Domain Darkness
Prepared Spell List
Druid (CL 4, Concentration +7): *Domain
    2nd - barkskin, blindness/deafness*, rime frostbite, rime frostbite
    1st - entangle (DC 14), longstrider, produce flame, sleep*, snowball
    0th - create water, detect magic, know direction, light
Spells per Day: (4+1/3+1/0/0/0/0/0/0/0/ DC:13+spell level)
Scrolls: none
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STATISTICS
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Abilities STR 19, DEX 13, CON 14, INT 7, WIS 16, CHA 7
Feats Diehard, Enforcer, Blind-Fight*, Rime Spell
Traits Adopted (Boar Resilience), Omen
Skills Acrobatics -3, Appraise -2, Bluff -2, Climb +3, Diplomacy -2, Disguise -2, Escape Artist -3, Fly -3, Heal +3, Intimidate +6, Knowledge (Nature) +4, Perception +7, Ride -3, Sense Motive +3, Stealth -3, Survival +7, Swim +3 Armor Check Penalty -5
SQ Spontaneous Casting, Woodland Stride, Vermin Empathy, Night Hunter (6/day), Wild Shape (1/day)
Combat Gear wand of cure light wounds [45/50], wand of obscuring mist [50/50], potion of cure light wounds, acid flask (x3) Other Gear MW scimitar (cold iron), sickle, club, dagger (cold iron), sling, bullets (10), MW dragonhide breatsplate, shield (heavy/wooden), outfit (cold-weather), backpack, bandolier (x2), rations (trail/per day)(x3), spell component pouch (x2), bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), smokestick, earplugs, spring-loaded wrist sheath (x2, loaded with wand of cure light wounds, wand of obscuring mist), 7,425 gp

SPECIAL ABILITIES:

Bonus Feat Humans select one extra feat at 1st level.
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
Nature Bond (Ex): A blight druid may not bond with an animal companion, but may either call a familiar as a wizard of her druid level or select from the Darkness, Death, and Destruction domains in addition to those normally available.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, 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. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries 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.
Vermin Empathy (Su): A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.
This ability replaces wild empathy.
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.
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.

BACKGROUND:

Silverback is an older human male with long hair and beard...though it is difficult to tell his exact age. A great silver streak runs down the back of his uncovered head. He wears a dragon hide almost as if they were his own skin.

It is almost time to leave this 'civilization.' Who knows how much longer it will even be here?

He nods at the instructions, but seems content to keep his own company for now.

Silverback is a reincarnated druid, who in his past life brought a frozen calamity upon a world, ending all life that it might be reborn. He belongs to a dark druidic tradition that seeks to cleanse the land of the blight of civilization through death. He believes the end of the current age is at hand, and often will endeavor to help it along, believing that the fittest will survive to repopulate in the new spring that is to follow the coming winter. He believes that magic will have no place in the new spring, and that it is an abomination.

Silverback once attended an opera in Oppara. He has a secret love for the opera, and can't reconcile this love with his thought that all civilization is bad.

PFS:

PFS# 132076-28
XP 11
Prestige/Fame 12/18
Faction Scarab Sages
-Faction Card [0 goals]
Scenarios Completed
*Mists of Mwangi [1 XP, 2 PP, 509 gp]
-Bought wand of cure light wounds [-2 PP]
*Black Waters [1 XP, 2 PP, 550 gp]
-Bought MW dragonhide breatsplate [-2 PP], MW scimitar (cold iron) [-330 gp]
*Among the Living [1 XP, 2 PP, 420 gp]
-Bought potion of cure light wounds [-50 gp]
*The Penumbral Accords [1 XP, 2 PP, 507 gp]
-Bought wand of obscuring mist [-2 PP]
*The Darkest Vengeance [1 XP, 2 PP, 515 gp]
*The Half-Dead City [3 XP, 4 PP, 1536 gp]
*Fires of Creation [3 XP, 4 PP, 3711 gp]

Level Progression:

Level 1:
Class Taken: Druid
Class Feature Gained: nature bond, nature sense, orisons
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (2): knowledge (nature)(1), perception (1)
Feats: diehard, enforcer, blind-fight*

Level 2:
Class Taken: Druid
Class Feature Gained: woodland stride
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (2): intimidate (2)

Level 3:
Class Taken: Druid
Class Feature Gained:
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (2): intimidate (1), swim (1)
Feat: rime spell

Level 4:
Class Taken: Druid
Class Feature Gained:
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (2): intimidate (1), climb (1)
Ability Score Increase: Str

Dice:

[dice=MW Scimitar (cold iron)]1d20+8;1d6+4[/dice]

[dice=MW Scimitar (cold iron)(flanking)]1d20+8+2;1d6+4[/dice]

*heart of wilderness
*natural spell, heavy armor proficiency, power attack, toughness
*wild stoneplate?

https://docs.google.com/document/d/1PXamF43boZgYtCUlyJAMojfrPaAdYyjPOaGOo1v fqdM/edit#heading=h.i0h3schd2bmg

http://paizo.com/threads/rzs2r6tx?Druid-Magic-Items