Beltias Kreun

Syldran's page

198 posts. Alias of Orodhen.


Race

Human Brawler 4 / Druid 4 || HP 32/32 | AC 16 ||

Other:
T 12 | FF 14 | Fort +5 | Ref +6 | Will +8 | Init +2 | CMD 20
Skills:
Bluff +12 | Diplo +4 | Perc +12 | Sense Motive +9 | Stealth +4 |

About Syldran

Syldran
Human Brawler (Snakebite Striker, Strangler) 4 / Druid 4
NE Medium Humanoid (human)
Init +2; Senses: Perception +12, Sense Motive +9
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor)
CMB +8, CMD 20
HP 32
Fort +5, Ref +6, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee - Unarmed Strike: +8 (1d3+5 Bludgeoning, 20/x2)
- Punching Dagger: +8 (1d4+4 Piercing, 20/x3)
- Tekko-kagi: +8 (1d3+4 Slashing, 20/x2)
- Fighting Fan: +8 (1d4+4 Slashing or Piercing, 20/x3)
--------------------
Statistics
--------------------
Str 19 (+4), Dex 14 (+2), Con 12 (+1), Int 10 (0), Wis 16 (+3), Cha 10 (0)
Feats:
- Improved Unarmed Strike
- Combat Expertise
- Improved Grapple
- Improved Feint
Traits:
- Overwhelming Beauty: (The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.)
- Dismantle Order: (Once per day, you can use detect law as a spell-like ability (caster level 1st). If you have levels in a class that can cast detect law, your caster level for this spell-like ability is equal to that class level.)
Languages: Common, Sylvan, Druidic
Weapons: - Punching Dagger (1d4 + 4)
- Fighting Fan (1d4 + 4) (+2 Feint)
- Tekko-kagi (1d3 + 4)
Armor: Leather Lamellar Armor (+4)
Other Gear:
- Mask of Stony Demeanor
- Armbands of the Brawler
Wealth:
--------------------
Special Abilities
--------------------
Class: - Sneak Attack: At 1st level, the snakebite striker can make a sneak attack. This is as the rogue ability of the same name. At 1st level, her sneak attack damage is +1d6. This increases by 1d6 at 6th, 10th, 12th, and 20th levels. If she gets a sneak attack bonus from another source, the bonuses on damage stack.

- Strangle: At 1st level, a strangler deals +1d6 sneak attack damage whenever she succeeds at a grapple check to damage or pin an opponent. The strangler is always considered flanking her target for the purpose of using this ability. This damage increases by +1d6 at 2nd, 8th and 15th levels.

- Brawler's Cunning: If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

- Martial Training: At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

- Nature Bond: Serpent Domain (See below)

- Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

- Wild Empathy: 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. 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 able to study each other, which means that they 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.

- Practiced Strangler: At 2nd level, when a strangler has the grappled condition, she does not take a –4 penalty to Dexterity and does not lose her Dexterity bonus to AC. At 9th level, a grappling or grappled strangler still threatens an area and is still able to make attacks of opportunity while grappling or grappled; when pinned, she is not denied her Dexterity bonus and does not take a –4 penalty to Armor Class.

- Woodland Stride: 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.

- Snake Feint: At 3rd level, a snakebite striker who uses a standard action to move can combine that move with a feint. If she is able to feint as a move action (such as from having the Improved Feint feat), she can combine a move action to move with her feint. At 11th level, once per round she can declare her square and one adjacent square as the origin of her attacks until her next turn (allowing her to use one or both squares to determine whether she or allies are flanking an opponent). At 15th level, she counts an additional adjacent square for this purpose.

- Trackless Step: 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 Nature's Lure: Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

- Wild Shape: 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.)

- Sleeper Hold: At 4th level, a strangler can instantly render a pinned opponent unconscious. This works like the knockout ability, but requires a successful grapple combat maneuver check against the pinned opponent and does not have to damage the opponent. Creatures that do not need to breathe, are immune to critical hits, or are immune to nonlethal damage are immune to this ability. At 10th level, a strangler can use this ability twice per day. At 16th level, she can use it three times per day. This alters knockout.

Racial: - Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
- Bonus Feat

Domain:
- Familiar (Viper [+3 Bluff, Alertness { +2 Perception & Sense Motive}])
- Slither: As a free action, you can distend and stretch your body to fit easily through narrow spaces for 1 round. You can move freely through a tight space that would normally require a creature of your size to squeeze through. While slithering, you gain a +2 dodge bonus to Armor Class against attacks of opportunity provoked by your movement and a +2 bonus on CMB and on Escape Artist checks made to escape from a grapple. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

--------------------
Spellcasting
--------------------
Orisons: 4/day
- Read Magic
- Detect Poison
- Enhanced Diplomacy
- Purify Food and Drinks

Level 1 Spells: 5 (3 Level Progression, +1 Wisdom, +1 Domain Slot)
- Produce Flame
- Cure Light Wounds
- Magic Fang
- Obscuring Mist
- Charm Animal

Level 2 Spells: 4 (2 Level Progression, +1 Wisdom, +1 Domain Slot)
- Animal Trance
- Feast of Ashes
- Whip of Spiders
- Spider Climb
--------------------
Skills
--------------------
Acrobatics: +0
Appraise: +0
Bluff: +12
Climb: +2
Diplomacy: +3
Disable Device: +0
Disguise: +0
Escape Artist: +0
Fly: +0
Handle Animal: +4
Heal: +7
Intimidate: +4
Knowledge (Arcana): +0
Knowledge (Dungeoneering): +0
Knowledge (Engineering): +0
Knowledge (Geography): +4
Knowledge (History): +0
Knowledge (Local): +0
Knowledge (Nature): +6
Knowledge (Nobility): +0
Knowledge (Planes): +0
Knowledge (Religion): +0
Linguistics: +0
Perception: +12
Perform: +0
Ride: +0
Sense Motive: +9
Sleight of Hand: +0
Spellcraft: +1
Stealth: +4
Survival: +9
Swim: +6
Use Magic Device: +0

--------------------
Backstory
--------------------
High Treason (+1 Will)

Syldran is a mysterious man with a unknown past. He can always be found wearing a cloak over his head. He is very pale and well kept for someone that stays in the wilds a lot. He got caught trying to kill the nobility of Talingarde with a poisoned bottle of wine. He was sent Branderscar to be executed.