HP 54/54 w Toughness, AC 20 w Niyahaat (22 w Hide Shield raised, 21 w Parry), Fortitude** +10, Reflex* +7, Will** +12, Perception** +12 (darkvision), Stealth +1 |
Classes/Levels
Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | ◆◇↺
Gender
[R] Male Strong-Blooded Dwarf Druid of the Animal Order 4 | Hunter | Animal CompanionKaibigang Oso |
Chronicles & Boons Level 1 1 S02-19 Enter the Pallid Peak
2 Boon - Kin-Warded: This character gains access to an Uncommon clan dagger rune.
3 S03-10 Delve into Pallid Depth
4 Boon - Wayfinder
5 S99-02 United in Purpose
Level 2 6 S03-98 Expedition into Pallid Peril
7 Boon: Deathtouched Explorer
8 S01-01 The Absalom Initiation
9 Boon - Engraved Wayfinder (Slotless) – To celebrate your success as a Pathfinder agent, Janira gave you a compass lid engraved withyour name and a Glyph of the Open Road, symbol of the Pathfinder Society. You can attach this lid to any compass, including a wayfinder, to personalize it. 10 Boon - Society Connections (Downtime) [] – Your connections with leaders within the Pathfinder Society help you find opportunities, both new missions and support for your other endeavors. Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level _____. If you critically fail the check, you still earn the result of a failure for that task. 11 Boon - Worldly Mentor (Verdant Wheel)
12 S02-00 The King in Thorns (Tier 1-2)
13 Boon: Spark of Life [] – A seed has been planted in the fey demiplane known as the Lodge of the Open Road. Inside this seed is a tinyspark of your essence. If you die during an adventure, check the box next to this boon to reduce the gold or material cost of a raise dead ritual to restore you to life by 50%. This ritual automatically succeeds (but cannot critically succeed). This boon does not stack with other boons which affect raise dead.
Level 3 14 S04-01 Intro: Year of Boundless Wonder
15 Boon: Naturalist (Verdant Wheel)
16 S04-98 Blessings of the Forest
17 Boon: The Queen's Gratitude
18 S02-02 Mountain of Sea and Sky
Level 4 19 S01-14 Lions of Katapesh
20 Boon: Big Game Hunter [][][] – Your struggles against the fearsome wildlife of Katapesh and the being manipulating the creatures has made you particularly good at dealing with dangerous animals. Whenever you roll a critical failure on a check to Track an animal, you can check a box next to this boon to get a failure instead.
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BOTTING INSTRUCTIONS:
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CHARACTER INFORMATION Name: Tandang Boreas
Ethnicity, Heritage & Ancestry: Strong-Blooded Dwarf – You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison. Background: Hunter Home Region: Mwangi Expanse Nation: --- Languages: Common, Wildsong, Dwarven
Sub-Class & Class: Animal Order Druid Level: 4
Gender: Male Size & Reach: Medium (5 ft) Speed: 20 ft
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STATS & SKILLS(* indicates Proficiency Level) STR +3, DEX +1, CON +2, INT +0, WIS +4, CHA -1
HP 54/54 w Toughness, AC 20 w Niyahaat (22 w Hide Shield raised, 21 w Parry) Fortitude** +10, Reflex* +7, Will** +12, Perception** +12 (darkvision)
Acrobatics +1
Arcana +0
Athletics* +9
Crafting +1
Deception -1
Diplomacy -1 – Animal Empathy
Intimidation -1
Lore: Pathfinder Society* +6
Lore: Tanning* +6
Medicine** +13 w Healer’s Gloves – These clean, white gloves never show signs of blood, even after they're used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks. Activate—Healer's Touch [one-action] (manipulate); Frequency once per day; Effect You soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a healing vitality effect. You can't harm undead with this healing. - ◆ Battle Medicine – Prerequisites trained in Medicine. Requirements You’re holding or wearing a healer’s toolkit (page 288). You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds., Risky Surgery – Prerequisites trained in Medicine. Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead. Nature* +10
Occultism +0
Performance -1
Religion* +4
Society +0
Stealth +1
Survival* +10 – Survey Wildlife – Prerequisites trained in Survival. You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.; [][][] Big Game Hunter - Your struggles against the fearsome wildlife of Katapesh and the being manipulating the creatures has made you particularly good at dealing with dangerous animals. Whenever you roll a critical failure on a check to Track an animal, you can check a box next to this boon to get a failure instead. Thievery +1
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OFFENSE & DEFENSE Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +7 Damage 1d4+3 B
Melee ◆ +1 Striking Kin-Warding Clan Dagger (Agile, Dwarf, Parry, Uncommon, Versatile B, Magical) +10 Damage 2d4+3 P/B
Melee ◆ Club (Thrown 10 ft) +9 Damage 1d6+3 B
Ranged Javelin (Thrown 20 ft) +7 Damage 1d6+3 P
Armor Niyahaat AC Bonus +3
Shield Hide Shield (Deflecting – Bludgeoning) AC Bonus +2 (when raised) Hardness 4 (6 vs Bludgeoning) HP(BT) 20(10)
Class Feature ↺ Shield Block – Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
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SPELLS(* denotes Signature Spells) Druid DC 20
Spell Attack +10
Max Focus Points 1
Focus Spells (Heightened Rank 2) ◆ to ◆◆ Heal Animal – Cast [one-action] to [two-actions]. Range touch or 30 feet (see text); Targets 1 willing living animal. You heal an animal's wounds, restoring [dice]2d8[/dice] Hit Points to the target. The number of actions spent Casting this Spell determines its effect. [one-action] The spell has a range of touch. [two-actions] (concentrate) The spell has a range of 30 feet and restores an additional 16 Hit Points to the target.
FEATS Level 1 Skill Feat (from background) Survey Wildlife – Prerequisites trained in Survival. You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty. General Feat (from Heritage) Strong Blooded > Poison Resistance 2 – You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison. Class Feat ---
Ancestry Feat ◆◆ Clan’s Edge – By moving your clan dagger with rapid precision, you can protect yourself more effectively. Make two clan dagger Strikes against different targets. Your multiple attack penalty applies normally to these Strikes. You then use an Interact action to gain the +1 circumstance bonus to your AC from your clan dagger’s parrying trait. Druidic Order Animal > Animal Companion > Kaibigang Oso Class Feature ↺ Shield Block – Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Class Feature Druid Order > Animal Order – You have a strong connection to beasts, always feeling like you understood them (and they you) better than your own people. You stand for the animals of nature, a powerful animal companion at your side. > Anathema – Commit wanton cruelty to animals or kill animals unnecessarily. (This doesn’t prevent you from defending yourself against animals or killing them cleanly for food). Class Feature 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. Class Feature Voice of Nature > Animal Empathy – You gain your choice of the Animal Empathy or Plant Empathy druid feat.
Level 2 Class Feat Order Explorer > Flame Order – You feel a kinship with flames and can use them for succor and destruction. You're trained in Acrobatics. You also gain the Fire Lung druid feat. You gain the wildfire order spell. > Fire Lung – A lifetime of proximity to flames has inured your lungs and eyes to smoke. You can breathe normally in areas of ash and smoke without risk of suffocation, and you ignore the concealed condition from smoke. You need only a successful DC 10 flat check to recover from persistent fire damage, rather than DC 15 (and the DC when receiving particularly effective assistance is 5 instead of 10). > Anathema – 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). Skill Feat ◆ Battle Medicine – Prerequisites trained in Medicine. Requirements You’re holding or wearing a healer’s toolkit (page 288). You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Level 3 General Feat Toughness – Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 411). Class Feature Fortitude Expertise – Adventures have made your physique more hardy. Your proficiency rank for Fortitude saves increases to expert. Class Feature Perception Expertise – You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Level 4 Class Feat Mature Companion – Prerequisites Animal Companion. Your animal companion has grown up over the course of your adventures, becoming a mature animal companion and gaining additional capabilities (page 211). Your animal companion has greater independence. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later. Skill Feat Risky Surgery – Prerequisites trained in Medicine. Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
Level 5 Ancestry Feat Defy the Darkness
Class Feature Reflex Expertise
Level 6 Class Feat Fire Resistance
Skill Feat Ward Medic