Contract Devil

Tanic PBP's page

288 posts. Alias of miteke.


Full Name

Tanic

Race

| Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6

Classes/Levels

| Active Conditions: None

Gender

Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft

Strength 16
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 18
Charisma 8

About Tanic PBP

Resource Tracking:

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Loot Held: 3 Bigwig (growth mushrooms, 1 hour), 3 Pigmywort (shrink mushrooms, 1 hour)
Level 1 Spell uses:
Level 2 Spell uses:
Deflect Rays uses (1/day):
Inspired uses (1/day):
Ferrous Growth uses (1/day):
Touch of Darkness uses (6/day):
Wand of CLW uses:
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Tanic is an Oread cave druid that has never seen the light of day. He busies himself patrolling the caves and protecting rare ecosystems. One day when making his rounds he found a group of Sniffs (what he calls Svirfneblin), breaking down stalagmites in order to turn the cave system into farm land, and to harvest the valuable mushrooms. The ceiling was covered with bio-luminescent fungi that provided light to a particularly rare species of poisonous mushrooms below in a symbiotic relationship with an equally rare species of frogs. His increasingly voluble objections were met with force culminating is his being sent to the slave pits.

Tanic is talkative and naive, in spite of his wisdom. He has led a very sheltered life and is not presently capable of understanding why others do not respect nature as he does.

[spoiler=Main Stats]
Tanic N/N Oread Druid(Cave)/3 Medium Outsider(native)

Str 16, +3 (12[race] +4[5 points spent])
Dex 13, +1 (10[race] +3[3 points spent])
Con 12, +1 (10[race] +2[2 points spent])
Int 10, +0 (10[race] +0[0 points spent])
Wis 18, +4 (12[race] +6[10 points spent])
Cha 8, -1 (8[race] +0[0 points spent])

HP] 24 (+18[3d8] +3[con] +3[favored class])
Init +2 (+1[dex] +1[arcane temper])
Senses 60' Darkvision, lightfoot (may not be tremorsensed)
Perception +10
Speed 15 ft. (medium armor), tunnel runner
Base Attack +2
Languages Common, Terran, Druidic, Darkfolk, Undercommon

Defense:

CMD 16(18) (10 +2[BAB] +3[str] +1[dex] (+2)[improved grapple])
AC 19, flat-footed 17, touch 12 (10 +1[dex] +1[granite skin] +1[ring of protection] +4[eel hide armor] +1[light wooden shield] (+2)[chrystal form])
Fort +5 (+1[con] +3[druid] +1[cloak of resistance])
Ref +3 (+1[dex] +1[druid] +1[cloak of resistance])
Will +8 (+4[wis] +3[druid] +1[cloak of resistance])
Special Saving Throw Bonuses:
  • May deflect ray attack 1/day
  • 2 ER Electricity (eel armor)

  • Offense:

    CMB +5 (+2[BAB] +3[str])
    - Current CMB

    Normal Attacks

  • +4/1d3+3 Unarmed Strike [1d3; crit ×2; dmg: B] (+1[BAB] +3[str]/1d3 +3[str])
  • +4/1d6+3 Scimitar [1d6; crit 18–20/×2; dmg: S] (+1[BAB] +3[str]/1d6 +3[str])
  • +5/1d4+1d6+4 Corrosive Dagger, +1 [1d4; crit 19–20/×2; dmg: S/P] (+1[BAB] +3[str] +1[enh]/1d4 +1d6[corrosive] +3[str] +1[enh])

    Ranged

  • +2/1d4+3 Thrown Dagger [1d4; crit 19–20/×2; dmg: P] (+1[BAB] +1[dex]/1d4 +3[str])
  • +3/1d4+3 Sling [rng: 50 ft;crit 20/x2; B] (+2[BAB] +1[dex]/1d4 +3[str])

    Specials

  • Grapple +7 (+2[BAB] +3[str] +2[imp grapple])

  • Spells:

    Specials
  • Concentration +8 (+3[druid], +4[wis] +1[arcane tempper])

    Spells Available per day:

  • Level 0: infinite
  • Level 1: 4 (2 +1[stat] +1[domain])
  • Level 2: 3 (1 +1[stat] +1[domain])

    Orisons DC 14

  • create water
  • guidance: +1 bonus to attack, saving throw, or skill roll. 1 min
  • know direction
  • open slot

    Level 1 DC 15

  • d-obscuring mist
  • cure light wounds:
  • stone shield
  • thunderstomp

    Level 2 DC 16

  • d-blindness
  • bull's strength

  • Skills:

    Skill Ranks 18 = 6[4+0[int]+2[background] * 3[class level]

    Acrobatics +0 (+0[ranks], +1[dex], -1[ACP])
    Appraise +0 (+0[ranks], +0[int])
    Bluff -1 (+0[ranks], -1[cha])
    Climb +6 (+1[ranks], +3[str], +3[class], -1[ACP])
    Craft +0 (+0[ranks], +0[int], +3[class])
    Diplomacy -1 (+0[ranks], -1[cha])
    Disable Device N/A (+0[ranks], +1[dex], -1[ACP])
    Disguise -1 (+0[ranks], -1[cha])
    Escape Artist +0 (+0[ranks], +1[dex], -1[ACP])
    Fly +0 (+0[ranks], +1[dex], +3[class], -1[ACP])
    Handle Animal +3 (+1[bg ranks], -1[cha], +3[class])
    Heal +8 (+1[ranks], +4[wis], +3[class])
    Intimidate -1 (+0[ranks], -1[cha])
    Knowledge
    - arcana N/A (+0[ranks], +0[int])
    - dungeoneering +7 (+2[ranks], +0[int], +5[class/cave druid])
    - engineering N/A (+0[ranks], +0[int])
    - geography N/A (+0[ranks], +0[int])
    - history N/A (+0[ranks], +0[int])
    - local N/A (+0[ranks], +0[int])
    - nature +5 (+2[ranks], +0[int], +3[class])
    - nobility N/A (+0[ranks], +0[int])
    - planes N/A (+0[ranks], +0[int])
    - religion N/A (+0[ranks], +0[int])
    Linguistics +2 (+2[bg ranks], +0[int] - lng)
    Perception +10 (+3[ranks], +4[wis], +3[class])
    Profession
    - XX N/A (+0[ranks], +4[wis], +3[class])
    Ride +0 (+0[ranks], +1[dex], +3[class], -1[ACP])
    Sense Motive +4 (+0[ranks], +4[wis])
    Sleight of Hand +3 (+3[bg ranks], +1[dex], -1[ACP])
    Spellcraft N/A (+0[ranks], +0[int], +3[class])
    Stealth +0 (+0[ranks], +1[dex], -1[ACP])
    Survival +11 (+2[ranks], +4[wis], +3[class], +2[cave druid])
    Swim +6 (+1[ranks], +3[str], +3[class], -1[ACP])
    Use Magic Device N/A (+0[ranks], -1[cha])

    Notes:


  • Gear:

    hide armor (eel hide, -1 ACP, 5 max dex)
    wooden shield
    scimitar
    +1 corrosive dagger
    Cloak of Resistance, +1
    Ring of Protection, +1
    2 daggers
    2 bags of caltrops
    a bag of iron spikes
    a coil of rope
    hammer
    small lump of metal
    spell component pouch
    backpack
    survival gear
    5 days iron rations
    Wand of Cure Light Wounds (15 ch)
    Stonespeaker Crystal
  • While holding it you can cast the following spells: Speak with animals (1 charge), Speak with plants (2 Charges), Speak with dead (3 charges), Stone Tell (6 Charges)
  • When you cast a divination spell the crystal can be used in place of one expensive material component at a cost of one charge per level of the spell.
  • The crystal regains 1d6+4 expended charges everyday. If the crystal's last charge is expended there is a 1 in 20 chance that it will disappear.
  • You also detect signs of other powers in the crystal, possibly tied to a particular location or another item but you are unable to tell what they are exactly.

  • Racial Traits, Traits, Class Abilities, and Feats:

    Oread Specials
  • Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
  • Crystalline Form (Ex) Gain +2 AC against rays; 1/day deflect a ray as if using Deflect Arrows. This racial trait replaces earth affinity.
  • Slow Speed Oreads have a base speed of 20 feet.
  • Ferrous Growth Oreads with this racial trait learn how to mimic the magic of their shaitan ancestors. Once per day, such an oread can cause a touched piece of nonmagical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. This racial trait replaces the spell-like ability racial trait.
  • Granite Skin Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.

    Starting Traits

  • Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
  • Inspired A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.

    Druid Abilities

  • Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
  • 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
  • Nature Bond Darkness Domain chosen.
  • - Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
  • - Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Tunnelrunner (Ex) At 2nd level, a cave druid can move through areas of rubble or narrow passages that require squeezing at her normal movement rate and without penalty. This ability replaces woodland stride.
  • 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 cave druid can influence oozes, rather than magical beasts, with a -4 penalty on her wild empathy check.

    Cave Druid Archtype Abilities

  • Cavesense (Ex) A underground druid adds Knowledge (dungeoneering) rather than Knowledge (geography) as a class skill and gains a +2 bonus on Knowledge (dungeoneering) and Survival skill checks. This ability replaces the nature sense ability.
  • Nature Bond A cave druid may select the Darkness domain in addition to the choices normally allowed, but may not select the Air or Weather domains.
  • Wild Empathy (Ex) A cave druid can influence oozes, rather than magical beasts, with a -4 penalty on her wild empathy check.
  • Tunnelrunner (Ex) At 2nd level, a cave druid can move through areas of rubble or narrow passages that require squeezing at her normal movement rate and without penalty. This ability replaces woodland stride.
  • Lightfoot (Ex) At 3rd level, a cave druid cannot be detected with tremorsense. This ability replaces trackless step.

    Feats

  • Darkness domain - Blind-fight (gained from darkness domain)
  • 1 - Unarmed Strike (Ex) You are skilled at fighting while unarmed. You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
  • 3 - Improved grapple You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.