Uzbin Parault

Terra Dahm's page

25 posts. Alias of CaptainCortez.


Full Name

CURRENTLY INACTIVE CHARACTER

About Terra Dahm

Appearance:

Terra Dahm is an odd one to look at.

Wearing a large, brown, decorative top hat with an Ace of Spades card and a feather attached to it, Terra can be seen donning brown boots, dressing in patched clothing, with tartan, jean and leather material.

This tall and lanky man has pale skin, red and white wavey hair, and seems to have one yellow eye and one green eye.

He also has brown boots and can be seen drinking tea seemingly from nowhere.

Accompanying him is a white rabbit that wears a monacle, waist coat and pocket watch, though the rabbit is always off doing its own thing.

Character Stats:

Terra Dahm
Class: Druid – World Walker
Level: 3
Race: Human
Alignment: Chaotic Good
Hair: Red and white
Eyes: One yellow, one green
Favoured Class: Druid
Favoured Terrain: Forest (+2 initiative, perception and stealth)
Animal Companion: White Rabbit, Dire (using the Dire Rat template)

HP: 21 (1d8, +5 level 2, +5 level 3, 3 toughness)
AC: 15, Flat-Footed: 13, Touch: 12

Speed: 30ft
Initiative: 8 (10 in forests)

Str: 8
Dex: 14
Con: 10
Wis: 18
Int: 10
Cha: 12

BAB: 2
CMB: 1
CMD: 13

Fort: 4
Ref: 4
Will: 8

Spells:

4 Orisons:

Create Water
Detect Magic
Know Direction
Read Magic

3 Level 1:

Cure Light Wounds
Obscuring Mist x2

2 Level 2:

Flaming Sphere
Spider Climb

Traits:

World Traveller: Diplomacy as Class Skill and +1
Reactionary: +2 Initiative

Skills:

Diplomacy: 1 trait, 3 class, 1 cha, 3 ranks = 8
Handle Animal: 7
Knowledge Nature: 3 class, 3 ranks, 2 Natures Sense = 8
Perception: 3 ranks, 3 class, 4 wis, 2 feat = 12

Feats:

Level 1a. Toughness
b. Improved Initiative (+4 initiative)
level 3. Alertness (+2 perception and sense motive)

3000gp

+1 Leather Armour (+3 AC, +6 Dex, 1010gp)
+1 Cloak of Resistance (1000gp)

Remaining gp: 990gp

Reference:

Favored Terrain (Ex): At 3rd level, the world walker gains the ranger's favored terrain ability. She treats her druid level as her ranger level for this ability. If she has levels in both classes, both class's levels stack for determining the effect of this ability. This ability replaces trackless step and reduce nature's lore.

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

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacycheck 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.

Animal Companion stats:

Name: White Rabbit
Level: 3
Animal: White Rabbit, Dire
Size: Small

Speed: 40ft
Initiative: 4

Special Qualities: Low-light vision, scent

HP: 21 (3d8+3 due to 3HD)
AC: 16, Flat-Footed: 10, Touch: 16 (+4 Dex, +2 Natural Armour Bonus)

Str: 11
Dex: 18
Con: 12
Int: 2
Wis: 12
Cha: 4

HP: (3 hit dice at 1d8+Con)
BAB: 2

Fort: 4
Ref: 9
Will: 2

Combat:

+2, 1d4

Skills: 3

Acrobatics*: 3 class, 4 dex, 1 rank = 8
Escape Artist: 4 dex, 1 rank = 5
Perception*: 3 class, 1 wis, 1 rank = 5

Feats:

1. Lightning Reflexes
2. Run

Natural Armour Bonus: +2
Str/Dex Bonus: +1

Bonus Tricks: 2

Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.

Track (DC 20): The animal tracks the scent presented to it (This requires the animal to have the scent ability).

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.