Full Name |
The Fitcher |
Race |
Human |
Classes/Levels |
Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2 |
Gender |
male |
Size |
medium |
Age |
23 |
Special Abilities |
Night Sight (low-light vision), Sneak Attack (+1d6), Evasion |
Alignment |
Neutral |
Deity |
Wyrd (Green Faith) |
Location |
Stolen Lands |
Languages |
Common, Druid |
Occupation |
Forester |
Strength |
13 |
Dexterity |
15 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
16 |
Charisma |
10 |
About The Fitcher
The Fitcher is a lean and rangy Kellid, with a deep tan and black, wiry hair. He is dressed in primitive hides, and with his thick beard and unwashed, clumpy hair, it is difficult to tell where his clothes stop and where his hair starts.
Beads and other small charms are woven throughout his hair and beard, and he prominently displays a Zoic fetish necklace bundle of animal hair and strung teeth, and wears a musky smelling hat of polcat fur.
initiative: +4
Speed: 30 ft
AC: 17 (+4 armor, +2 dex, +1 dodge)
HP: 37 (+5 con, +3 favored class)
F: +4 (+3 base, +1 con) R: +6 (+4 base, +2 dex) W: +6 (+3 base, +3 wis)
BAB: +3
+1 Cold Iron Sickle attack: +5, 1d6+2
+1 Cold Iron Sickle [dice]1d20+5[/dice]
damage [dice]1d6+2[/dice]
dagger attack: +4, 1d4 19–20/×2 P or S
dagger [dice]1d20+4[/dice]
damage [dice]1d4+1[/dice]
composite shortbow attack: +5, 1d6 x3 70 ft. P
shortbow [dice]1d20+5[/dice]
damage [dice]1d6+1[/dice]
Traits:
Pioneer: +1 trait bonus on Perception skill, begin play with a horse
Your family might even claim holdings in the Stolen
Lands, with elders telling stories of being driven from or
robbed of a lost ancestral homestead, fertile farmlands,
bountiful orchards, or a hidden mining claim. Whether
because of your personal expertise and familiarity with
the borderlands or in order to reclaim your family’s land,
you’ve joined the expedition into the Stolen Lands.
Spiritual Forester: +1 trait bonus on Knowledge (nature) and Knowledge (planes) checks
- Knowledge (planes) becomes a class skill
You grew up in a small settlement and have learned much about the woods
as well as about their supernatural inhabitants.
Feats: Dodge, Mobility (+4 AC against AoO), Aspect of the Beast (Wild Instinct (Ex): +2 init and +2 Survival),
Canny Tumble (+2 circumstance bonus on next melee attack roll and that opponent is denied its Dexterity bonus to AC, when you use Acrobatics to avoid attacks of opportunity)
Rogue Special Abilities:
Sneak Attack (+1d6) attack deals extra damage (not multiplied on crits)
- anytime target would be denied a Dex bonus to AC
- when flanking
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Rogue Talents:
Bleeding Attack (Ex) sneak attack causes living opponents to bleed 1 dam / rnd for each die of the rogue's sneak att (start of their turn)
- Bleeding damage from this ability does not stack with itself.
- Bleeding damage bypasses any damage reduction the creature might possess.
Expert Acrobat (Ex) - 1st level, no armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor.
When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks.
This ability replaces trapfinding.
Evasion (Ex) - avoid even magical and unusual attacks with great agility.
Reflex save against attack that normally deals half damage takes no damage.
Evasion can be used only if the rogue is wearing light armor or no armor.
Druid Special Abilities:
Nature Bond - Panther Domain - You share the power of the Hunter in Darkness.
Hunter's Senses (Ex): You gain the ability to augment your senses on command.
Standard action, gain scent special ability and improved vision. Dismiss as free action.
If you have normal vision, you gain low-light vision.
If you have low-light vision, you gain darkvision out to a range of 30 feet.
If you have darkvision, the range of your darkvision increases by 30 feet.
Min / day equal to druid level, in 1 min increments. Dismiss these as free action.
Nature Sense (Ex) +2 bonus on Knowledge (nature) and Survival
Night Sight (Ex) - Mooncaller 2nd level, gain low-light vision.
If she already has low-light vision, she gains darkvision with a range of 30 feet.
If she already has darkvision, the range of her darkvision is increased by 30 feet.
This ability replaces woodland stride.
Mediator's Ear (Ex) - Green Faith initiate 3rd level, gain bonus on Diplomacy and Sense Motive checks equal to half druid level.
Respected for neutrality and even-handed attitude toward all people as well as other living things.
She quickly develops some sense for others' attitudes, much as she does with animals.
This ability replaces trackless step.
Class Skills (8+0+1=9x2)+(4+0+1=5x3)=33
Acrobatics (Dex) +10 (5, +3, +2)
Climb (Str) +6 (2, +3, +1)
Diplomacy (Cha) +1 (0, +0, +0, +1 ex)
Disable Device (Dex)
Escape Artist (Dex)
Fly (Dex)
Handle Animal (Cha)
Heal (Wis) +9 (3, +3, +3)
Kn (geography) (Int)
Kn (local) (Int) +4 (1, +3, +0)
Kn (nature) (Int) +9 (3, +3, +0, +1 trait, +2 class)
Kn (planes) (Int) +5 (1, +3, +0, +1 trait)
Perception (Wis) +11 (4, +3, +3, +1 trait)
Ride (Dex) +7 (2, +3, +2)
Sense Motive (Wis) +12 (5, +3, +3, +1 ex)
Sleight of Hand (Dex)
Spellcraft (Int)
Stealth (Dex) +7 (2, +3, +2)
Survival (Wis) +13 (3, +3, +3, +2 class, +2 feat)
Swim (Str) +6 (2, +3, +1)
Use Magic Device (Cha)
Spells
0th (4, unlimited casting): Create Water, Detect Poison, Know Direction, Stabilize
1st (2 / day): CLWx2, Faerie Fire (bonus), true strike (domain)
Faerie Fire - evocation [light];(400 ft. + 40 ft./level) creatures and objects within a 5-ft.-radius burst
Duration 1 min./level, Saving Throw none; Spell Resistance yes
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles.
Creatures outlined by faerie fire take a -20 penalty on all Stealth checks.
Outlined creatures do not benefit from the concealment normally provided by darkness
(though a 2nd-level or higher magical darkness effect functions normally),
blur, displacement, invisibility, or similar effects.
The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.
The faerie fire can be blue, green, or violet. The faerie fire does not cause any harm to the objects or creatures thus outlined.
2nd (1 / day): Flaming Sphere, Wilderness Soldiers
Nearby plants aid you in combat. PRG:UCdarkness (domain)
Rolling ball of fire deals 3d6 fire damage.
Panther Domain Spells:
3rd—deeper darkness, 4th—moonstruck, 5th—commune with nature, 6th—mislead, 7th—true seeing, 8th—nine lives, 9th—greater spell immunity.
1332 gp
Outfit, Explorer's 10 gp 8 lbs.
Hide shirt 20 gp AC +3 max dex +4 check pen -1 30 ft. 18 lbs (add 150 gp for MW)
Shield, light wood (MW) 153 gp AC +1 check pen -0 — 5 lbs.
+1 Cold Iron Sickle 4006 gp 1d6 ×2 — 2 lbs. S trip
Sap 1 gp 1d6 ×2 — 2 lbs. B nonlethal
Dagger 2 gp 1d4 19–20/×2 10 ft. 1 lb. P or S
Shortbow, composite 75 gp 1d6 x3 70 ft. 2 lbs. P
Arrows, common (20) 1 gp — — — 3 lbs. P
Backpack, masterwork 50 gp 4 lbs.
Bedroll 1 sp 5 lbs.
Rope, silk (50 ft.) 10 gp 5 lbs.
Rations, trail 5 sp 1 lb.
Bandolier 5 sp
Acid (3 flasks) 10 gp 1 lb.
Grease, alchemical (2 flask) 5 gp 1 lb.
Antiplague (2 vials) 50 gp
Antitoxin (2 vials) 100 gp