Feral Hunter

Tikroch's page

169 posts. Alias of natloz.


Full Name

Tikroch the Changer

Race

HP: 140, AC:27/16/23, Fort:+14/Ref:+8/Will:+15 CMD: 28, Init+4, Perc+21 current form(Human)

Gender

Druid (Defender of the True World) 13 |

Alignment

True Neutral

Languages

Common, Druidic, Sylvan, Aklo, Elven

Strength 24
Dexterity 14
Constitution 18
Intelligence 10
Wisdom 20
Charisma 8

About Tikroch

Tikroch the Changer
Male Human Druid (Defender of the true world) 13
N Medium Humanoid
Init +4; Perception +21

Trackable resources:
HP: 140/140
Wild Shape: 6/6

Active Effects: ---

Luca Active Effects:

Luca Tag line
HP: 97/97, AC:31/15/26, Fort:+11/Ref:+11/Will:+4 CMD: 25, Init+4, Perc+15

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DEFENSE
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AC 23, touch 16, flat-footed 19 (+7 armor, +3 dex, +2 deflection, +1 dodge)
HP 140 (13d8+26+26+13+13){8,avg*12}Toughness +13; Favored Class (13 hp)
Fort +14, Ref +8, Will +15
Defensive Abilities: Resist Nature's Lure
Beguiling Immunity (Immune to Fey Mind Affecting)

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OFFENSE
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Spd 30 ft (base 30 ft/x4 +10 enhance - armor reduction)
Melee Scythe +15/+10 (2d4+10 S) 20/x4
Melee Goreclaw of Thercerrod +17/+12 (1d4+9 P +1 bleed/hit) 20x2
Special Attacks: ----

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Spells
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CL 13 Concentration +18 DC:15+spell lvl
Orisons(4): Detect Magic, Guidance, Know Direction, Create Water
Lvl 1(6): Cheetah's Sprint, Feather Step, Fairy Fire, Longstrider, Wave Shield x2
Lvl 2(5): Barkskin, beastspeak, Carry Companion, Spider Climb, Lesser Restoration
Lvl 3(5): Resionous skin, Greater Magic Fang, Thorny Entanglement, Extended Barkskin, Protection from Energy
Lvl 4(5): Extended Strong Jaw, Dispel Magic, Air Walk, Protect Energy Communal, Freedom of Movement
Lvl 5(4): Extended Freedom of Movement, Hunter's Blessing, Air Walk Communal, Wall of Thorns
Lvl 6(2): Greater Dispel Magic, Wall of Stone
Lvl 7(1): Firestorm
Spellstaff: ---
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STATISTICS
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Str 24, Dex 14, Con 18, Int 10, Wis 20, Cha 8
(Base stats: Str 15 + human + 2 + 1, Dex 14, Con 14, Int 10, Wis 14, Cha 8) (lvl 4: str, lvl 8: str, lvl 12: str)
BAB +9, CMB +15, CMD +31
Armor Proficiency (LIGHT / MEDIUM), Shield Proficiency
Feats: Combat Reflexes, Dodge , Natural Spell (can cast while wildshaped), Power Attack (-3/+6; -3/+9), Toughness (+13 hp), Vital Strike (double weapon dice), Extend Spell, Planar Wild Shape, Weapon Shift

Skills:
Class Skills: Climb, Craft, Diplomacy, Fly, Handle Animal, Heal, Know (geography), Know (Nature), Perception, Profession, Ride, Spellcraft, Survival, Swim 60 points 24 background

Acrobatics -1 (2 Dex -3 ACP)
Bluff -1 (-1 Cha)
----with fey +3
Climb +9 (7 Str +2 ranks +3 CS -3 ACP)
Diplomacy -1 (-1 Cha)
----with fey +3
Escape Artist -1 (2 Dex -3 ACP)
Fly +15 (2 Dex +13 Ranks +3 CS -3 ACP)
Handle Animal +15 (-1 Cha +13 rank +3 CS) {background}
----+19 with AC
Intimidate -1 (-1 Cha)
----with fey +3
Heal +8 (5 Wis +0 rank +3 CS)
Know Geography +14 (0 Int + 11 rank +3 CS) {background}
Know Nature +18 (0 Int + 13 rank +3 CS +2 Nature Sense)
Know Planes +10 (0 Int + 10 rank)
Linguistics +3 (0 Int + 3 rank) {background}
Perception +21 (5 Wis + 13 rank +3 CS)
Ride 0 (3 Dex -3 ACP)
Sense Motive +10 (5 Wis + 5 Rank)
Spellcraft +4 (0 Int + 1 rank +3 CS)
Stealth -1 (2 Dex -3 ACP)
Survival +15 (5 Wis +5 rank +3 CS +2 Nature Sense)
Swim +9 (7 Str + 2 rank +3 CS -3 ACP)

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Special Qualities and abilities
------------

Feats:

Weapon Shift: When you use your wild shape ability, any melee weapons you are wielding and proficient with meld into your new form. Select one of these weapons; while in your new form, your natural attacks deal the same damage type as that weapon. Your natural attacks also gain all of the weapon’s properties (such as disarm), other than the double weapon property and the fragile weapon property; moreover, when using this feat to grant the trip property to your natural attacks, you gain a +2 bonus on combat maneuver checks to trip an enemy, but you cannot drop your weapon to avoid being tripped due to a failed trip attempt. Weapon Shift does not apply a magic weapon’s enhancement bonus to your natural attacks, nor does it grant your natural attacks any of a weapon’s magical special abilities.

Combat Reflexes: Extra AOOs up to dex. Can make AOO while flat-footed.

Dodge: +1 dodge AC.

Natural Spell: Can cast while wildshaped.

Power Attack: (-3/+6; -3+9) Choose to take a -1 on all melee attack rolls and CMB checks for +2 to all melee damage rolls. Damage increased by 50% if using two-handed/two hands/primary natural weapon. Damage is halved if off-hand or secondary natural weapon. BAB 4 and +4 increases bonus damage by 2 and penalty increases by 1.

Toughness: +1 HP per level.

Vital Strike: Roll weapon dice twice then add extras. Only one attack. Extra damaged not doubled on crit.

Extend Spell: Double spell duration; +1 slot level

Planar Wildshape: When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the celestial template or fiendish template to your animal form. (Good druids must use the celestial template, while evil druids must use the fiendish template.) If your form has the celestial template and you score a critical threat against an evil creature while using your form’s natural weapons, you gain a +2 bonus on the attack roll to confirm the critical hit. The same bonus applies if your form has the fiendish template and you score a critical threat against a good creature.

Traits: Magical Lineage (-1 metamagic lvl for Strong Jaw); Reactionary (+2 intitiative)

Spontaneous Casting:
A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. A defender of the true world cannot use summon nature’s ally to summon fey creatures.

Fey Empathy:
A defender of the true world gains a +3 competence bonus on Bluff, Diplomacy, and Intimidate checks when interacting with fey creatures. This bonus increases by 1 for every 4 druid levels she has (maximum +7 at 20th level).

Wild Shape [6] @12 hrs
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WILD SHAPE FORMS
-----------------
2 uses to add to animal forms" celestial (resist 15 acid, cold electricity; DR 10 Evil) or fiendish template (resist 15 cold, fire; DR 10 Good); SR 18
Forms Sheet

============================

Resist Nature's Lure/Fey Bane:
+4 bonus on saving throws against the spell-like and supernatural abilities of fey. He also treats his natural attacks as cold iron for the purpose of overcoming damage reduction, and he gains a +2 bonus on caster level checks to overcome the spell resistance of fey creatures.

Nature Bond Animal Companion;Luca:
Luca
Medium Deinonychus
Low-Light Vision, Scent +14 perception
HP 97/97
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DEFENSE
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AC 31, Touch 15, Flat-Footed 26 (+4 Dex, +10 NA, +1 Dodge, 6 Armor)
HP 97 (11d8+44)
Fort +11, Ref +11, Will +4
Defensive Abilities: Evasion; Devotion (+4 will vs enchantment); share spells
-----
OFFENSE
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Speed 60 ft
Melee 2 talons +14 (1d8+6) 20/x2 SJ: 3d6
bite +14 (1d6+6) 20/x2 SJ: 2d8
2 claws +14 (1d4+6) 20/x2 SJ: 2d6
Special Attacks: Pounce, Combat Reflexes (4), +3 attack & damage vs fey

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Statistics
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Str 20 (15+5), Dex 19 (15+4), Con 18 (17+1), Int 2, Wis 12, Cha 14
BAB +8, CMB +12, CMD +25
Armor Proficiency Light
Feats (5): Light Armor Proficiency, Dodge, Tenacious Hunter, Combat Reflexes (4), Greater Tenacious Hunter, Disruptive Companion
Skills 10 points
Acrobatics +20 (+4 Dex +1 rank +3 cs - 1 acp +12 racial)
Perception +16 (+1 Wis +7 rank +3 cs +5 equip)(+18 vs stealth; +36 vs invisible)
Stealth +14 (+4 Dex +3 rank +3 cs +4 Armor/acp)

Tricks(11): Attack all (2), Come, Stay, Quiet Watch, Down, Defend, Detect, Heel, Sneak, Flank

Tenacious Hunter/Greater Tenacious Hunter: The animal companion can attempt a Perception check as a swift action to intentionally search for a stimulus. The animal companion gains a +2 bonus on Perception checks to oppose Stealth checks. When using Perception to pinpoint an invisible creature’s location, this bonus increases to +20. In addition, whenever the animal companion successfully uses Perception to oppose a Stealth check or to pinpoint an invisible creature’s location, that foe is denied its Dexterity bonus to AC against all attacks that the animal companion makes before the start of the animal companion’s next turn.
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Equipment 24,600 gp
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Armor: Shadow Chainshirt +2 8100 gp
Belt: Physical Might (Str/Dex) +2 10000 gp
Chest:
Eyes: Eyes of the Eagle 2,500 gp
Head:
Headband:
Neck: Amulet of Mighty Fists +1 4,000 gp
Ring:
Shoulders:
Wrist:


Fey Stalker:
At 3rd level, the defender of the true world’s animal companion and any creatures she summons with summon nature’s ally gain a +1 morale bonus on attack and damage rolls against fey creatures. This bonus increases to +2 at 8th level, +3 at 13th level, and +4 at 18th level

Woodland Stride:
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

Beguiling Immunity:
(Ex): At 9th level, a defender of the true world becomes immune to the mind-affecting effects of fey.

This ability replaces venom immunity.

First World Deceiver:
(Su): At 13th level, a defender of the true world gains the ability to change her appearance as per alter self, except she can take the form of a humanoid or fey creature. Her base land speed from this ability cannot exceed 60 feet.

This ability replaces a thousand faces.

Languages: Common, Druidic, Sylvan, Aklo, Elven

Equipment:
Light Load: 0-153
Med load: 154-306
Heavy load: 307-460

Current weight: 60.5 lbs

Slotted:

Armor: Wild +1 Red Dragonhide Breastplate 16,500 gp
Shield:
Belt: Belt of Physical Might +4 (STR/CON) 40,000 gp
Body: Druid's Vestment (+1 wild shape per day) 3,750 gp
Chest:
Eyes:
Feet:
Hands: The Goreclaw of Thercerrod 23,305 gp
Head:
Headband: Headband of Inspired Wisdom +6 36,000 gp
Neck:
Ring 1:
Ring 2: Ring of Protection +2 (L) (+2 deflection) 8,000 gp
Shoulders: Cloak of Resistance +2 4,000 gp
Wrists:
=====
Armor: 16,500 gp
Non-armor: 125,055 gp

AC: 14600 gp
Total: 139,655 gp
=====


Non-Sloted:

CLW Wand 50 charges 750
4 potions shield of faith 200

Mundane:
Backpack 2 gp 2 lbs
{in backpack}
blanket 5 sp 3 lbs
Holly & mistletoe
iron pot 8 sp 4 lbs
mess kit 2 sp 1 lb
water-skin (2) 2 gp 8lbs
{---------}

{on belt}
belt pouch 1 gp 1/2 lb
spell component pouch 5gp 2 lbs
{---------}


spell components:

Coinage: 5665 gp

Damage Dice Progression
Grapple Flowchart

background:
Tikroch served with the Wildwood Lodge as something of an enforcer to oppose the encroachment of the Galt loggers when they reach too far. Posing as a beast of the forest he would assault the logging camps established too deep, laying waste to their buildings and tools but generally leaving the workers to escape. As he grew more experienced he began to attend the Moot of Ages. After getting a feel for interpreting the "Will of the World", as it's known to the elder druids, he started getting feelings of fey incursions happening in other areas not too far away. Encountering groups of troublemakers from the first world, they keep taunting him about a being he won't be able to stop in another place called Stolen Lands. Being that it isn't their responsibility to care for other places besides Verdurian Forest, his circle repeatedly denied his request for support to leave the forest and head to there. Finally, unable to resist the urge to investigate, he left on his own to try to find out what was really happening. Using his druidic powers, he made short work of the miles between his home and the river kingdoms.
Once there, he discovers new kingdoms establishing themselves in the unclaimed lands, some good, some less so. Knowing kingdom building isn't really any of his business, he keeps himself busy watching for signs of the troubles he felt was coming. Some things seemed like beginnings of trouble but other people were able to take care of the issues almost before they could start. Wanting to introduce himself but not sure how, he bides his time. Finally he spies what looks like a lost crusader wandering the wilderness. Thinking he could help this person out while getting an opportunity for introductions, he reveals himself and offers to accompany him on his journey.

original stat line:
HP: 140, AC:23/16/19, Fort:+14/Ref:+8/Will:+15 CMD: 28, Init+4, Perc+21 current form(Human)