About TikrokTikrok the Changer
XP:135,551/145,000 Trackable resources:
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Skills:
Class Skills: Climb, Craft, Fly, Handle Animal, Heal, Know (geography), Know (Nature), Perception, Profession, Ride, Spellcraft, Survival, Swim 55 points total
Acrobatics -2 (3 Dex -5 acp) (Jump +7)
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Wild Empathy:
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 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. Wild Shape [5] @11 hrs -----------------
Land Animals:
Diminuitive (+6 dex, -4 str, +1 natural armor):nope
Tiny (+4 dex, -2 str, +1 Natural Armor) Maybe later Medium (+2 str +2 nat armor): Giant Frog: Spoiler:
Low-Light Vision, scent
-------- Defense -------- AC 26, Touch 16, Flat Footed 22 {+4 Barkskin}(+8 armor, +3 dex, +2 deflection, +1 Dodge, +2 Natural) HP as normal Fort +11, Ref +8, Will +12 -------- Offense -------- Effects: +8 bab, +7 Str, +2 AoMF Speed 40ft (+10 enhancement), Swim 30ft Melee bite +17 (1d6+7 plus grab) tongue +17 touch(grab) space 5ft, Reach 5ft (15ft with tongue) -------- Stats -------- STR 24,Dex 16, Con 14, Int 10, Wis 16, Cha 10 Bab +8, CMB +17 (+21 grapple), CMD 31(35 vs trip) -------- SKILLS -------- Acrobatics +7 (+16 jump) Climb +14 Perception +17 (+25 w/ scent) Stealth +7 Swim +19 Cheetah: Spoiler:
Low-light vision, scent
-------- Defense -------- AC 26, Touch 16, Flat Footed 22 {+4 Barkskin}(+8 armor, +3 dex, +2 deflection, +1 Dodge, +2 Natural) HP as normal Fort +11, Ref +8, Will +12 -------- Offense -------- Effects: +8 bab, +7 Str, +2 AoMF Melee Bite +17 (1d6+9 plus trip), 2 claws +17(1d3+9) Space 5ft, Reach 5ft -------- Stats -------- STR 24,Dex 16, Con 14, Int 10, Wis 16, Cha 10 Bab +8, CMB +15, CMD 31(35 vs trip) Large (+4 str -2 dex +4 nat armor): Dire Tiger (many small hits) Spoiler:
Low Light Vision, Scent
-------- Defense -------- AC 26, Touch 14, Flat Footed 23 {+4 Barkskin}(+8 armor, +2 dex, +2 deflection, +1 Dodge, +4 Natural, -1 Size) HP as normal Fort +11, Ref +7, Will +12 -------- Offense -------- Effects: +8 bab, +8 Str, +2 AoMF, -1 Large Speed 50ft (10ft enhancement) Melee 2 claws +17(2d4+10 plus Grab){Strong Jaw: 3d6+10}, Bite +17(2d6+10 plus Grab){Strong Jaw 4d6+10} power attack Melee 2 claws +14(2d4+16 plus Grab){Strong Jaw: 3d6+16}, Bite +14(2d6+16 plus Grab){Strong Jaw 4d6+16} Space 10 ft; Reach 5ft Special Attacks: Pounce, Rake (2 claws +17 (2d4+8){3d6+10} power attack:2 claws +14(2d4+14){3d6+16}) -------- Stats -------- STR 26,Dex 14, Con 14, Int 10, Wis 16, Cha 10 Bab +8, CMB +19 (+23 grapple), CMD 32 (36 vs trip) -------- SKILLS -------- Acrobatics +6 (+11 jump) Climb +14 Stealth +3(+11 in tall grass) Perception +17 (+25 w/scent) Megafauna: Arsinoitherium (one big hit) Spoiler:
Low Light Vision, Scent
-------- Defense -------- AC 26, Touch 14, Flat Footed 23 {+4 Barkskin}(+8 armor, +2 dex, +2 deflection, +1 Dodge, +4 Natural, -1 Size) HP as normal Fort +11, Ref +7, Will +12 -------- Offense -------- Effects: +8 bab, +8 Str, +2 AoMF, -1 Large Speed 40ft (+10 enhancement) Melee Gore +17(4d8+14){Strong Jaw: 8d8+14} power attack +14(4d8+23){8d8+23} Space 10ft, Reach 5ft Special Attacks trample(2d8+12){4d8+12} DC 21 -------- Stats -------- STR 26,Dex 14, Con 14, Int 10, Wis 16, Cha 10 Bab +8, CMB +19, CMD 32 (36 vs trip) -------- SKILLS -------- Acrobatics +2 (+7 jump) Climb +14 Stealth 0 Perception +17 (+25 w/scent) Huge (+6 str -4 dex +6 Nat armor): Behemoth hippopotamus (one big hit) Spoiler:
Low light vision
-------- DEFENSE -------- AC 26, Touch 13, Flat Footed 24 {+4 barkskin}(8 Armor, +1 dex, +2 deflection, +1 dodge, +6 Natural, -2 Size) HP as normal Fort +11, Ref +6, Will +12 -------- Offense -------- Effects: +8 bab, +9 Str, +2 AoMF, -2 Huge Speed 60ft (10 enhancement) Melee bite +17(4d8+15 plus Grab){Strong Jaw: 8d8+15 plus Grab} power attack +14(4d8+24 plus Grab){8d8+24 plus Grab} Space 15ft, Reach 15ft Special Attack trample (2d6+13)DC 22 -------- Stats -------- STR 28,Dex 12, Con 14, Int 10, Wis 16, Cha 10 Bab +8, CMB +21 (+25 Grapple), CMD 33 (37 vs trip) -------- SKILLS -------- Acrobatics +1 (+6 jump) Climb +14 Stealth -1 (+9 underwater) Swim +17 Perception +17 Flying Animals:
Diminutive (+6 dex, -4 str, +1 natural armor):
Bat familiar Spoiler:
blindsense 20ft, low-light vision
-------- Defense -------- AC 31, Touch 22, Flat footed 24 (+8 armor, +6 dex, +1 deflection, +1 dodge, +1 natural, +4 size) HP as normal Fort +11, Ref +11, Wis +12 -------- Offense -------- Effects: +8 bab, +4 Str, +2 AoMF + 4 size Speed 15ft (10ft enhancement), fly 40ft good Melee bite +18(1d3+6) Space 1ft, Reach 0ft -------- Stats -------- Str 18, Dex 22, Con 14, Int 10, Wis 16, Cha 10 Bab +8, CMB 12, CMD 27 -------- Skills -------- Escape Artist +6 Fly +23 Stealth +18 Perception +21 (+4 racial) Tiny (+4 dex, -2 str, +1 Natural Armor) Maybe later Small (+2 dex, +1 Natural Armor) Doubtful Medium (+2 str +2 nat armor):N/a Large (+4 str, - 2 dex, +4 Natural Armor): Giant vulture Spoiler:
low-light vision, scent -------- DEFENSE -------- AC: 26, touch 14, flat-footed 23 (+8 armor, +2 dex, +2 deflection, +1 Dodge, +4 Natural, -1 Size) HP: as normal Fort +11, Ref +7, Will +12 OFFENSE
Huge (+6 str, -4 dex, +6 natural armor): N/a
Water animals:
Diminuitive (+6 dex, -4 str, +1 natural armor): nope Tiny (+4 dex, -2 str, +1 Natural Armor): Otter Small (+2 dex, +1 Natural Armor): Penguin? regular octopus Medium (+2 str +2 nat armor):
Spoiler:
blindsense 30ft, scent, low-light vision
-------- Defense -------- AC 26, Touch 16, Flat Footed 22 {+4 Barkskin}(+8 armor, +3 dex, +2 deflection, +1 Dodge, +2 Natural) HP as normal Fort +11, Ref +8, Will +12 -------- Offense -------- Effects: +8 bab, +7 Str, +2 AoMF Speed Swim 60ft Melee bite +17 (2d8+10) space 5ft, Reach 5ft -------- Stats -------- STR 24,Dex 16, Con 14, Int 10, Wis 16, Cha 10 Bab +8, CMB +17, CMD 31(can't be tripped) -------- SKILLS -------- Swim +21 Perception +17 (+25 w/ scent) Large (+4 str, - 2 dex, +4 Natural Armor): Giant Moray Eel Spoiler:
Low-light vision, scent
-------- Defence -------- AC 26, Touch 14, Flat Footed 23 {+4 Barkskin}(+8 armor, +2 dex, +2 deflection, +1 Dodge, +4 Natural, -1 Size) HP as normal Fort +11, Ref +7, Will +12 -------- Offense -------- Effects: +8 bab, +8 Str, +2 AoMF, -1 Large Speed Swim 30ft Melee Bite +17(2d6+12 plus grab) Space 10 ft; Reach 10ft Special Attacks: Gnaw (If a giant moray begins a round with a grabbed foe, it inflicts automatic bite damage (2d6+12 points of damage). A giant moray eel possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack (+17, 1d6+4) against a foe it has already grabbed
Giant Octopus Spoiler:
low-light vision
-------- Defense -------- AC 26, Touch 14, Flat Footed 23 {+4 Barkskin}(+8 armor, +2 dex, +2 deflection, +1 Dodge, +4 Natural, -1 Size) HP as normal Fort +11, Ref +7, Will +12 -------- Offense -------- Effects: +8 bab, +8 Str, +2 AoMF, -1 Large Speed 30ft (10ft enhancement), swim 30ft, jet 200ft Melee bite +17(1d8+10 plus poison){Strong Jaw: 3d6+10}, 8 Tentacles +12(1d4+4 plus Grab){Strong Jaw 2d6+4} Space 10 ft; Reach 10ft (20ft with tentacle) Special Attacks: constrict (Tentacle, 1d4+4) -------- Stats -------- STR 26,Dex 14, Con 14, Int 10, Wis 16, Cha 10 Bab +8, CMB +19 (+23 grapple), CMD 32 (can't be tripped) Poison (Ex): Bite-injury; save Fort 17; frequency 1/round 6 rounds; effect 1d3 str; cure 2 saves -------- SKILLS -------- Acrobatics +2 (+7 jump) Escape Artist +12 (+10 racial) Climb +14 Stealth +9 Perception +17 Swim 23 Huge (+6 str, -4 dex, +6 natural armor):
Spoiler:
Low-Light vision, scent
-------- DEFENSE -------- AC 26 Touch, 13, Flat Footed 24(+8 Armor, +6 Natural, +1 Dex, +2 deflection, +1 Dodge, -2 Size) HP as normal Fort +11, Ref +6, Will +12 -------- Offense -------- [b]Effects: +8 bab, +9 Str, +2 AoMF, -2 Huge[b] Speed 25 ft. (+10 enhancement), Swim 50ft Melee bite +17(2d8+15) Space 15ft, Reach 10ft -------- Stats -------- STR 28,Dex 12, Con 14, Int 10, Wis 16, Cha 10 Bab +8, CMB +21 (+25 Grapple), CMD 32 (36 vs trip) -------- SKILLS -------- Swim +24 Perception +17 (+25 w/ scent) Giant Squid Spoiler: Low-Light Vision
-------- DEFENSE -------- AC 27 Touch, 14, Flat Footed 25(+8 Armor, +6 Natural, +1 Dex, +2 deflection, +1 Dodge, -2 Size) HP as normal Fort +11, Ref +6, Will +12 -------- Offense -------- [b]Effects: +8 bab, +9 Str, +2 AoMF, -2 Huge[b] Speed Swim 60ft, jet 260ft Melee bite +17(2d6+11), 2 arms +17(1d6+11), tentacles +12(4d6+6 plus grab) Space 15ft, Reach 15ft(30ft with arms and tentacles) Special Attacks: constrict(4d6+15) -------- Stats -------- STR 28,Dex 12, Con 14, Int 10, Wis 16, Cha 10 Bab +8, CMB +21 (+25 Grapple), CMD 33 (can't be triped) -------- SKILLS -------- Swim +24 Perception +17 Plants:
Medium (+2 Str, +2 Con, +2 Natural Armor) Psychepore Spoiler:
Init +3, Darkvision 60ft, Low-light vision
-------- Defense -------- AC 25, Touch 15, Flat Footed 21 {+8 armor, +3 dex, +1 deflection, +1 dodge, +2 natural} HP 119 Fort +12, Ref +8, Will +12 Resist Fire 20 -------- Offense -------- Effects: +8 bab, +7 Str, +2 AoMF Speed 30ft (+10 enhancement) Melee 3 Slams +17(1d8+7 Plus Poison) Special Attacks Poison, visions -------- Stats -------- Str 24, Dex 16, Con 16, Int 10, Wis 16, Cha 10 Bab +8, CMB +17, CMD 30 -------- Special Abilities -------- Poison: slam-Injury; Save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Wisdom plus Visions; cure 2 consecutive saves. Visions A creature affected by the psychepore's poison has its mind clouded with visions of alien intent. Any round the target fails its saving throw against the psychepore's poison, it must succeed at a second DC 18 Will save or become confused for 1 round. This is a mind-affecting poison effect. Large (+4 Str, +2 Con, +4 Natural Armor) Viper Vine Spoiler:
Init +3, Low Light vision
-------- Defense -------- AC 27, Touch 15, Flat Footed 23 {+4 Barkskin}(+8 armor, +3 dex, +2 deflection, +1 Dodge, +4 Natural, -1 size) HP 119 Fort +12, Ref +8, Will +12 -------- Offense -------- Effects: +8 bab, +8 Str, +2 AoMF, -1 Size Speed 20ft (+10 enhancement) Melee bite +17 (2d6+10 plus 3d6 Acid) 4 Tentacles +12(1d6+6 plus grab) space 10ft, Reach 10ft (20ft with tentacles) Special Attacks constrict(1d6+10) -------- Stats -------- STR 26,Dex 16, Con 16, Int 10, Wis 16, Cha 10 Bab +8, CMB +19 (+23 grapple), CMD 31(can't be tripped) -------- SKILLS -------- Acrobatics +3 (+8 jump) Climb +14 Perception +17 Stealth +3 Sargassum Fiend Spoiler:
Init +3
-------- Defense -------- AC 27, Touch 16, Flat Footed 23 {+4 Barkskin}(+8 armor, +3 dex, +2 deflection, +1 Dodge, +4 Natural, -1 size) HP 119 Fort +12, Ref +8, Will +12 -------- Offense -------- Effects: +8 bab, +8 Str, +2 AoMF, -1 Size Speed 30ft (+10 enhancement), climb 20ft, swim 40ft Melee 2 slams +17 (2d8+10 plus grab) space 10ft, Reach 10ft Special Attacks constrict(2d8+12), grab(huge) -------- Stats -------- STR 26,Dex 16, Con 16, Int 10, Wis 16, Cha 10 Bab +8, CMB +19 (+23 grapple), CMD 31(can't be tripped) -------- SKILLS -------- Acrobatics +3 (+8 jump) Climb +22 Perception +17 Stealth +3 Swim +23 Elementals
Resist Nature's Lure:
+4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood Nature Bond Domain - Water:
Icicle: As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability
Cold resistance 10 Trackless Step:
Leaves no trail in natural surroundings and cannot be tracked. May choose to leave a trail if so desired 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 Languages: Common, Druidic, Shoanti Equipment:
Current weight: 60.5 lbs
Slotted:
Armor: Wild +2 Dragonhide Breastplate 25500 gp Shield: Heavy Wooden Shield Belt: Belt of Physical Might +2 (STR/DEX) 10,000 gp Body: Druid's Vestment (+1 wild shape per day) 3,750 gp Chest: Eyes: Feet: Boots of Striding and Springing (enhancement to speed +10 ft, +5 to jump) 5,500 gp Hands: Head: Headband: Headband of Inspired Wisdom +2 4,000 gp Neck: Amulet of Mighty Fists +2 16,000 gp Ring 1: Ring 2: Ring of Protection +2 (L) (+2 deflection) 8,000 gp Shoulders: Cloak of Resistance +2 4,000 gp Wrists: Non-armor: 51,250 gp Total: 76,750 gp Non-Sloted:
Feather Token, Tree: Causes A great oak tree to spring into being instantly. (5ft diameter, 60ft high, 40ft top diameter)
400 gp Wand of Cure Light Wounds 41 charges 750 GP Wand of Cure Light Wounds 50 charges 750 GP Pearl of Power lvl 1 x2 [],[] 2000 gp Ioun Torch 75 gp {Floating around head} Total: 3150 gp 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}
Total: 11 gp 5sp 20.5 lbs
spell components:
granite & diamond dust (stoneskin) 250 gp x2 Coinage: 852 gp 4sp 10cp background:
Tikrok grew up like most Shoanti, having a rough and tumble childhood. He was always quick to help the people around him when they needed it. He grew up fast and strong making a name for himself quickly as an excellent hunter with an almost supernatural ability to think like the animals would. He also drew the attention of a passing group of mystics. The mystics took him in and trained him to hone his wilderness abilities. Over the years he became more and more in tune with the world around him and learned to channel the power of nature. It was decided that his abilities with magical matters were not his strong suit so his training shifted to more physical pursuits. When his group was contacted to find Alwyn Agnarrson, he volunteered so he could see more of Varisia. |