Ulfen Raider

Titian Ulfen's page

9 posts. Alias of Grandlounge.


About Titian Ulfen

Titian
Male Human (Ulfen) ranger 1 / druid 13 Archetypes Goliath Druid,
NG Medium humanoid (human)
Init +4, Senses Perception +21
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DEFENSE
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AC 25, touch 13, flat-footed 24 (+12 armor, +1 deflection, +1 Dex, +1 insight, )
hp 116 ((1d10)+(13d8)+41)
Fort +16, Ref +12, Will +16, +4 vs. spell-like and supernatural abilities of giants

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OFFENSE
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Speed 20 ft., Woodland Stride
Melee adamantine/+3 falchion (furious) +17/+12 (2d4+20/15-20)
Melee silver/masterwork lucerne hammer +18/+13 (1d12+8)
Melee quarterstaff +17/+12 (1d6+9)
Melee cold iron/masterwork greatsword +18/+13 (2d6+9/19-20)
Melee gauntlet +17/+12 (1d3+6)
Special Attacks Destructive Smite (7/day), Humanoid (Human) +6, Outsider (Evil) +4, Spontaneous Casting, Undead +2,

Prepared Spells
Ranger (CL 1st; concentration +5)
Druid (CL 13th; concentration +17)
7th-1 heal(DC 21)
6th-2 fire seeds, jatambe's ire
5th-3 air walk (communal), hunter's blessing(DC 19), wall of thorns
4th-5 echolocation(DC ), freedom of movement(DC 18), life bubble(DC 18), spike stones(DC 18), air walk
3rd-5 magic fang (greater)(DC 17), resinous skin(DC 17), wind wall, Sleet Storm
2nd-5 barkskin(2), resist energy(DC 16), restoration (lesser)(DC 16), vine strike(DC 16)
1st-5 obscuring mist(DC 15), cheetah's sprint(DC ) (2), endure elements(DC 15), faerie fire
0th-detect magic, guidance(DC 14), mending(DC 14), read magic(DC )
1st—true strike 2nd—bull’s strength, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—moonstruck, 7th—disintegrate :Domain spell.
Deity ; Domains Rage Subdomain,
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TACTICS
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STATISTICS
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Str 23, Dex 14, Con 14, Int 12, Wis 19, Cha 7,
Base Atk +10; CMB +16; CMD 30
Feats Armor Proficiency, Heavy, Combat Reflexes, Divine Interference, Improved Critical (Falchion), Power Attack, Shapeshifting Hunter, Weapon Focus (Falchion), Extra Rag Power (Moment of Clarity)
Skills Climb +5, Diplomacy +21, Knowledge (Dungeoneering) +18, Knowledge (Local) +18, Knowledge (Nature) +18, Perception +21, Survival +21, Survival (Follow or identify tracks) +22, Swim +5,
Traits Reactionary, Persuasive Insight
Languages Common, Druidic, Giant, Skald
SQ bonus feat, bonus languages, class skills, rage subdomain, face nature's might, nature bond, orisons, primal bond, primal empathy, primal size, primal summons, rage, skilled, track +1, trackless step, wild empathy +12, wild shape, wild shape, woodland stride,
Combat Gear Wand (Instant Enemy/Ranger/10th) (50 charges), scroll of lesser restoration (4), scroll of remove disease, scroll of delay poison (2), scroll (delay disease/druid/3rd),
Other Gear headband of inspired wisdom +4, amulet of mighty fists +1, ring of protection +1, adamantine/+2 fauchard (furious), belt of giant strength +2, +3 stoneplate, cloak of resistance +3, ioun stone, opalescent white pyramid - cracked, ioun stone, pale green prism - cracked ~ saves, dusty rose prism ioun stone (2), ioun stone, pale green prism - cracked ~ attacks, silver/masterwork lucerne hammer, quarterstaff, cold iron/masterwork greatsword, gauntlet, 3376.25 gp
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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Bonus Languages A goliath druid with an Intelligence bonus can select Giant as a bonus language.

Class Skills A goliath druid gains Bluff, Diplomacy, and Knowledge (local) as class skills, but does not gain Craft, Profession, and Ride as class skills.

Destructive Smite (Su) You gain the destructive smite power; the supernatural ability to make a single melee attack with a +6 morale bonus on damage rolls. You must declare the destructive smite before making the attack. You can use this ability 7 times per day.

Rage Subdomain

Reckless Abandon (Ex) Benefit: While raging, the barbarian can take a –4 penalty to AC to gain a +4 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Domains

Face Nature's Might (Ex) A goliath druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of giants.

Humanoid (Human) (Ex) You gain a +6 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +6 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

No Racial Subtype You have chosen no racial subtype.

Opalescent white Pyramid - Cracked Weapon familiarity with one exotic weapon

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.

Outsider (Evil) (Ex) You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Pale green Prism - Cracked ~ Attacks

Pale green Prism - Cracked ~ Saves

Persuasive Insight You were converted to your faith or taught to bargain with spirits for magic by a figure of inspiring insight who taught you to use keen observation in all dealings. You can use your Wisdom modifier in place of your Charisma modifier on Diplomacy checks to ask favors or gain influence (Ultimate Intrigue 102). During a verbal duel (Ultimate Intrigue 176), you can use your Wisdom modifier in place of your Charisma modifier when using tactics you assigned to Diplomacy or Wisdom-based skills.

Primal Bond (Ex) When a goliath druid forms a nature bond, if she selects a cleric domain, she must selected from the Animal, Destruction, or Strength domains, or the Ferocity, Growth, or Rage subdomains. If the goliath druid selects an animal companion, she must select a dinosaur or megafauna. If she has a dinosaur or megafauna animal companion, she can target it with enlarge person even though the companion isn't of the humanoid type.

Primal Empathy (Ex) A goliath druid's wild empathy functions only with creatures that are Large or larger.

Primal Size A goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself. She can also channel stored spell energy to cast this spell without preparing it-she can lose a prepared spell of 1st level or higher to cast enlarge person.

Primal Summons A goliath druid adds the following creatures to the list of creatures she can normally summon using summon nature's ally spells. Summon Nature's Ally I: Compsognathus; II: Dimorphodon; III: Velociraptor; IV: Ogre, parasaurolophus; V: Glyptodon, iguanodon; VI: Baluchitherium, megalania; VII: Cliff giant; VIII: Spinosaurus; IX: Diplodocus.

Rage (Su) At 8th level, you can enter a fearsome rage, like a barbarian, 13 rounds per day. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is 6. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Undead (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Wild Empathy (Su)

Wild Empathy

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+12 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Wild Shape (Su) Druids' ability to wild shape into a creature of the animal type allows a goliath druid to assume only the form of a dinosaur or megafauna. She doesn't gain the ability to become an elemental or plant. When taking the form of a giant, the goliath druid's wild shape functions as Giant Form I.

Wild Shape (Su) You can change shape 6 times / day for up to 14 hours

Woodland Stride

Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your 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 you.