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About Trane LoftenBackground:
Trane Lofton is a human druid who has raised by lions after being lost from a merchant caravan as a toddler. His adopted mother, a lioness, raised him as her own, and he learned to hunt and fight with improvised tools to mimic the claws and teeth of a lion.
He quickly befriended a small lioness in the pride of lions, and ran afoul of the social pecking order. When another male lion resented the bond between Trane and his lioness, they departed the pride to set up their own hunting territory. Discovered by another friendly druid, over a period of two years the patient elven druid integrated Trane and his companion SOMEWHAT into human society. The young man quickly understood many of the druidic ways, and was a natural understudy to the older elf. Trane is a well-tanned dark haired man with dark eyes [6'4" at 180#]. He is in great physical shape and moves with a natural grace and agility. crunch:
Trane Loften Male Human Druid 6 XP total NG Medium Humanoid (Human) Deity: Gozreh Init +3; Perception +7 Movement:30' x4 -------------------- DEFENSE -------------------- AC 21 (19 w/out shield), touch 12, flat-footed 20 (18 w/out shield) hp 47/47 (6d8+6con+6favored)-rolls 8,6,5,4,5,7 Fort +5, Ref +2, Will +7 (+1 from traits) -------------------- OFFENSE -------------------- Spd 30 ft. x4 Melee: Scimitar +7 (1d6+3/18-20/x2) Unarmed Strike +8 (1d3+4/20/x2) Natural attacks +8 (1d4+4/20/x2) Ranged:
Druid Spells Known (CL 6, +7 melee touch, +4 ranged touch)
skills:
Skills: 7/level (1)Climb +7 (1)Heal +6 (6)Perception +11 (6)Survival +13* (3)Handle Animal +5 (6)Knowledge Nature +13* (3)Knowledge Geography +8 (1)Ride +5 (6)Sense Motive +12 (2)Spellcraft +7 (6)Stealth +12 (-3 ACP) (+5 elven cloak) (1)Swim +7 (-1 ACP) Acrobatics +1 Appraise +2 Bluff -1 Climb +3 Craft N Diplomacy -1 Disable Device N Disguise -1 Escape Artist +1 Intimidate -1 Linguistics Perform Profession N Ride +1 Sleight of Hand +1 Swim +3 *Druid +2 nature sense included traits:
Suspicious (Wary of humans) +1 to sense motive Reactionary (+2 Initiative) Indomitable faith (+1 Will saves) animal companion:
Lion (Cat, Big) BaB +3; CMB=17(21 trip); CM=+4 Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 15, Dex 18, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent. Feats: Weapon Finesse, Dodge (+1 AC) Skills: (1) Stealth +7; (2) Perception +7 (and scent) AC=15/ff=11/touch=14 HP=22(4d8+4) Attacks: Bite +7 (1d6+2) [B,S,P], Claw x2 +7 (1d4+2) [S/P] Tricks Learned Attack Creatures (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Attack All Creatures (DC20): Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as a second trick. • Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character. • Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go. • 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 touch range spell) 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. gear:
Gear (cost gp/weight #) Cloak of elvenkind (+5 to stealth) Druid's Vestments (+1 wild shape per day) Rope of entanglement worn as a belt Potion CLW Amulet of fists +1 (4000/0) +1 dragonhide breastplate (1850/20) +1 ring of protection Heavy wooden Shield (7/10) Scimitar(15/4) 6 darts(3/3) 2 days trail rations(1/2) 2 liter waterskins(2/8) flint and steel(1/-) 50' hemp rope with grappling hook(2/14) crowbar(2/5) 5 Wooden holy symbols - Gozreh(5/) Pipe with pouch of tobacco (2/2) 5 sheets of parchment(.1/-) inkpen(.1/-) .5 oz vial of ink (4/-) Backpack(2/2) with the following Bedroll(.1/5) Blanket(.5/3) Hammock(.1/3) 4 fishhooks - ball of twine(.41/) 5 torches(.05/5) •A light crossbow (35 gp, 1d8, 19-20/x2, Range 80, 4 lbs.) •A case with 24 crossbow bolts. 86# of encumbrance=medium Light encumbrance when pack dropped Guard dog (25/-) 27.64 gp left special abilities:
-------------------- SPECIAL ABILITIES -------------------- Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet. 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. Nature Bond (Ex): The chosen 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. 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 Diplomacy check made to improve the attitude of a person (see Chapter 4). 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, inf luencing an animal in this way takes 1 minute but, as with inf luencing 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. Woodland Stride (Ex)
Totem Transformation (Su)
Trackless Step (Ex)
Resist Nature's Lure (Ex)
Wild Shape (Su)
lion with young template:
Lion CR 3-1 with below template already added Size decrease by one category; AC reduce natural armor by –2 (minimum +0); Attacks decrease damage dice by 1 step; Ability Scores –4 Strength, –4 Con, +4 size bonus to Dex. XP 600
DEFENSE
OFFENSE
STATISTICS
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