Swampwalker

Trane Loften's page

469 posts. Alias of Chainmail.


Full Name

Trane Loften

Race

Human hp=47/47(AC21/ff20/t12) {F=+5/R=+2/W=+7} CMD 17

Classes/Levels

Druid (lion shaman) 6--Wild shape(2/3) Totem Xformation (3/3)

About Trane Loften

Background:
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
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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:
Crossbow, Light +5 (1d8/19-20/x2)

Druid Spells Known (CL 6, +7 melee touch, +4 ranged touch)
3 (2/day) Remove Disease
2 (3/day) Bull's Strength, Vine Strike, Euphoric Cloud
1 (4/day) Entangle, Cure Light Wounds, Cure Light Wounds, Shillelagh
0 (4/day) Detect Magic, Light, Virtue, Know Direction
Languages: Druidic, Common, Sylvan, Elvish
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STATISTICS
--------------------
Str 17, Dex 12, Con 12, Int 14, Wis 14, Cha 8
Base Atk +4; CMB +7; CMD 18
Feats: Spell Focus: Conjuration; Augment Summoning
Level 3:Power attack
Level 5:Superior Summoning

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)
Starting at 2nd level, a druid 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.

Totem Transformation (Su)
At 2nd level, a lion shaman may adopt an aspect of the lion while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses:
•movement (+20 enhancement bonus to land speed)
•senses (low-light vision, scent)
•natural weapons (bite [1d4], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple).
While using totem transformation, the lion shaman may speak normally and can cast speak with animals (felines only) at will.
While using totem transformation, the lion shaman may speak normally and can cast speak with animals (mammals only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The lion shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su)
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.

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
N Medium Animal
Init +7; Senses low-light vision, scent; Perception +9

DEFENSE
AC 16, touch 15, flat-footed 12 (+5 Dex, +1 natural, 0 size)
hp 22 (5d8+0)
Fort +4, Ref +9, Will +2

OFFENSE
Speed 40 ft.
Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3)
Space 5 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +6, 1d3+5)

STATISTICS
Str 17, Dex 21, Con 11, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +6 (+10 grapple); CMD 21 (25 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception)
Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)