Droogami

Untari's page

33 posts. Alias of Javell DeLeon.


About Untari

Lisitsei NagorátDruid 5
NGMediumHumanHalf-ElfHumanoid
Perception +13; Low-Light Vision
Languages Common, Goblin, Sylvan
Skills Acrobatics +2, Athletics +0, Deception +11, Diplomacy +13, Intimidation +11, Lore: Legal +9, Medicine +11, Nature +11, Performance +11, Religion +11, Stealth +9, Survival +11
Str +0, Dex +2, Con +1, Int +2, Wis +4, Cha +4
Items Leather, Backpack, Bedroll, Rope, Waterskin, Wooden Shield (Hardness 3, HP 12, BT 6)
AC 20 (+22 with shield raised), Fort +10, Ref +11, Will +13
HP 53
Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Speed 25 feet
Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 (P)
Melee Club +7 (Thrown 10 ft.), Damage 1d6 (B)
No Cause for Alarm (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour. Critical Success Reduce the creature's frightened value by 2. Success Reduce the creature's frightened value by 1.
Attunement Shift Prerequisites Geomancer Dedication Frequency once per 10 minutes Requirements Your previous action was to cast a spell with the air, cold, earth, fire, plant, or water trait. The magic of your spell floods into you, overriding your connection to the land around you. You alter your terrain attunement to a terrain that matches a trait of the spell you just cast. You thereby gain your terrain attunement benefit when you cast further spells with the same descriptor, instead of using the terrain you're actually in. For instance, if you cast tanglefoot, your terrain attunement switches to your choice of forest or swamp, and your terrain attunement applies when you cast another plant spell. Your terrain attunement reverts to that of the terrain you're in 1 minute after you use Attunement Shift.
Reach Spell (Concentrate, Metamagic) You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Bon Mot (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC. Critical Success The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. Success As critical success, but the penalty is -2. Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Primal Prepared Spells DC 21, attack +11 3rd Fireball, Curse of Lost Time; 2nd Restoration, Ash Cloud, Entangle; 1st Heal, Gust of Wind, Summon Plant or Fungus; Cantrips Scatter Scree, Ray of Frost, Electric Arc, Tanglefoot, Prestidigitation
Focus Spells (2 points) Goodberry Range touch; Targets 1 ripe berry Duration 10 minutes You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. Heightened (+1) You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.
Pest Form Duration 10 minutes You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. While in this form, you gain the animal trait, and you can’t make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. ; Speed 20 feet. ; Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) ; Low-light vision and imprecise scent 30 feet. ; Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier -4.; Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.
Wild Shape Duration 1 minute (or longer) You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in pest form, which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape's level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. Heightened (2nd) You can also wild shape into the forms listed in animal form.
Animal Form Duration 1 minute You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: AC = 16 + your level. Ignore your armor's check penalty and Speed reduction. ; 5 temporary Hit Points. ; Low-light vision and imprecise scent 30 feet. ; One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can strike with. You're trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead. ; Athletics modifier of +9, unless your own modifier is higher.; You also gain specific abilities based on the type of animal you choose: Ape Speed 25 feet, climb Speed 20 feet; Melee 1 action fist, Damage 2d6 bludgeoning.; Bear Speed 30 feet; Melee 1 action jaws, Damage 2d8 piercing; Melee 1 action claw (agile), Damage 1d8 slashing.; Bull Speed 30 feet; Melee1 action horn , Damage 2d8 piercing.; Canine Speed 40 feet; Melee 1 action jaws, Damage 2d8 piercing.; Cat Speed 40 feet; Melee1 action jaws, Damage 2d6 piercing; Melee 1 action claw (agile), Damage 1d10 slashing.; Deer Speed 50 feet; Melee1 action antler , Damage 2d6 piercing.; Frog Speed 25 feet, swim Speed 25 feet; Melee1 action jaws, Damage 2d6 bludgeoning; Melee 1 action tongue (reach 15 feet), Damage 2d4 bludgeoning.; Shark swim Speed 35 feet; Melee 1 action jaws, Damage 2d8 piercing; breathe underwater but not in air.; Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; Melee 1 action fangs , Damage 2d4 piercing plus 1d6 poison.; Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14. Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16. Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20.
Additional Feats Elven Verve, Feather Step, Geomancer Dedication, Group Impression, Half-Elf, Intimidating Glare, Leshy Familiar, Natural Skill, Order Explorer, Shared Attunement, Wild Shape
Additional Specials Anathema, Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Order Explorer (Wild Order), Skilled (Intimidation), Skilled (Performance), Wild Empathy

Untari (Oon-tar-ee)
Female Cheetah
N Medium Animal
Init +6; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 17 (+6 Dex, +7 natural)
hp 49 (1d8+4+6+4+8+7+12con) 49/49
Fort +7 (+5base/+2con)
Ref +11 (+5base/+6dex)
Will +3 (+2base/+1wis)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft., sprint (1/hour)
Melee Bite (Cheetah) +10 (1d6+4 plus trip/x2) and
. . Claw x2 (Cheetah) +10 (1d3+4/x2)
Special Attacks trip
--------------------
Statistics
--------------------
Str 18, Dex 22(+1@4th), Con 15, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +8; CMD 24 (28 vs. Trip)
Feats Improved Natural Armor, Improved Natural Armor, Weapon Finesse
Tricks Attack [Trick], Come [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Guard [Trick], Heel [Trick], Stay [Trick], Track [Trick]
Skills 6 ranks
Acrobatics +11(+19 jump): (+2rnk/+6dex/+3cs/+8jump)
Climb +8: (+1rnk/+4str/+3cs)
Perception +5: (+1rnk/+1wis/+3cs)
Stealth +11: (+2rnk/+6dex/+3cs) (+15 in Tall Grass)
Modifiers +4 stealth in tall grass

Languages
SQ come [trick], defend [trick], fighting [trick], guard [trick], heel [trick], track [trick]
Other Gear
--------------------
Special Abilities
--------------------
+4 Stealth in Tall Grass (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack(x2) [Trick] 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. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come [Trick] The animal comes to you, even if it normally would not do so.
Defend [Trick] 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.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal follows you closely, even to places where it normally wouldn't go.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Stay [Trick]: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track [Trick] The animal will track a scent.
Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

Dice:

[dice=Bite]1d20+10[/dice]
[dice=Damage]1d6+4[/dice]

[dice=Claw]1d20+10[/dice]
[dice=Damage]1d3+4[/dice]

[dice=Claw]1d20+10[/dice]
[dice=Damage]1d3+4[/dice]

[dice=Acrobatics]1d20+19[/dice]

[dice=Climb]1d20+8[/dice]

[dice=Perception]1d20+5[/dice]

[dice=Stealth]1d20+11[/dice]

[dice=Trip]1d20+8[/dice]