Lini

Warden-of-the-Frozen-Knot's page

167 posts. Alias of MordredofFairy.


Classes/Levels

HP: 35/35 | AC:18 / T:12 / FF:16 | Fort: 7, Ref: 3, Will: 7 | CMD: 17 | Init: 2(+2 Forest) , Perception: 11(+2 vs traps, +2 Forest, Low-Light)

About Warden-of-the-Frozen-Knot

Druid 4 (Treesinger, World Walker)
NG Medium Briarborne

Init 2 = 2(dex) //+2 in Forest
Senses Perception 11(+2 vs traps) //+2 in Forest, Low-Light

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Spells
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Level 0 = inf - 4 : Create Water, Detect Magic, Know Direction, Purify Food and Drink
Level 1 = 3+1(wis) : Goodberry, Goodberry, Faerie Fire, Cure Light Wounds
Level 2 = 2+1(wis) : Sickening Entanglement, Summon Swarm, Stone Call

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Defense
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AC 18 10+2(Dex)+3(Armor)+2(Shield)+1(Natural), ACP = 0
hp 35 = (5(Class)+3(Con))*4(Level)+3(Level 1 Full HD)
Fort 7=4(class)+3(con) , Ref 3=1(class)+2(dex) , Will 7=4(class)+3(wis)
+1 on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters

Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Do not require sleep.
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Offense
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Speed 30 ft, Swim 20 ft
MELEE +5 Shortspear 1d6+2(20/x3)
RANGED +5 Shortspear 1d6+2(20/x3) 20ft Range increment

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Statistics
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Str 14, Dex 14, Con 16, Int 12, Wis 17, Cha 8
Base Atk +3; CMB +5; CMD 17
Feats:
Traits:

Skills:

Languages: Druidic, Common, Sylvan, Treant, +1 undefined
SQ
Other Gear:

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Class Abilities (Druid)
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Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Green Empathy (Ex): At 1st level, a treesinger can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The treesinger rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent.
To use green empathy, the treesinger and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.
A treesinger can also use this ability to influence an animal, but she takes a –4 penalty on the check.
This ability replaces the wild empathy class feature.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
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.
Favored Terrain (Ex): At 3rd level, the world walker gains the ranger’s favored terrain ability. She treats her druid level as her ranger level for this ability. If she has levels in both classes, both class’s levels stack for determining the effect of this ability.
This ability replaces trackless step and resist nature’s lure.
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Special Abilities
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=====Favored Terrain (Ex)=====
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Level 3: Forest (coniferous and deciduous)
Level 8: Cold (ice, glaciers, snow, and tundra) //+2 Level 3
Level 13: Plains //+2 Level 8
Level 18: Urban (buildings, streets, and sewers) //+2 Level 13

=====Feats=====
Level 1: Photosynthetic Healing: When exposed to direct sunlight, you regain hit points at a rate of 1d4 points per hour. You may also regrow lost limbs and other extremities in this fashion. A lost limb is regrown after regaining 25% of your maximum hit points.
Level 3: : Spell Focus(Conjuration)
Level 5: Augmented Summoning
Level 7: Natural Spell
Level 9: Green Faith Acolyte: Spells you cast that deal damage, channel negative energy, or otherwise harm life do not hurt normal or magical plants. In addition, whenever you cast a spell that utilizes, heals, or enhances normal or magical plants (such as entangle or plant growth), you cast the spell at +1 caster level.
Level 11:
Level 13:
Level 15:
Level 17:
Level 19:

Grow Armor: You may grow a suit of darkwood armor, of any type, with a maximum armor bonus equal to your HD. This may not exceed a suit of full plate with a +9 bonus to AC. This armor is always treated as though it were masterwork, and may be enhanced. You may also shed this armor and regrow a new suit of your choice by spending 24 hours in unmoving ritual.
Gift of Nature: You may enhance your grown armor as though it were enchanted. You may add a +1 enhancement bonus (enhancement or ability) to the armor per four levels.

=====Racial Qualities=====

Type: humanoid-shaped Plant creature: Briarborn have low-light vision, Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), immunity to paralysis, poison, polymorph, sleep effects, and stunning and, as plants, briarborn breathe and eat, but do not require sleep.
Forest-born: Briarborn gain a +2 dodge bonus to AC when in forest terrain. (Altered by Coniferous)
Barkskin: Briarborn have tough hides, granting them a +1(+2) natural armor bonus to their Armor Class. (Altered by Coniferous)
Forest Camouflage: Briarborn gain a +2(+4) racial bonus to Stealth checks in forest terrain. (Altered by Coniferous)
Skill Training: Perception and Stealth are always considered class skills for briarborn. If they already have either of those skills as a class skill, they instead gain a +1 competence bonus in that skill.
Spell-like Ability [Plant-Speaker] (At will) Briarborn can speak with plants as a spell-like ability.
Spell-like Ability [Tree Shape] (1/day) Briarborn may use tree shape as a spell-like ability with an unlimited duration.
Low-Light Vision: Briarborn have low-light vision allowing them to see twice as far as humans in dim light.
Fire Vulnerability: Briarborn are vulnerable to fire and flames, taking extra damage (+50%) from such attacks.
Weakened by Cold: As the winter slows the growth of trees, it also tires and weakens the Briarborn. If a briarborn suffers cold damage, it withers and wilts, needing to make a Fortitude save equal to 10 + the half the damage suffered. Failure to save means the briarborn is staggered.
Coniferous: You are born of the wilds in the great northlands. As such, you have growths of pine needles and thinner bark. You lose your weakness to cold. Your natural armor bonus is +1 and you have a +2 racial bonus on Stealth checks while within forest terrain. This trait replaces forest-born, barkskin and the forest camouflage ability.

=====Boons=====
Free Variant Multiclassing(Rogue)

Trapfinding: At 3rd level, she gains the trapfinding class feature.
Sneak Attack: At 7th level, she gains the sneak attack class feature. She can deal 1d6 points of extra damage. This extra damage increases by 1d6 for every 4 levels beyond 7th, to a maximum of 4d6 at 19th level.
Evasion: At 11th level, she gains evasion.
Uncanny Dodge: At 15th level, she gains uncanny dodge.
Improved Uncanny Dodge: At 19th level, she gains improved uncanny dodge, treating her character level as her effective rogue level.

=====Skills=====
4(class)+1(Int)+2(Background)= 5/2

Skills marked with * benefit from Favored Terrain

Adventuring Skills

3 Acrobatics = 1(ranks)+2(Dex)
Bluff = (ranks)-1(Cha)
6 Climb = 1(ranks)+2(Str)+3(class)
Diplomacy = (ranks)-1(Cha)
6/8 Disable Device = 4(ranks)+2(Dex) //+2 traps
Disguise = (ranks)-1(Cha)
Escape Artist = (ranks)+2(Dex)
Fly = (ranks)+2(Dex)+3(class)
7 Heal = 1(ranks)+3(Wis)+3(class)
Intimidate = (ranks)-1(Cha)
Knowledge (arcana) = (ranks)+1(Int)
Knowledge (dungeoneering) = (ranks)+1(Int)
Knowledge (local) = (ranks)+1(Int)
7 Knowledge (nature) = 1(ranks)+1(Int)+3(class)+2(Nature Sense)
Knowledge (planes) = (ranks)+1(Int)
Knowledge (religion) = (ranks)+1(Int)
11/13* Perception = 4(ranks)+3(Wis)+3(class)+1(competence/racial) //+2 traps
Ride = (ranks)+2(Dex)+3(class)
4 Sense Motive = 1(ranks)+3(Wis)
5 Spellcraft = 1(ranks)+1(Int)+3(class)
8/10* Stealth = 3(ranks)+2(Dex)+3(class via racial) /+2(forest, racial)
10* Survival = 2(ranks)+3(Wis)+3(class)+2(Nature Sense)
10 Swim = 1(ranks)+2(Str)+3(class)+4(competence)
Use Magic Device = (ranks)-1(Cha)

Background Skills

Appraise = (ranks)+1(Int)
Artistry = (ranks)+1(Int)+3(class)
Craft = (ranks)+(Int)+3(class)
6/10 Handle Animal = 4(ranks)-1(Cha)+3(class) //+4 companion
2 Knowledge (engineering) = 1(ranks)+1(Int)
5* Knowledge (geography) = 1(ranks)+1(Int)+3(class)
2 Knowledge (history) = 1(ranks)+1(Int)
Knowledge (nobility) = (ranks)+1(Int)
2 Linguistics = 1(ranks)+1(Int)
Lore = (ranks)+1(Int)+3(class)
Perform = (ranks)-1(Cha)
Profession()= [/b]= (ranks)+3(Wis)+3(class)
Sleight of Hand = (ranks)+2(Dex)

=====Gear=====

190 GP Masterwork Wooden Barding for Fang: 20 GPx2(Multiplier)+150(Masterwork) (on Fang)
170 GP Masterwork Wooden Armor for Warden
5 GP Shortspear x 5
1,000 gp Dire Collar (on Fang)
500 gp Bag of Everlasting Dung
1,000 gp Pearl of Power
100 gp Thieves Tools, Masterwork

2600
365
2965
30 gp = 60 x Spirit of Wine - Doses 6 (3 gp)
2995 gp

=====Traits=====

Campaign:
Warded against Witchery (Campaign)
Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts.
Benefit: You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.

Buoyant (Race)
Most kinds of wood swim.
Benefit: You gain a +4 competence bonus to Swim checks and a 20' swim speed.

=====Attributes=====:

STR 14=14(Buy)
DEX 14=14(Buy)
CON 16=14(Buy)+2(Race)
INT 12=12(Buy)
WIS 16=14(Buy)+2(Race)+1(Level 4)
CHA 8=8(Buy)