Telandia Edasseril

Watergreen's page

132 posts. Organized Play character for RabbitAlmiraj.


Full Name

Watergreen

Race

| HP: 28/28 | AC 16* (T12, FF 15*) (+2 vs. evil) | CMB: +6 CMD: 17 | F:+4 R:+4 W:+3* (+2 vs. enchantments, heat) | Init +1 | Perc +4, SM +2, Social +0

Classes/Levels

| Speed 35 ft. | Shifter Aspect: 6/6 | Pharasma's Blessing: 1/1, Ragdya's Blessing: 1/1 |Active Conditions: None

Gender

Female Elf Shifter

Size

Medium

Alignment

NG

Location

Kyonin

Languages

Common, Aklo, Druidic, Elven, Sylvan

Strength 16
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 14
Charisma 10

About Watergreen

Statistics:

PFS # 293425-4
Faction: Concordance
Experience 8
Fame 14, Prestige Points 14

Watergreen
Female Elf Shifter 3
NG Medium Humanoid (elf)
Init +1; Senses Low-light vision, Perception +4

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DEFENSE
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AC 15, touch 12, flat-footed 14 (+3 armour, +1 Dex, +0 shield, +1 Wisdom)
hp 28 (3d10+6)
Fort +4, Ref +4, Will +3
…+2 vs. enchantments
...+2 vs. heat
Immune magical sleep

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OFFENSE
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Speed 35 ft.
Melee 2 claws +7 (1d4+3)
Ranged dart +4 (1d4+3)

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STATISTICS
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Str 16, Dex 12, Con 12, Int 12, Wis 14, Cha 10
Base Atk +3; CMB +6; CMD 17
Traits Beastspeaker, feral speech
Feats Aquatic combatant, Weapon Focus (claws)
Skills Acrobatics +7, Climb +9, Knowledge (nature) +8 (+9 in forest), Perception +4 (NR), Survival +9 (+1 in forest, +1 to track), Swim +11
(5 points; 4 class, 1 INT, 0 race, 0 favoured class)
Abilities elven immunities, keen senses, long limbed, shifter aspect (6 minutes), shifter claws, wild empathy (+2), woodcraft
Languages Common, Aklo, Druidic, Elven, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Aquatic Combatant (feat) You have trained to fight while submerged in water.
You gain a +2 bonus on Swim checks and don’t take the usual penalties on melee attack rolls made underwater. Your slashing melee attacks and unarmed bludgeoning attacks deal full damage underwater.

Beastspeaker (trait): You are skillful at communicating with animals as well as creatures with an affinity for the elements. You gain a +1 trait bonus on wild empathy checks. When you use wild empathy to influence a magical beast with the air, earth, fire, or water subtype, you do not take the typical –4 penalty for influencing a magical beast.

Defensive Instinct (Ex): When unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level). These bonuses to AC apply even against touch attacks and when the shifter is flatfooted. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Long-limbed Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.

Shifter Aspect (Su): A shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form for a number of minutes per day equal to 3 + her shifter level (6 minutes). The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects. As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level.
Minor Aspect - Frog - You gain a +4 competence bonus on Acrobatics checks when jumping and on Swim checks. These bonuses increase to +6 at 8th level and +8 at 15th level.

Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
…As the shifter gains levels, the power of her claws increases. At 3rd level, her claws ignore DR/cold iron, DR/magic, and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
…While a shifter uses wild shape to assume her aspect’s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.

Wild Empathy (Ex): A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result (+2). The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. The shifter 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. When you use wild empathy to influence a magical beast with the air, earth, fire, or water subtype, you do not take the typical –4 penalty for influencing a magical beast.

Track (Ex): A shifter adds half her level as a bonus on Survival checks to follow tracks.

Woodcraft Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.

Woodland Stride (Ex): At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.

Weapon and Armor Proficiency: A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape. Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood. A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear darts (10), acid (4), potion of cure light wounds (4)
Possessions +1 rosewood armor (leather w/ armour spikes, must be watered 1 gallon each day), backpack, bedroll, belt pouch, chalk, charcoal, flint and steel, grooming kit, hot weather outfit, ink, inkpen, journal, mess kit, rations (4), torch (2), waterskin, frog (Lilith)

Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 46.5 lbs.
Money 3,834 GP 0 SP 6 CP

Temporary Gear:

Boons:

[] [] [] Champion of the Farheavens: Once again the Pathfinders have proven themselves to be the Farheavens’ greatest allies. You can check a box next to this boon as a standard action to conjure a small feathered bear to aid you use the statistics for a dire badger as though casting summon monster II with a caster level equal to your character level).

[] [] [] [] Elemental Investigator: The insight you have gained from your studies in the First World helps you channel the influence of the seasons, honing your understanding of the balance of elemental forces. You may check off the first box before this boon in spring, the second in summer, the third in autumn, and the fourth in winter, using real-world seasons. For the abilities listed below, your caster level is equal to your character level.
Spring: You can channel the essence of autumn’s harvest. This functions as goodberry, except that its target is any plant, and it causes 2d4 pumpkins to sprout that grant the berry’s typical benefits.
Summer: You can channel the essence of winter’s chill into a creature you touch. This functions as shocking grasp, except that it deals cold damage instead of electricity damage.
Autumn: You can channel the essence of spring’s growth, casting entangle as a spell-like ability.
Winter: You can channel the essence of summer’s heat, casting burning hands as a spell-like ability.
Once you have checked all four boxes, you gain access to the elf racial spell ward of the seasons (Pathfinder RPG Advanced Race Guide 29) on all of your Pathfinder Society characters as if they were elves. Your elf PCs gain a +1 bonus to their effective caster level for the purposes of this spell.

[] [] Firebreaker: You not only stopped the flames raging around Mishkar, but you also put a top to simmering regional conflucts that had long targeted the local Dragonskull goblin tribe. One of the Dragonskull goblins has decided to follow you back to the Pathfinder Society to help you in your journeys. When you would fail a skill check or ability check related to putting out a fire , or a saving throw against an effect that deals fire damage, you can check a box that precedes this boon to preroll the check. This reroll represents the goblin rushing to your aid.

[][][] Guardians of the Farheavens: You successfully reunited Dolok Darkfur with the lost god caller of the Farheavens, earning the gratitude of the mighty eidolon. You can check one of the boxes that precede this boons a standard action to affect a single bear or owl bear with a charm monster effect (DC 19; CL 8th). Alternatively, you can check a box that precedes this boon as a standard action to use bear’s endurance as a spell-like ability with a caster level equal to your character level.

Pharasma’s Blessing: Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature’s ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma if your patron deity you receive a +4 bonus on your peroll. Once this ability has been used, cross it off the Chronicle.

Ragdya’s Blessing: Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.

Remnant of the First World: One of your items has been infused with a spark of transformation from the First World, giving it unusual characteristics. Record the name of the item and its properties on the lines below. These effects do not hamper the item’s performance. If you wish to remove these effects, you may do so without cost between scenarios by encasing the item in a cold iron box for a week.
Item: Charcoal
Properties: when used, the charcoal emits a stream of tiny iridescent bubbles

Background:


Appearance and Personality: