
Wildspeaker Ullder |
Backstory in the works but here is Wildspeaker Ullder
Male wildspeaker druid 20
CG Large monstrous humanoid
Init +6; Senses darkvision 60 ft.; Perception +30
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Defense
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AC 26, touch 17, flat-footed 23 (+8 armor, +5 deflection, +3 Dex, +1 natural, -1 size)
hp 239 (20d8+136)
Fort +23, Ref +17, Will +24; +4 vs. fey and plant-targeted effects
Immune poison
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Offense
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Speed 40 ft.
Melee +3 mythic bane shock scythe +23/+18/+13 (2d6+30/×4 plus 1d6 electricity+2d6 vs. mythic subtype)
Space 10 ft.; Reach 10 ft.
Special Attacks wild shape at will
Druid Spells Prepared (CL 20th; concentration +27)
9th—shapechange, storm of vengeance (DC 27), summon nature's ally IX, world wave[APG]
8th—frightful aspect[UC], frightful aspect[UC], frightful aspect[UC], frightful aspect[UC]
7th—control weather, fire storm (DC 24), transmute metal to wood, vortex[APG] (DC 24)
6th—move earth, communal stoneskin[UC], summon nature's ally VI, terraform
5th—animal growth (DC 22), animal growth (DC 22), aspect of the wolf[APG], call lightning storm (DC 22)
4th—aspect of the stag[APG], aspect of the stag[APG], ice storm, strong jaw[APG] (DC 21), strong jaw[APG] (DC 21)
3rd—dominate animal (DC 20), greater longstrider[ACG], greater magic fang, resinous skin[UC], resinous skin[UC]
2nd—barkskin, bear's endurance, communal endure elements[UC], spider climb, summon nature's ally II
1st—call animal[APG], call animal[APG], cure light wounds, longstrider, pass without trace
0 (at will)—detect magic, light, read magic, stabilize
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Statistics
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Str 30, Dex 22, Con 22, Int 10, Wis 25, Cha 8
Base Atk +15; CMB +22; CMD 47
Feats Augment Summoning, Combat Casting, Divine Interference[UM], Natural Spell, Performance Weapon Mastery[UC], Planar Wild Shape[UC], Power Attack, Powerful Shape[UM], Savage Display[UC], Spell Focus (conjuration), Spell Penetration, Superior Summoning[UM], Wild Speech[UM]
Traits gifted adept, scholar of the great beyond
Skills Acrobatics +6 (+10 to jump), Climb +18, Fly +22, Handle Animal +14, Knowledge (nature) +10, Knowledge (planes) +9, Perception +30, Spellcraft +8, Survival +27, Swim +17; Racial Modifiers +2 Handle Animal
Languages Common, Common, Druidic
SQ a thousand faces, animal-minded, nature bond (scorpion, giant named animal companion), nature sense, timeless body, trackless step, wild empathy +21, woodland stride
Combat Gear ring of three wishes, scroll of communal protection from energy (CL 9th), staff of conjuration, wand of cure critical wounds; Other Gear +5 wild darkwood wooden armor, +3 mythic bane shock scythe, bag of holding iv, belt of physical perfection +6, cloak of resistance +5, headband of inspired wisdom +6, manual of gainful exercise +5, ring of protection +5, tome of understanding +5, backpack, belt pouch, blanket, feed (per day) (5), flint and steel, holly and mistletoe, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 1,310 gp
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Special Abilities
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A Thousand Faces (At will) (Su) Can change your appearance at will while in your normal form, as alter self.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal-Minded This race has a +2 racial bonus on Handle Animal and wild empathy checks.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Gifted Adept (Call Animal) A chosen spell gets +1 CL.
Immunity to Poison You are immune to poison.
Natural Spell You can cast spells while in Wild Shape.
Performance Weapon Mastery All weapons you are proficient with act as if they had the performance quality
Planar Wild Shape May add the celestial or fiendish template to your animal form
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Shape While in wild shape, you are treated as one size category larger
Savage Display Gain +2 on Performance checks and +1d6 on damage rolls
Scroll of communal protection from energy (CL 9th) Add this item to create a scroll with spells on it.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Timeless Body (Middle Age) (Ex) You no longer take ability score penalties from aging.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +21 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (At will) (Su) Shapeshift into a different creature one or more times per day.
Wild Speech Speak while in wild shape
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Animal Companion
Giant scorpion (Pathfinder RPG Ultimate Magic)
N Large vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +0
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Defense
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AC 28, touch 12, flat-footed 25 (+3 Dex, +16 natural, -1 size)
hp 131 (+48)
Fort +13, Ref +8, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee 2 claws +20 (1d6+9 plus grab), sting +20 (1d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks poison
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Statistics
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Str 29, Dex 16, Con 16, Int —, Wis 10, Cha 2
Base Atk +12; CMB +22 (+26 grapple); CMD 35 (47 vs. trip)
Feats Multiattack
Skills Acrobatics +3 (+7 to jump)
SQ devotion, improved evasion, multiattack / extra attack
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Poison: Sting-injury (DC 21) (Ex) Poison—Injury; save Fort DC 21; freq 1/rd for 6 rds; effect 1d2 Str; cure 1 save.
Tremorsense (60 feet) Sense things and creatures without seeing them.