Boggard Hunter

Wogga's page

No posts. Alias of gemmik.


Full Name

Wogga

Race

| HP: 8/8 | AC 17 (T14, FF 14) | CMB: -1 CMD: 12 | F:+2 R:+3 W:+4 | Init +3 | Perc +2, SM +2, Social -1

Classes/Levels

| Speed 30 ft., Climb 20 ft. | Spells: 1st: 2/2 | Druidic Herbalism: 2/2 | Active Conditions: None

Languages

Common, Druidic, Grippli

Strength 10
Dexterity 16
Constitution 11
Intelligence 10
Wisdom 15
Charisma 8

About Wogga

Wogga thinks Polly is silly! Bugs are the best! She’s very frog-like. Often licks her eyes and croaks.

Statistics:

Wogga
Female Grippli Druid (swamp druid) 1
N Small Humanoid (grippli)
Init +3; Senses Darkvision 60 ft., Perception +2

------------------------------
DEFENSE
------------------------------
AC 17, touch 14, flat-footed 14 (+3 armour, +3 Dex, +1 size)
hp 8 (1d8)
Fort +2, Ref +3, Will +4

------------------------------
OFFENSE
------------------------------
Speed 30 ft., Climb 20 ft.
Melee dagger +1 (1d3/19-20)
Ranged sling +4 (1d3)

Druidic Herbalism
2/day cure light wounds, cure light wounds

Spells Prepared (CL 1st, Concentration +3)
1st—entangle, hide from animals
0—chameleon scales, detect poison, purify food and drink

------------------------------
STATISTICS
------------------------------
Str 10, Dex 16, Con 11, Int 10, Wis 15, Cha 8
Base Atk +0; CMB -1; CMD 12
Traits savage
Feats Athletic
Skills Climb +6 (1R), Knowledge (nature) +7 (1R), Stealth +11 (+4 in swamp and forest) (1R), Survival +9 (1R), Swim +6 (1R)
(5 points; 4 class, 0 INT, 0 race, 1 favoured class)
Abilities camouflage, nature bond (druidic herbalism), nature sense, orisons, spontaneous summon nature’s ally, swamp stride, wild empathy
Proficiencies light, medium, shields (non-metal), club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear
Languages Common, Druidic, Grippli

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.

Druidic Herbalism: A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.
…A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Savage - You were born and raised in untamed lands far from civilization. You learned to survive in the elements among brutal humanoids and beasts. You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you.

Swamp Stride (Ex): A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.

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 Using Skills). 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, influencing an animal in this way takes 1 minute but, as with influencing 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.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear dagger, sling, bullets (10)
Possessions leaf armour
Money 0 GP 0 SP 0 CP