Human Slayer 2 HP:23/23 AC: +7 T:+3 FF:+1 F:+4 Ref: +5 Will -1 Init +6 Perception +4 (+5 vs giant)
Hi Guys,
Recent events have had me re-evaluating my commitment to the games I'm currently involved with here on these boards.
As you've probably noticed I've had a few noticable absenses this summer, again due to the fact I've become quite
a bit more busy, usually leading to a rushed decision late at night...do I logon and get some posts in?
Ultimately, it began to feel more like a job than a hobby...<< I have to get a post in...don't want to hold the game up >>
It slowly dawned on me that I just wasn't looking forward to posting, even though I enjoy each of the games I'm in immensely.
When something you enjoy becomes something you don't, it's time to re-evaluate.
Though it's a hard decision, I've decided to take a hiatus from the boards.
Apologies to players and GMs leaving you in the lurch, so to say.
Extra thanks to GMs for allowing me in to your games.
Human Slayer 2 HP:23/23 AC: +7 T:+3 FF:+1 F:+4 Ref: +5 Will -1 Init +6 Perception +4 (+5 vs giant)
Sorry for my absense. Work and family really kicked my ass last week...
Zev follows along, glad to be free of the sqirming imp, but sad Maerra and Mysari had to leave, only pausing when he begins to see his breath in the air, "Cold." he states.
He eyes the strange skeltons warily, but stands mutely as the others shout and command the big goblin, somehow realizing that this was a kind of game, and he should "keep his damn mouth shut!!" ; as his brothers had told him many times before.
Human Slayer 2 HP:23/23 AC: +7 T:+3 FF:+1 F:+4 Ref: +5 Will -1 Init +6 Perception +4 (+5 vs giant)
With a deep breath, Zev settles back on his haunches looking at the wriggiling creature, great curiosity in his eyes. Gone is the cold calculation that was there during the combat.
Looking up at Aurica, "I'll carry the little guy..." he offers.
Human Slayer 2 HP:23/23 AC: +7 T:+3 FF:+1 F:+4 Ref: +5 Will -1 Init +6 Perception +4 (+5 vs giant)
Round 7
Zev glances at Aurica, and curtly shakes his head, "No, no cold iron." . She can't help but notice the change in his demeanour, gone is the sort of vacant gaze and dopey voice, replaced with a sharp gaze and clipped efficient words.
Turning back to the task at hand, Zev sights on the troublesome demon and fires...
Human Slayer 2 HP:23/23 AC: +7 T:+3 FF:+1 F:+4 Ref: +5 Will -1 Init +6 Perception +4 (+5 vs giant)
Initiative:1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
As Mÿsari leans back, Zev blinks , his nostrils suddenly filled with the pleasant scent of the wizard's hair. He's about to say something simple and sincere, when he realizes he hears something ahead.
"Excuse me...pardon me...." he says as he rushes forward, gently moving his big body around the slighter bodies of his companions.
Rounding the corner he see's Maerra engaged in battle with whatever is was that he heard.
Striding forward, his flail comes free from his belt and is soon whistling through the air....
Human Slayer 2 HP:23/23 AC: +7 T:+3 FF:+1 F:+4 Ref: +5 Will -1 Init +6 Perception +4 (+5 vs giant)
Zev doesn't have too much time for Tsuto's venom and threats, not quite believing that he could be Ameiko's brother. She's so pretty and nice, and he's, well...not.
Leaving Maerra, Zev shyly takes a tour of the Lonjiku manor, careful to not open any closed doors and staying to obviously public areas, not wanting to offend Ameiko's family.
He's gazing at some ornate colored window in a front vestibule when Milah and Aurica return, following the back inside.
He nods at Aurica's suggestion of locking the miscreant up with the watch.
Good, with rest then deliver Tsuto and off to the tunnel. Leveling up now...
Human Slayer 2 HP:23/23 AC: +7 T:+3 FF:+1 F:+4 Ref: +5 Will -1 Init +6 Perception +4 (+5 vs giant)
Sorry guys, hell of a week!
Once Ameiko's brother was subdued, Zev stood there uncertain. He wanted to go and run up to Ameiko and comfort her , but refrained as his friend's tended to the tian.
Only when Ameiko declares them honorary members of her family does he move, a bright smile on his face, gathering up Ameiko in a great big hug, ,"So happy you're alright!" he declares.
Putting Ameiko down relucantly, Zev turns to where Milah was going through Tsuto's possessions, "No, you take the bow, Maerra, it's nice!" Zev says.
Then he frowns as the import of the journal penetrates his thick skull, "Demon...but wasn't Nualia pretty ?"
But then he shrugs, and picks up the unconscious Tsubo, and waits for directions on where to carry him.
Human Slayer 2 HP:23/23 AC: +7 T:+3 FF:+1 F:+4 Ref: +5 Will -1 Init +6 Perception +4 (+5 vs giant)
As well, Zev peers over the other's shoulders...
Perception:3d6 + 2 ⇒ (6, 4, 1) + 2 = 13
Hey look at that! I remembers it was 3d6 !!! :)
Full Name
Zeebu Harst
Race
Half-Orc
Classes/Levels
Druid (Progenitor) 6 / Ranger (Trapper) 1
Gender
Male
Size
Medium
Age
26
Alignment
True Neutral
Deity
Bacchus-Dionysus
Languages
Common, Druidic, Orc, Sylvan
Occupation
Herbalist, Guide
Strength
14
Dexterity
20
Constitution
14
Intelligence
12
Wisdom
16
Charisma
7
About Zeebu
Background:
Zeebu was born out of two adventurers, who while exploring the Desolation ended up losing their entire party in their crusade against the demon lord Orcus. They survived and thrived, traveling the lands first as an unlikely duo of very different people - and then finally a romantic couple. Zeebu came through these times and was raised in this very erractic and nomadic environment.
He was still a child when his parents finally understood it was time to stop and retire. One last quest, they thought, one last quest to save enough to live a humble yet comfortable life. They left the infant with a trustee in a nearby circus caravan and departed with their new party... To Rappan Athuk.
They never got back, as supposed. As the months passed the caravan had to move - and the young half-Orc was taken along. If his new life was one of heavy chores and not as much adventure, yet it was somewhat a fun and fair life: the caravan was that of fey-touched men and women, worshippers of Bacchus-Dyonisus, and they shared their moments entertaining people and selling their homebrew ale. Well, and pranking people, and tricking people, and partying...
Zeebu's parents weren't mentioned at all, and as he came of age, he was already the caravan's guide, for times scouting the hard terrains before the wagons would move. He was already an accomplished herbalist, using his abilities to gather enough from the local vegetation for the brewers to get their special ales selling.
These were not easy times - despite avoid the most dangerous locations, the caravan would still constantly run into their own dangers. This forged Zeebu into a strong adventurer of his own as well, and triggered his adoptive family to finally reveal to him the truth about his parents and where they had been lost.
With the news in hand, the ranger/druid traveled away. He first navigated alone, but the lethal constant encounters with the troops of Orcus - especially undead and evil outsiders - quickly forced him to understand he had to seek a group of his own. He wasn't truly searching for his parents; he believed they were dead for over a decade. He wasn't truly seeking vengeance - it's pointless to waste his arrows on the leaves of the tree just because you can't reach the trunk. No - his journey was one of self discovery, and in such path he had been the last seven years, improving his fey-empowered abilities.
He was now back at the Desolation surrounding Tsar, carrying his father's bow and his mother's natural affinity and connections to the First World. He drank another small pint of ale and looked at the sinister graveyard. He had better find some companions, and quick - as the cold of night approached, he knew his arrows wouldn't be enough.
Role and Mechanics:
Zeebu is a "shapeshifting hunter" - a "hybrid of sorts" of ranger and druid. In a party, he works as a switch-hitter of sorts, although he's clearly more focused in using his bow from a range (usually while shapeshifted into one of several different fey creatures). His spells are more of buffing, off-healing and control, and out of combat he's also a very accomplished trapfinder and survivalist, somewhat capable of scouting as well.
I hope to keep evolving his spells on the same lines (buffing/support/off-healing) and focusing on feats and abilities to enable his ranged capabilities in combat. His shapechanging skills and favored enemies (right now, undead and evil outsiders) will also naturally grow, and this should grant him some more survivability and damage. He's never gonna be the most durable or the highest damage around, but should be efficient enough to help while covering more hybrid backup roles.
Character Sheet:
Zeebu Harst
Half-orc druid (progenitor) 6/ranger (trapper) 1 (Pathfinder RPG Ultimate Magic 65, Planar Adventures 19)
N Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +13 (+15 to notice traps and ambushes)
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +5 Dex)
hp 54 (7 HD; 6d8+1d10+14)
Fort +10 (+5 circumstance bonus vs. cold weather), Ref +12, Will +11; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey, +4 vs. fey and plant-targeted effects, +2 vs. death
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee boarding axe +10 (1d6+2/×3) or
. . boarding axe +10 (1d6+2/×3) or
. . unarmed strike +10 (1d3+5 nonlethal)
Ranged +1 adaptive seeking orc hornbow +11 (2d6+3/×3)
Special Attacks favored enemies (evil outsiders +2, undead +4), wild shape 2/day
Druid (Progenitor) Spells Prepared (CL 7th; concentration +10)
. . 3rd—greater longstrider[ACG], mad monkeys[UM], protection from energy
. . 2nd—barkskin (2), ironskin, lesser restoration
. . 1st—cure light wounds, liberating command[UC], windy escape[ARG] (2)
. . 0 (at will)—create water, grasp, guidance, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 12, Wis 16, Cha 7
Base Atk +5.5; CMB +10; CMD 23
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Precise Shot, Rapid Shot, Shapeshifting Hunter[UC]
Traits blessed of the norns (lands of the linnorm kings), fate's favored, magical knack
Skills Acrobatics +8, Disable Device +23, Fly +9, Handle Animal +8, Intimidate +0, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (nature) +11, Perception +13 (+15 to notice traps and ambushes), Profession (herbalist) +10, Spellcraft +5, Stealth +9, Survival +15; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc, Sylvan
SQ fey-taken, finesse weapon attack attribute, half-orc druid, infused summoning, nature sense, orc blood, primal bond, track +1, trackless step, trapfinding +1, wild empathy +7, woodland stride
Combat Gear durable arrow (200); Other Gear mwk leaf armor[ISWG], adaptive seeking orc hornbow, arrows (200), boarding axe, boarding axe, agile amulet of mighty fists, goggles of minute seeing, ioun torch ioun stone[APG], muleback cords[APG], traveler's any-tool[UE], bedroll, belt pouch, blanket[APG], cold weather outfit, flint and steel, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, spell component pouch, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 3 gp, 8 sp, 5 cp
--------------------
Tracked Resources
--------------------
Armor Attunement (1/day) - 0/1
Arrow, durable - 0/200
Arrows - 0/200
Primal Magic Bond (2/day) - 0/2
Trail rations - 0/5
Weapon Attunement (1/day) - 0/1
Wild Shape (7 hours, 2/day) (Su) - 0/2
--------------------
Special Abilities
--------------------
+2 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. undead foes.
Fey Foundling Magical healing works better on you
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Infused Summoning (3 fast healing) (Ex) Summon nature's ally grants summons listed fast healing.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Primal Bond (Ex) Treat type as own or fey (whichever better).
Primal Magic Bond (2/day) Swift action, concentration (DC 20 + 2x spell level) to cast free spell. On fail, wild magic surge and staggered 1 rd.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sacred Tattoo +1 to all saves.
Shapeshifting Hunter Add your druid and ranger levels for favored enemy
Track +1 Add the listed bonus to Survival checks made to track.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (7 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Character Sheet (Shapeshifted to Tiger):
Zeebu Harst
Half-orc druid (progenitor) 6/ranger (trapper) 1 (Pathfinder RPG Ultimate Magic 65, Planar Adventures 19)
N Large humanoid (human, orc)
Init +4; Senses low-light vision, scent; Perception +13 (+15 to notice traps and ambushes)
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+1 deflection, +4 Dex, +4 natural, -1 size)
hp 54 (7 HD; 6d8+1d10+14)
Fort +8 (+5 circumstance bonus vs. cold weather), Ref +9, Will +9; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey, +4 vs. fey and plant-targeted effects, +2 vs. death
--------------------
Offense
--------------------
Speed 40 ft.
Melee (M) boarding axe +6 (1d6+4/×3) or
. . (M) boarding axe +6 (1d6+4/×3) or
. . unarmed strike +8 (1d4+4 nonlethal) or
. . bite +8 (2d6+4 plus grab), 2 claws +8 (2d4+4 plus grab)
Ranged (M) +1 adaptive seeking orc hornbow +7 (2d6+5/×3)
Space 10 ft.; Reach 5 ft.
Special Attacks favored enemies (evil outsiders +2, undead +4), pounce, wild shape 2/day
Druid (Progenitor) Spells Prepared (CL 7th; concentration +10)
. . 3rd—greater longstrider[ACG], mad monkeys[UM], protection from energy
. . 2nd—barkskin (2), ironskin, lesser restoration
. . 1st—cure light wounds, liberating command[UC], windy escape[ARG] (2)
. . 0 (at will)—create water, grasp, guidance, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 14, Int 12, Wis 16, Cha 7
Base Atk +5.5; CMB +10 (+14 grapple); CMD 25
Feats Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Precise Shot, Rapid Shot, Shapeshifting Hunter[UC]
Traits blessed of the norns (lands of the linnorm kings), fate's favored, magical knack
Skills Acrobatics +7 (+11 to jump), Disable Device +22, Fly +6, Handle Animal +8, Intimidate +0, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (nature) +11, Perception +13 (+15 to notice traps and ambushes), Profession (herbalist) +10, Spellcraft +5, Stealth +4, Survival +15; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc, Sylvan
SQ fey-taken, finesse weapon attack attribute, half-orc druid, infused summoning, nature sense, orc blood, primal bond, track +1, trackless step, trapfinding +1, wild empathy +7, woodland stride
Combat Gear durable arrow (200); Other Gear mwk leaf armor[ISWG], adaptive seeking orc hornbow, arrows (200), boarding axe, boarding axe, agile amulet of mighty fists, goggles of minute seeing, ioun torch ioun stone[APG], muleback cords[APG], traveler's any-tool[UE], bedroll, belt pouch, blanket[APG], cold weather outfit, flint and steel, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, spell component pouch, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 3 gp, 8 sp, 5 cp
--------------------
Tracked Resources
--------------------
Armor Attunement (1/day) - 0/1
Arrow, durable - 0/200
Arrows - 0/200
Primal Magic Bond (2/day) - 0/2
Trail rations - 0/5
Weapon Attunement (1/day) - 0/1
Wild Shape (7 hours, 2/day) (Su) - 0/2
--------------------
Special Abilities
--------------------
+2 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. undead foes.
Fey Foundling Magical healing works better on you
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Grab: Bite or Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Infused Summoning (3 fast healing) (Ex) Summon nature's ally grants summons listed fast healing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Primal Bond (Ex) Treat type as own or fey (whichever better).
Primal Magic Bond (2/day) Swift action, concentration (DC 20 + 2x spell level) to cast free spell. On fail, wild magic surge and staggered 1 rd.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shapeshifting Hunter Add your druid and ranger levels for favored enemy
Track +1 Add the listed bonus to Survival checks made to track.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (7 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Character Sheet (Shapeshifted to Vilderavn):
Zeebu Harst
Half-orc druid (progenitor) 6/ranger (trapper) 1 (Pathfinder RPG Ultimate Magic 65, Planar Adventures 19)
N Medium humanoid (human, orc)
Init +5; Senses low-light vision; Perception +13 (+15 to notice traps and ambushes)
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 15 (+4 armor, +1 deflection, +5 Dex, +1 dodge)
hp 61 (7 HD; 6d8+1d10+21)
Fort +9 (+5 circumstance bonus vs. cold weather), Ref +11, Will +9; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey, +4 vs. fey and plant-targeted effects, +2 vs. death
--------------------
Offense
--------------------
Speed 60 ft., fly 30 ft. (average)
Melee boarding axe +11/+11 (1d6+3/×3) or
. . boarding axe +11/+11 (1d6+3/×3) or
. . unarmed strike +11/+11 (1d3+5 nonlethal) or
. . bite +11 (1d8+5/18-20), 2 claws +11 (1d6+5)
Ranged +1 adaptive seeking orc hornbow +12/+12 (2d6+4/×3)
Special Attacks favored enemies (evil outsiders +2, undead +4), wild shape 2/day
Druid (Progenitor) Spells Prepared (CL 7th; concentration +10)
. . 3rd—greater longstrider[ACG], mad monkeys[UM], protection from energy
. . 2nd—barkskin (2), ironskin, lesser restoration
. . 1st—cure light wounds, liberating command[UC], windy escape[ARG] (2)
. . 0 (at will)—create water, grasp, guidance, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 16, Int 12, Wis 16, Cha 7
Base Atk +5.5; CMB +11; CMD 25
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Precise Shot, Rapid Shot, Shapeshifting Hunter[UC]
Traits blessed of the norns (lands of the linnorm kings), fate's favored, magical knack
Skills Acrobatics +8 (+20 to jump), Disable Device +23, Fly +9, Handle Animal +8, Intimidate +0, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (nature) +11, Perception +13 (+15 to notice traps and ambushes), Profession (herbalist) +10, Spellcraft +5, Stealth +9, Survival +15; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc, Sylvan
SQ change shape (Small or Medium humanoid, peryton[B2], wolf, or dire wolf, alter self or beast shape III), fey-taken, finesse weapon attack attribute, half-orc druid, infused summoning, nature sense, orc blood, primal bond, track +1, trackless step, trapfinding +1, wild empathy +7, woodland stride
Combat Gear durable arrow (200); Other Gear mwk leaf armor[ISWG], adaptive seeking orc hornbow, arrows (200), boarding axe, boarding axe, agile amulet of mighty fists, goggles of minute seeing, ioun torch ioun stone[APG], muleback cords[APG], traveler's any-tool[UE], bedroll, belt pouch, blanket[APG], cold weather outfit, flint and steel, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, spell component pouch, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 3 gp, 8 sp, 5 cp
--------------------
Tracked Resources
--------------------
Armor Attunement (1/day) - 0/1
Arrow, durable - 0/200
Arrows - 0/200
Primal Magic Bond (2/day) - 0/2
Trail rations - 0/5
Weapon Attunement (1/day) - 0/1
Wild Shape (7 hours, 2/day) (Su) - 0/2
--------------------
Special Abilities
--------------------
+2 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
Agile Maneuvers Use DEX instead of STR for CMB
Change Shape (alter self or beast shape III) (Su) You can change your form.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. undead foes.
Fey Foundling Magical healing works better on you
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (30 feet, Average) You can fly!
Infused Summoning (3 fast healing) (Ex) Summon nature's ally grants summons listed fast healing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Primal Bond (Ex) Treat type as own or fey (whichever better).
Primal Magic Bond (2/day) Swift action, concentration (DC 20 + 2x spell level) to cast free spell. On fail, wild magic surge and staggered 1 rd.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shapeshifting Hunter Add your druid and ranger levels for favored enemy
Track +1 Add the listed bonus to Survival checks made to track.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (7 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Character Sheet (Shapeshifted to Wild Hunt Monarch):
Zeebu Harst
Half-orc druid (progenitor) 6/ranger (trapper) 1 (Pathfinder RPG Ultimate Magic 65, Planar Adventures 19)
N Medium humanoid (human, orc)
Init +5; Senses low-light vision, scent; Perception +13 (+15 to notice traps and ambushes)
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +5 Dex)
hp 61 (7 HD; 6d8+1d10+21)
Fort +9 (+5 circumstance bonus vs. cold weather), Ref +10, Will +9; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey, +4 vs. fey and plant-targeted effects, +2 vs. death
--------------------
Offense
--------------------
Speed 50 ft.
Melee boarding axe +10 (1d6+3/×3) or
. . boarding axe +10 (1d6+3/×3) or
. . unarmed strike +10 (1d3+5 nonlethal) or
. . gore +10 (1d8+7)
Ranged +1 adaptive seeking orc hornbow +11 (2d6+4/×3)
Special Attacks favored enemies (evil outsiders +2, undead +4), wild shape 2/day
Druid (Progenitor) Spells Prepared (CL 7th; concentration +10)
. . 3rd—greater longstrider[ACG], mad monkeys[UM], protection from energy
. . 2nd—barkskin (2), ironskin, lesser restoration
. . 1st—cure light wounds, liberating command[UC], windy escape[ARG] (2)
. . 0 (at will)—create water, grasp, guidance, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 16, Int 12, Wis 16, Cha 7
Base Atk +5.5; CMB +10; CMD 24
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Precise Shot, Rapid Shot, Shapeshifting Hunter[UC]
Traits blessed of the norns (lands of the linnorm kings), fate's favored, magical knack
Skills Acrobatics +8 (+16 to jump), Disable Device +23, Fly +9, Handle Animal +8, Intimidate +0, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (nature) +11, Perception +13 (+15 to notice traps and ambushes), Profession (herbalist) +10, Spellcraft +5, Stealth +9, Survival +15; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc, Sylvan
SQ fey-taken, finesse weapon attack attribute, half-orc druid, infused summoning, nature sense, orc blood, primal bond, track +1, trackless step, trapfinding +1, wild empathy +7, woodland stride
Combat Gear durable arrow (200); Other Gear mwk leaf armor[ISWG], adaptive seeking orc hornbow, arrows (200), boarding axe, boarding axe, agile amulet of mighty fists, goggles of minute seeing, ioun torch ioun stone[APG], muleback cords[APG], traveler's any-tool[UE], bedroll, belt pouch, blanket[APG], cold weather outfit, flint and steel, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, spell component pouch, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 3 gp, 8 sp, 5 cp
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Tracked Resources
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Armor Attunement (1/day) - 0/1
Arrow, durable - 0/200
Arrows - 0/200
Primal Magic Bond (2/day) - 0/2
Trail rations - 0/5
Weapon Attunement (1/day) - 0/1
Wild Shape (7 hours, 2/day) (Su) - 0/2
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Special Abilities
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+2 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. undead foes.
Fey Foundling Magical healing works better on you
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Infused Summoning (3 fast healing) (Ex) Summon nature's ally grants summons listed fast healing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Primal Bond (Ex) Treat type as own or fey (whichever better).
Primal Magic Bond (2/day) Swift action, concentration (DC 20 + 2x spell level) to cast free spell. On fail, wild magic surge and staggered 1 rd.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shapeshifting Hunter Add your druid and ranger levels for favored enemy
Track +1 Add the listed bonus to Survival checks made to track.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (7 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.