Shocker Lizard

Zib-zib's page

65 posts. Organized Play character for soulnova.


Full Name

Zib Zib

Race

| HP 38/38 | AC 20, T 15, FF 17 | CMD 11| F +7 R +4 W +9 | Init +3 | Perc+12 Stealth+17 Nature+7 Geography+5

Classes/Levels

| Speed 30ft | Wild Shape 1/1 Place Magic 7/7 | Active Conditions: None.

Gender

He/They Grippli Menhir Savant Druid 5

About Zib-zib

Zib Zib
Male he/they Grippli druid 5 Archetypes Menhir Savant,
TN Small humanoid (grippli)
Init +3, Senses darkvision (60 ft.), Spirit Sense; Perception +12
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DEFENSE
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AC 20, touch 14, flat-footed 16 (+5 armor +1 deflection +3 Dex, +1 size )
hp 38 ((5d8)+10)
Fort +7, Ref +5, Will +9, +4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants

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OFFENSE
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Speed 30 ft. Climb 20 ft.

Frosbite touch attack +6 (10ft reach)
[dice=Tongue Rime Frosbite]1d20+6[/dice]
[dice=Non lethal cold + fatigued + entangled]1d6+5[/dice]

[dice=Scimitar+1]1d20+7[/dice]
[dice=damage]1d4-1[/dice]

[dice=Sling]1d20+6[/dice]

Special Attacks Spontaneous Casting,

Prepared Spells
Druid (CL 5th; concentration +9)
3rd-stone shape, thorny entanglement(DC 17)
2nd-barkskin, cat's grace, stone discus
1st-frostbite(2), magic fang, produce flame
0th-detect magic, guidance, spark, read magic

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TACTICS
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Before Battle: Zib Zib casts buffs just before a big battle (barkskin, resist energy, cat's grace, magic fang on klic-klac.
During Battle: If the ceiling permits, Zib Zib rides Klik-klak flying at 10ft above to stay out of reach, hovering over enemies to use his agile tongue to cast Rime Frosbite = target is fatigued (no save), and entangled for one round. Klik-klak uses lunge with his claws. If the ceiling is too low, Zib-Zib stays behind Klik-klak

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STATISTICS
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Str 8, Dex 16, Con 14, Int 10, Wis 19, Cha 10,
Base Atk +3; CMB +1; CMD 14
Feats Agile Tongue, Rime Spell, Weapon Finesse
Skills

Climb +11 [dice=Climb]1d20+11[/dice]
Fly +9 [dice=Fly]1d20+9[/dice]
Handle Animal +5 [dice=Handle Animal]1d20+5[/dice]
Heal +10 [dice=Heal]1d20+10[/dice]
Knowledge (Geography) +5 [dice=Knowledge (Geography)]1d20+5[/dice]
Knowledge (Nature) +7 [dice=Knowledge (Nature)]1d20+7[/dice]
Perception +12 [dice=Perception]1d20+12[/dice]
Ride +8 [dice=Ride]1d20+8[/dice]
Spellcraft +4 [dice=Spellcraft]1d20+4[/dice]
Stealth +17 [dice=Stealth]1d20+17[/dice]
Stealth (In hilly or rocky areas) +18 [dice=Stealth (Hilly/Rocky)]1d20+18[/dice]
Survival +13 [dice=Survival]1d20+13[/dice]
Swim +3 [dice=Swim]1d20+3[/dice]

Traits Magical Lineage (Frostbite), Highlander
Languages Common, Druidic, Grippli
SQ animal companion, darkvision, nature bond, orisons, place magic, resist nature's lure, spirit sense, toxic skin, weapon familiarity, wild shape,
Combat Gear Darkleaf Lamellar (leather) +1, Cloak of Resistance +1, Pearl of Power (1st) (1 charges), Turquoise Cracked (+1 ride), ring of protection +1, cold iron/masterwork scimitar (small), bullets, sling (10) (small), Deep Red Cracked (+2 stealth)
Other Gear backpack (masterwork) (small), spell component pouch, mwk tool, survival kit (+2 survival), compass (+2 survival), machete (+1 survival) CLW Wand, Entange Wand 2110.44 gp
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SPECIAL ABILITIES
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Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Trait Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Trait Magical Lineage (Frostbite) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Frostbite, treat its actual level as 1 lower for determining the spell's final adjusted level.

Nature Bond (Ex) At 1st level, a druid forms a bond with nature. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Place Magic (Su) You can identify and tap into ley lines in different types of terrain. As a free action, you can tap into the magic of a nearby ley line and increase your caster level by +1 for 1 round. You can use this ability 7 times per day.

Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.

Spirit Sense (Sp) You can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and you detect all of these creatures rather than trying to detect one kind.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Toxic Skin You can create a poison (Fort DC 14, 1/round for 6 rounds, 1d2 Dex damage, cure 1 save).

Weapon Familiarity (Ex) Gripplis are proficient with nets.

Wild Shape (Su) You can change shape 1 time / day for up to 5 hours. May gain climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.