Male Human (Lergeni) Druid (Green Scourge, Fungal Pilgrim) 10
NE Medium Humanoid (Human, Evil, Extraplanar)
Init:+5 Senses: Darkvision 60ft, Scent, Perception +21, Survival +18.
Age:23 Height:5ft.10in Weight:175 lb
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DEFENSE
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AC 23, Touch 14, Flat-footed 19 (+7 Armour, +4 Dex, +0 Shield, Natural Armour +2, Deflection +0, Misc +0)
Hp 104(8d8+40)
Fort +13, Ref +9, Will +17
Immunities:
Weaknesses:
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OFFENSE
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Speed
30ft land speed.
Melee
..(+1 Mithral Keen Scimitar) +14/9(1d10+7, 15-20/x2)
..(+1 coldiron darkwood shortspear) +14/9(1d10+10,x2)
..Unarmed strike +13/8(1d10+6,x2) or Unarmed strike +13/8(1d12+9,x2)
..2 Vines +8(1d10+3,x2)
Ranged Druid Prepared spells:(CL 10; Concentration +18)
..4th (3/day): Cure serious wounds, Explosion of rot, Grove of Respite.
..3rd (4/day): Burst of Nettles, Call lightning, Bloodspear, Thorny Entanglement.
..2nd (5/day): Aggressive Thundercloud, Barkskin, Bear's endurance, Vine strike, Wilderness soldiers.
..1st (6/day): (2) Cure light wounds, Endure elements, (2) Snowball(dc 18), Ray of Enfeeblement(dc 18).
..0 (at-will): Create water, Disrupt undead, Detect magic, Enhance diplomacy.
Domain: Destruction and Death. Domain spells and slots: 1st—true strike, 2nd—Shatter, 3rd—rage, 4th—Death ward, 5th—Slay living.
Curses: Deaf, Lame, Wasting.
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STATISTICS
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Str 22, Dex 18, Con 20, Int 16, Wis 24, Cha 12
Base Atk +7; CMB +13; CMD 27
Traits
..Boarded in the Shackles: +1 to reflex saving throws.
..Abendego Spellpiercer: +2 trait bonus on concentration checks when spellcasting.
..Tactician: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Feats
Human Bonus feat
..Shade of the Woodlands
Odd leveled feats
..1: Unhallowed shade of the umbral wood.
..3: Welcome pain.
..5: Improved unarmed strike
..7: Thorn-wreathed shade of the umbral wood.
Even leveled feats
..2: Iron will
..4: Shifted shade of the umbral wood.
..6: Unhallowed shade of the umbral wood.
..8: Tidalwave of Rot.
Oracle curse feat
..Silent spell.
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Skills
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Class skills Skills: 9 per level, Max skills points=73
..Climb +15 (Ability +6, Rank +6, Class +3)
..Diplomacy +9 (ability +1, rank +8)
..Fly +15 (Ability +4, Rank +8, Class +3)
..Heal +16 (Ability +7, Rank +6, Class +3)
..Knowledge Dungeoneering +14 (Ability +3, Ranked +6, Class +3, Druid +2)
..Knowledge Nature +14 (Ability +3, Rank +8, Class +3)
..Perception +21 (Ability +7, Rank +8, Class +3, Curse +3)
..Sense Motives +9 (Ability +7, Rank +2)
..Spellcraft +14 (Ability +3, Rank +8, Class +3)
..Survival +18 (Ability +7, Rank +8, Class +3)
..Swim +14 (Ability +6, Rank +5, Class +3)
Background skills
..Handle Animals +6 (Ability +1, Rank +2, Class +3)
..Linguist +8 (Ability +3, Rank +5)
..Knowledge Geography +10 (Ability +3, Rank +2, Class +3)
..Knowledge History +4 (Ability +3, Rank +1)
..Knowledge Nobility +4 (Ability +3, Rank +1)
..Profession Astrologer +12 (Ability +7, Rank +2, Class +3)
..Profession Astronomer +12 (Ability +7, Rank +2, Class +3)
..Sleight of hand +8 (Ability +4, Rank +1, Class +3)
Non-Standard Skill Bonuses
..Aberration Sense: +2 bonus on Knowledge (Dungeoneering) checks.
..Deaf Curse: +3 competence bonus on Perception checks that do not rely upon hearing.
Languages: Aboleth, Aklo, Common, Draconic, Druidic, Polyglot, Sylvan, Treant, Vegepygmy, Read lips.
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GEAR/POSSESSIONS
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Combat Gear: +2 Nimble Black dragonhide Agile breastplate, +1 Mithral Keen Scimitar, +1 Coldiron tipped darkwood shortspear.
Worn Gear: +2 Nimble black dragonhide agile breastplate, Mossy cloak of resistance +1, Darkleaf cloth Druidic clothing, Masterwork backpack.
Inventory:
Carrying Capacity Light 200 lb. Medium 400 lb. Heavy 600 lb.
Current Load Carried 40 lb.
Coins Pp:00 Gp:23 Sp:00 Cp:00
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OTHER INFORMATION
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Favored Class Bonuses
Briar-Branced Racial abilities and special abilities:
Briar-Braced Humans
Briar-Braced Humans are the result of humans living near sites of ancient primeval nature, powerful druid groves or blessing of gods of the natural world.
.Type: Briar-Braced Humans are humanoids 0RP
.size: Briar-Braced Humans have a base speed of 30 feet. 0 RP
.Languages: Briar-Braced Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). 1 RP
.Bonus Feat: select one extra feat at 1st level. 4 RP
.Skilled: gain an additional skill rank at first level and one additional rank whenever they gain a level. 4 RP
.Advanced stats: (+4 Con, -2 str, +2 int, +2 wis, +2 cha ) 4 RP
.Natural armor +1 2RP
.Imp naturalk armor +1 1RP
.Fast +1RP
.Tree Speech +2 RP
18RP used.
Special Abilities
Shifting shade of the umbral wood.
Beneft: Your animal companion gains an evolution pool as if it were an eidolon, with a class level
equal to one half your druid level, rounded down
[minimum 1]. You and your animal companion
gain the evil and extraplanar subtypes; you are both
considered evil outsiders in addition to all other
types for purposes of smite, bane weapons, favored
enemy and other attacks. Your animal companion
does not gain any other restrictions or benefts
of an eidolon, such as evasion, additional feats,
enhanced Strength or Dexterity scores, nor vulnerability to banishment or dismissal. You may change your animal companion’s evolutions any time you
gain a new level or gain a new animal companion.
You gain the class feature of aspect and life
link with your animal companion; your animal
companion gains the link extraordinary ability,
and as you advance in level you gain the following
summoner class abilities, which apply to your companion as if it were an eidolon: 3rd— bond senses;
7th—maker’s call; 11th—greater aspect; 15th—life
bond. In addition, you add the following spells to
your druid spell list: 3rd—evolution surge, lesser;
4th—evolution surge; 5th—transmogrify; 6th—
evolution surge, greater.
Aspect
Aspect (Su)
At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.
Evolutions
Tentacle (Ex): The eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once. Taken twice.
Thorn-wreathed shade of the umbral wood.
Benefit: All unarmed strikes and natural attacks
you make, in any form, deal piercing damage in
addition to all normal types. You lose all use of the
nature bond class feature, sacrifcing your animal
companion or your domain, though you are still
considered to have this class ability for purposes of
archetypes, prestige classes and other rule effects.
All of your unarmed strikes and natural attacks
deal a minimum damage equal to that of a monk
of your level and size; thus, an 8th-level Medium
druid would deal 1d10 base damage with a normal
unarmed strike, and deal 1d10 base damage when
in the form of a Medium air elemental, rather
than 1d6 as normal. Upon reaching 10th level, this
same druid would deal 2d8 base damage while in
the form of a Large air elemental, and this damage
would increase to 3d6 at 12th level.
If you have the Shifting Shade of the Umbral
Wood feat, you may apply the evolution points due
to your animal companion to yourself, as per the
normal rules of the aspect ability.
You are highly susceptible to thirst, even if you
become undead, and must drink 10 gallons of water
or one gallon of blood each day to avoid dehydration; if you become fatigued due to thirst, you lose
all benefts of this feat until such time as you drink
again. In addition, you are considered a living plant
creature for purposes of favored enemy, smite, bane
weapons and spells such as antilife shell and horrid
wilting, although you gain no benefts of the creature type.
Unhallowed shade of the umbral wood.
Benefit: choose one of the following Domains
or Sub-Domains. You gain the powers and spells
granted by the domain, as a cleric of your druid
level; you also receive additional domain spell slots,
just like a cleric. You must prepare the spell from
this domain in this slot, and this spell cannot be
used to cast a spell spontaneously: Darkness, Death,
Destruction, Evil, Loss, Murder, Night, Torture,
Undead
Alternatively, you may gain the bonus spells and
bloodline powers of the Shadow bloodline as a
sorcerer of your druid level, using Wisdom in place
of Charisma. These bonus spells are added to your
druid spell list.
In addition, choose and apply one of the following oracle curses: Blackened, Clouded Vision, Consumed, Deaf, Lame, Legalistic, Wasting.
Special: this feat may be taken multiple times;
you gain access to another of the listed Domains,
including additional spell slots or spells, and suffer
an additional self-inflicted curse.
Domains Destruction Domain:
Granted Powers
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Death’s Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
Bloodline Powers: Your benighted heritage infuses your mastery of magic with the essence of shadowstuff.
Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.
Oracle Curses Deaf Curse
You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.
At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2.
At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf.
Lame Curse
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
At 5th level, you are immune to the fatigued condition (but not exhaustion).
At 10th level, your speed is never reduced by armor.
Wasting
You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.
At 5th level, you are immune to the sickened condition (but not nauseated).
At 10th level, you gain immunity to disease.
Tidalwave of Rot
Prerequisite: Any evil alignment, druid level 1st.
Beneft: You are no longer prohibited from
wearing metal armor; in addition, you are always
considered to be Neutral Evil for purposes of your
druid class levels, although you must still fulfll the
alignment restrictions of any other class you take,
such as antipaladin.
Godbound:
Universal gifts
Fray Die: 1d8 Inflict this damage every round to lesser enemies
Divine Fury: Unused When killed, come back with 1/2 HP, +8 Effort and no restrains, for 8 rounds
Effort: 2
Might word: Gain a Strength score of 19 and a +4 attribute modifier for Strength.
.Fists of black iron: The Godbound's unarmed and weapon attacks are fueled by their tremendous strength. One-handed weapons do 1d10 damage in their hands, and two-handed ones or unarmed attacks made with both
hands free inflict 1d12. These attacks count as magical weapons. 1 gift
.Shoulders as wide as the world:Commit Effort. The Godbound can pick up any object no larger than a warship and carry it at their normal movement rate. The gift allows the object to hold together and the Godbound to avoid sinking into the earth, but the object is too unwieldy to use for violent ends. 1 gift
.Stronger than you: Whenever the Godbound is in an opposed Strength check or contest against another creature or opposing it in a grapple or other exercise of strength, the Godbound always wins. If two Godbound with this
gift struggle, the test is resolved normally. As an action, the Godbound
can confer the benefits of this gift on an ally for one contest or action. 1 gift
Endurance word: Heroes of Endurance need not eat, sleep, drink, or breathe, and may set their Constitution score to 16, or 18 if it’s already 16 or higher.
Elemental Scorn: Pick heat, cold, lightning, or some other form of energy. You have an invincible defense against it in all its forms. As an On Turn action, you can Commit Effort to extend this defense to every ally within a hundred yards. You may take this gift more than once to gain immunity to other elements; a single Commitment can extend all your defenses. Taken twice: Fire and Acid. 2 gifts.
Universal Words
Excellence of the Word:
+2 To str, rasing it from 19 to 21. 1 gift
Class features:
Spells
A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
A green scourge can lose a prepared 1st- or 2nd-level spell in order to cast shillelagh or flame blade, respectively. She can instead choose to lose a higher-level spell in order to increase the enhancement bonus of her shillelagh, or to add any of the following weapon special abilities to her shillelagh or flame blade: bane (aberrations only), frost, mighty cleaving, returning, shock, throwing, or vicious. If the target weapon is a quarterstaff, these bonuses apply to only one of its ends. If a flame blade gains the frost or shock special ability, the base damage of the spell changes to match the energy type; neither a flame blade nor shillelagh can gain both of these special abilities. A green scourge cannot add the throwing property to a flame blade unless she also adds the returning property.
When adding weapon special abilities or increasing the enhancement bonus, the final level of the spell expended is 1 higher than the base spell level (2nd for shillelagh and 3rd for flame blade), increased by the additional special abilities’ total base price modifier. For example, creating an aberration–bane vicious flame blade requires spending a 5th-level spell slot, which also counts as a 5th-level spell for purposes of dispelling.
Chaotic, Evil, Good, and Lawful Spells
A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons (Sp)
Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages
A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet
Devotion to Ascension (Ex)
A fungal pilgrim must select the Plant domain for her nature bond if she does not select an animal companion.
Aberration Sense (Ex)
At 1st level, a green scourge adds Knowledge (dungeoneering) to her class skills and gains a +2 bonus on Knowledge (dungeoneering) checks.
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. 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 able to study each other, which means that they 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.
Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Scentless (Ex)
At 3rd level, a green scourge cannot be detected or tracked with the scent ability or any other special senses that rely on acute smell. She can choose to exude a scent if desired.
Resist Unnatural Influence (Ex)
At 4th level, a green scourge gains a +4 bonus on saving throws against aberrations’ spell-like abilities, supernatural abilities, and poisons.
Fungal Companion
At 4th level, a fungal pilgrim who selected an animal companion for her nature bond initiates a transformation in her companion. The animal companion gains the fungal creature template, but does not gain the create spawn, poison spore cloud, and poisonous blood special attacks. At 10th level, the animal companion gains the poisonous blood special attack. At 14th level, the animal companion gains the poison spore cloud special attack. At 20th level, the animal companion gains the create spawn special attack; created spawn are under the control of the fungal pilgrim. Spawn created in this way last for only 48 hours before rotting away.
This ability replaces wild shape if the fungal pilgrim selected an animal companion as her nature bond.
Appearance and Personality:
Zorakir once looked like a proud man of the once great kingdom of Lirgen. Tall, broad shouldered, raven haired with bronze skinned scattered with freckles and green eyes as prestine and deep as the Abendengo bay.
Zorakir is the former husk of his once self, undergoing a wicked transformation, both by the torturerous tribesmen of Smuggler’s Shiv and by the will of Zon-Kuthon. His skin becoming a sickly pale bronze, veins turning black althroughout his body. The visible blacken veins in his face form what appears to be a root system, traiting off a little bit under his sunken eyes giving off the appearance of black tear trails. His most grisly feature of his transformation are the jagged vines that run in tandem with his black veins, wrapping around his muscles and bones, blooming in long pale needles through your skin. Two of these sprout out of his back, embedded within his troubled brow is a living wreath of thorns.
Background:
Zorakir was born in the drowned city of Hyrantam, born to a brilliant couple and members of the Saoc Brethren. Following in his parents footsteps, Zorakir was taught from an early age the importance of the stars and the heavens, one of the last vestiges of Lirgeni culture. The stars provided them answers for years, perhaps the stars could give them answers on how to stop the Eye of Abendego and restore Lirgen to its former glory. When Zorakir was in in his early teens, he departed Hyrantam with his oracle mother to Jaha, the great white walled city and last refuge of the Lirgeni people found within the northern part of the Mwangi Jungle in the Mwangi Expanse.
One night, Zorakir was plagued by nightmares as much many of the residents of Jaha. In his dreams he witness someone or something in the darkness. He awoke in a cold sweat, his body was wracked in pain but there was not a single wound on his body. within 10 years he underwent training to become a druid, using his knowledge of nature and natural magic to help map the skys and hopefully find a way to restore Lirgeni. Continued to be plagued by his nightmare, Zorakir snuck into the domed temple. Nearly caught by both guards and scholars, he made it into the observatory with the great telescope. Peering into it, he found something that he dare not speak of.