DS:Nardu Miri-miri: Difference between revisions
From Drinking and Dragons
Wizardoest (talk | contribs) mNo edit summary |
Wizardoest (talk | contribs) fixing skills |
||
Line 54: | Line 54: | ||
*<span style="color:grey;">6th: Natural Spell</span> | *<span style="color:grey;">6th: Natural Spell</span> | ||
*<span style="color:grey;">9th: Multiattack? Leadership with animal cohort?</span> | *<span style="color:grey;">9th: Multiattack? Leadership with animal cohort?</span> | ||
'''Skills''' Concentration + | '''Skills''' Concentration +7; Knowledge (Nature) +6; Handle Animal +9; Heal +8; Listen +10; Spot +10; Survival +9<br/> | ||
<!-- ===================== | <!-- ===================== | ||
Druid 1: 16+4hu+ | Druid 1: 16+4hu+4int (24 -- 4 each to Conc, K-Nature, Handle, Listen, Spot, & Survival) | ||
Druid 2: 4+1hu+1int (6) | Druid 2: 4+1hu+1int (6 -- 1 each to the list above) | ||
Druid 3: 4+1hu+1int (6) | Druid 3: 4+1hu+1int (6 -- 1 each to Listen, Spot; 4 to Heal) | ||
-------------- | -------------- | ||
Total: 33 | Total: 33 | ||
Line 102: | Line 102: | ||
== Build Notes == | == Build Notes == | ||
*[[:Image:Dragonstar-chargen.pdf|Dragonstar Character Generation (PDF)]] | *[[:Image:Dragonstar-chargen.pdf|Dragonstar Character Generation (PDF)]] | ||
[[Category:DS:PC]] | [[Category:DS:PC]] |
Revision as of 01:51, 18 August 2008
Nardu Miri-miri (ECL 4)
Druid (Traditionalist) 4
TN Medium Human
Init +0; Senses: Listen +9, Spot +9
AC: 13; Touch: 10; Flat-footed: 13
(+0 Dex; +3 Hide armor)
HP: 24 (3d8+6)
Fort: +6, Ref +1, Will +8
+4 bonus on saving throws against the spell-like abilities of fey.
Speed: 20' (30' without armor)
Melee (Standard): Scimitar +3 (1d6 / crit 18x2)
Ranged (Standard): Sling +3 (1d4 / crit 20x2 / 50') ••••• •••••
Space: 5'; Reach: 5'; BAB: +3; Grapple: +2
Druid Spells (CL 5) DC: 14+lvl
Close: 35 [7] Medium: 150 Long: 640
- 3rd (1+b):
- 2nd (2+b):
- 1st (3+b):
- 0th (5):
- Foci Omen of Peril (25gp); Creeping Cold (25gp)
- Scrolls
- Restoration, lesser (2)
- Cure Light Wounds (1)
- Vigor, Lesser (2)
- Endure Elements (3)
- Entangle
- Faerie Fire
- Jump
- Obscuring Mist
Abilities Str 10 +0 | Dex 10 +0 | Con 14 +2 | Int 12 +1 | Wis 19 +4 | Cha 10 +0
Feats
- Hu: Sudden ExtendCA
- 1st: Sculpt SpellCA +1
- 3rd: Scribe Scroll
- 6th: Natural Spell
- 9th: Multiattack? Leadership with animal cohort?
Skills Concentration +7; Knowledge (Nature) +6; Handle Animal +9; Heal +8; Listen +10; Spot +10; Survival +9
Gear 11.93gp; 25 credits
- Sling bullets (10), Backpack, Bedroll, Chalk (4), Flint and Steel, Rope Silk 50', Signal Whistle, Waterskin, Torch (3), Scroll Organizer (FRCS)
- Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival 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)
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. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
- Trackless Step (Ex)
A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.