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DS:Nardu Miri-miri

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Animal Companion
Druid Spells (PDF)
History
Wild Shape Forms

Nardu Miri-miri (ECL 5)

Druid (Traditionalist) 4/Monk 1
TN Medium Human
Init +0; Senses: Listen +12, Spot +12


AC: 14; Touch: 14; Flat-footed: 14
(+0 Dex; +4 Wis)
HP: 28+10con (5d8+10)
Fort: +8 (6 base), Ref +3 (3 base), Will +10
+4 bonus on saving throws against the spell-like abilities of fey.


Speed: 30'
Melee (Standard): Unarmed +3 (1d6 / crit 20x2)
Melee (Full): Flurry +1/+1 (1d6 / crit 20x2)
Ranged (Standard): Sling +3 (1d4 / crit 20x2 / 50') ••••• •••••
Space: 5'; Reach: 5'; BAB: +3; Grapple: +3


Druid Spells (CL 5) DC: 14+lvl
Close: 35 [7] Medium: 150 Long: 640

  • 3rd (2+b):
  • 2nd (3+b):
  • 1st (3+b):
  • 0th (5):
    • Guidance, Detect Magic, Cure Minor, Dawn (Swift), Purify Food and Drink
  • Foci Omen of Peril (25gp); Creeping Cold (25gp)
  • Scrolls—Healing
    • Restoration, lesser (2)
    • Cure Light Wounds (2)
    • Neutralize Poison (0)
    • Remove Disease (0)
    • Vigor, Lesser (3)
  • Scrolls—Utility
    • Daylight (0)
    • Endure Elements (3)
    • Entangle (1)
    • Entangle, Sculpted (1)
    • Faerie Fire (1)
    • Jump (1)
    • Obscuring Mist (1)
    • Stone Shape (0)
    • Water Breathing (0)

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
    • Monk1: Improved Unarmed Strike
    • Monk1: Stunning Fist 2/day
    • 6th: Natural Spell
  • Skills
    • Concentration +10
    • Knowledge (Nature) +9
    • Handle Animal +9
    • Heal +8
    • Listen +12
    • Ride +1
    • Sense Motive +6
    • Spot +12
    • Survival +12
  • Gear 8.93gp; 0 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.
  • Weapon and Armor proficiencies
    • Club, crossbow (light or heavy), dagger, dart, handaxe, javelin, kama, nunchaku, quarterstaff, scimitar, sai, shuriken, siangham, sickle, shortspear, sling, spear, and all natural attacks (claw, bite, and so forth) of any form he assumes with wild shape.
    • Light and medium nonmetal armor, all shields (except tower).

Build Notes