Male Half-Elf Druid (Shark Shaman) 5
Neutral Medium Humanoid (Half-Elf)
Player Swyrlyn


Init +3 (+1 dex, +2 trait)
Senses Perception +12 , Low-light vision


AC 16, touch 12, flat-footed 15; (+1 dex, +4 armor, +1 deflection)
AC Bonus: Ice Armor (+6 Armor), Barkskin (+2 e.nat.armor), Shark totem (+2 natural armor)= 22 AC
HP 53 (5d8(8,5,6,6,8) druid + 10 con + 5 toughness + 5 fcb)
Fort +8 (con +2, druid +4, +1 trait, +1 resistance)
Refl +3 (dex +1, druid +1, +1 resistance)
Will +10 (wis +3, druid +4, racial +2, +1 resistance)
Special Defences:

  • Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • 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

Speed 30ft, with armor 30 ft
1-handed Melee Club +7 1d6+4 (B-20/x2) or Cold Iron Shortspear +7 1d6+4 (P-20/x2)
1-handed Melee+Power attack Club +6 1d6+6 (B-20/x2) or Cold Iron Shortspear +6 1d6+6 (P-20/x2)
2-handed Melee+Power attack +1 Spear +7 1d8+10 (P-20/x3)


Ranged Sling +4 1d4+4 (P-20/x3)
Special Attacks: At 2nd level, a shark shaman may adopt an aspect of the shark while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses (Standard to activate, min/lvl):

  • movement (can breathe water, swim speed 30 feet)
  • senses (scent 30 feet, scent 90 feet in water)
  • natural weapons (bite 1d6 for a Medium shaman), or shark skin (+2 natural armor, creatures grappling the shaman take 1 point of slashing damage per round of grapple)

Druid Spells: (CL 5, Concentration +8)
3rd (1+1+1 Domain/day)(DC 16) ?, ?, Magic Vestment (D)
2nd (2+1+1 Domain/day)(DC 15) Barkskin, Bull's Strength, Barkskin Aid (D)
1st (3+1+1 Domain/day)(DC 14) CLW, CLW, Ice Armor, Touch of the Sea Magic weapon (D)
Cantrips (4) Read Magic, Stabilize, Create Water, Light


Str 18 , Dex 13, Con 14, Int 10, Wis 16 (15+1), Cha 8
Base Atk +3; CMB +7; CMD 19
Feats

  • 1: Toughness
  • 3: Power Attack
  • 5: Natural Spell

Skills acp: -2 ; total skill ranks: 20 + 10 background

  • Acrobatics -1
  • Appraise
  • Bluff
  • Climbc (1) +6
  • Craft Armorc (1) +4
  • Diplomacy (2) +1
  • Disable device
  • Disguise
  • Escape artist
  • Flyc
  • Handle animalc (1) +3 Bg
  • Healc (1) +7
  • Intimidate
  • Knowledge(arcana)
  • Knowledge(dungeoneering)
  • Knowledge(engineering)
  • Knowledge(geography)c (2) +5 Bg
  • Knowledge(history) (1) +1 Bg
  • Knowledge(local)
  • Knowledge(nature)c (3) +8
  • Knowledge(nobility)
  • Knowledge(planes)
  • Knowledge(religion)
  • Linguistics (2) +2 Bg
  • Perceptionc (5) +13
  • Perform
  • Profession Cookc (2) +8 Bg
  • Ridec
  • Sense motive (5) +8
  • Sleight of hand
  • Spellcraftc (1) +4
  • Stealth
  • Survivalc (1) +9
  • Swimc (1) +6
  • Use magic device

Traits: Healthy 1, Warrior of Old (+2 init)
Languages: Common, Elven, Druidic, Aquan, Azlant
RSQ Low-light vision, Elf Blood, Elven Immunities, Keen Senses (+2 perception), Dual Minded (+2 will save)
SQ Nature bond (Domain-War -> tactics), nature sense (+2 Kn. Nature & Survival), orisons, wild empathy +4 vs fish, Woodland Stride, Trackless Step (Ex), Shark's Totemic Summon (standard to summon stingray, manta ray or any other rays/sharks)

  • Spontaneous Casting: Summon Nature's Ally
  • Resist Nature's Lure (Ex): Starting at 4th level, a druid gains 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 or target plants, such as blight, entangle, spike growth, and warp wood.

Domain: War -> Subdomain: Tactics Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Domain Spells: 1st—magic weapon, 2nd—aid, 3rd—magic vestment, 4th—divine power, 5th—command (greater), 6th—blade barrier, 7th—power word blind, 8th—planar ally (greater), 9th—power word kill.


On person: Dagger, Club, Cold Iron Shortspear\\ In backpack: Kit, Druid’s (44 lbs.) This includes animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

 \\	

Wealth \\ Mule: \\ Potions/Oils: \\ Scrolls: \\ Wands: Wand of Goodberry (35 charges left), Wand of flaming sphere (9 charges) \\ Miscs: \\ Ioun Stones:\\ Encumbrance lb. without backpack (//), lb. with backpack


Wondrous Items

  • Head
  • Headband
  • Face/Eyes
  • Neck
  • Shoulders Cloak of Resistance +1
  • Chest
  • Body
  • Armor Leather Lamellar, Heavy wooden shield
  • Belt
  • Wrist
  • Hand
  • Ring Ring of Protection +1
  • Ring
  • Feet

Notes

  • 0 Favored Class Bonus: Add +1/3 to the druid's natural armor bonus when using wild shape?
  • 1 Healthy: You come from a long line of hale and long-lived people. Growing up, you rarely got sick and had enough energy to run all day if it suited you. You don’t get as tired as other people and repeated physical activities don’t seem to bother you much. You were selected as part of the expedition because the Bountiful Venture Company saw great importance and promise in your robust health. You gain a +1 trait bonus on Fortitude saves, Swim checks to prevent nonlethal damage from fatigue after swimming for more than an hour at a time, and Constitution checks to prevent fatigue. In addition, you can hold your breath for a number of rounds equal to 3 times your Constitution score.
  • 2Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).----

Age: 27
Height: 6' 3" (190 cm)
Weight: 175lb (80 kg)
\\


Things to buy

Ostokset kit 14, panssari 60, kilpi 7, ci sspear 2, dagger 1, acidx2 20, alchemist fire 20, crowbar 2, rope 7 =131gp


Tulevaisuus

Featit:

  • 3: Power attack, 5: Natural Spell?, 7: Wild Speech? Beastspeak? 9: Vital Strike - Shark Shaman Imp. Init, 11: Quickened / Furious focus?,Creature Focus?,Shapeshifting hunter?
  • Taikoja tulevaisuuteen: Vine Strike (2), Strong Jaw (4), Life Bubble (4)

Size Changes, Effective Size Changes, and Damage Dice Progression: I'm confused by how to increase and decrease manufactured and natural weapon damage dice when the weapon's size or effective size changes. There's a bunch of different charts, and I'm not sure which to use.

When the damage dealt by a creature’s weapons or natural attacks changes due to a change in its size (or the size of its weapon), use the following rules to determine the new damage.

• If the size increases by one step, look up the original damage on the chart and increase the damage by two steps. If the initial size is Small or lower (or is treated as Small or lower) or the initial damage is 1d6 or less, instead increase the damage by one step. • If the size decreases by one step, look up the original damage on the chart and decrease the damage by two steps. If the initial size is Medium or lower (or is treated as Medium or lower) or the initial damage is 1d8 or less, instead decrease the damage by one step. • If the exact number of original dice is not found on this chart, apply the following before adjusting the damage dice. If the damage is a number of d6, find the next lowest number of d6 on the chart and use that number of d8 as the original damage value (for example, 10d6 would instead be treated as 8d8). If the damage is a number of d8, find the next highest number of d8 on the chart and use that number of d6 as the original damage value (for example, 5d8 would instead be treated as 6d6). Once you have the new damage value, adjust by the number of steps noted above. • If the die type is not referenced on this chart, apply the following rules before adjusting the damage dice. 2d4 counts as 1d8 on the chart, 3d4 counts as 2d6 on the chart, and so on for higher numbers of d4. 1d12 counts as 2d6 on the chart, and so on for higher numbers of d12. • Finally, 2d10 increases to 4d8 and decreases to 2d8, regardless of the initial size, and so on for higher numbers of d10.

Damage Dice Progression Chart

 1 
 1d2 
 1d3 
 1d4 
 1d6 
 1d8 
 1d10 
 2d6 
 2d8 
 3d6 
 3d8 
 4d6 
 4d8 
 6d6 
 6d8 
 8d6 
 8d8 
 12d6 
 12d8 
 16d6

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