[b]Enryn Dreeve[/b] Male human (Shoanti) druid 16 N Medium humanoid (human) [b]Init [/b]+2; [b]Senses [/b]darkvision 30 ft.; Perception +28


[b]Defense[/b]


[b]AC [/b]24, touch 15, flat-footed 21 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +5 natural) [b]hp [/b]146 (16d8+48) [b]Fort [/b]+12, [b]Ref [/b]+7, [b]Will [/b]+17; +4 vs. fey and plant-targeted effects [b]Immune [/b]poison


[b]Offense[/b]


[b]Speed [/b]30 ft. (20 ft. in armor) [b]Melee [/b][i]+1 corrosive scythe[/i] +14/+9/+4 (2d4+2/×4 plus 1d6 acid) or . . scythe +13/+8/+3 (2d4+1/×4) [b]Special Attacks [/b]wild shape 7/day [b]Druid Spells Prepared [/b](CL 16th; concentration +22) . . 8th—mass cure serious wounds, stormbolts[APG] (DC 24) . . 7th—mass cure moderate wounds, heal, summon nature's ally VII . . 6th—mass cure light wounds (2), communal stoneskin[UC] (2) . . 5th—call lightning storm (DC 21), cure critical wounds (2), summon nature's ally V (2) . . 4th—ball lightning[APG] (2, DC 20), cure serious wounds (2), flame strike (DC 20) . . 3rd—call lightning (2, DC 19), cure moderate wounds (2), daylight . . 2nd—aspect of the bear[APG] (2), campfire wall[APG], flaming sphere (2, DC 18), lesser restoration . . 1st—alter winds[APG] (DC 17), burning disarm (DC 17), cure light wounds (2), goodberry, liberating command[UC] . . 0 (at will)—create water, light, purify food and drink (DC 16), spark[APG] (DC 16)


[b]Statistics[/b]


[b]Str [/b]13, [b]Dex [/b]14, [b]Con [/b]13, [b]Int [/b]10, [b]Wis [/b]23, [b]Cha [/b]10 [b]Base Atk [/b]+12; [b]CMB [/b]+13; [b]CMD [/b]28 [b]Feats [/b]Alertness, Aspect of the Beast[APG], Combat Casting, Diehard, Dodge, Endurance, Mobility, Spell Penetration, Toughness [b]Traits [/b]auspicious tattoo (shoanti), resilient [b]Skills [/b]Acrobatics +8 (+4 to jump), Climb +7, Handle Animal +15, Heal +16, Knowledge (nature) +15, Perception +28, Profession (farmer) +14, Profession (herbalist) +13, Profession (trapper) +15, Sense Motive +8, Stealth +11, Survival +21, Swim +6 [b]Languages [/b]Common, Druidic, Shoanti [b]SQ [/b]a thousand faces, nature bond (bison named argon), nature sense, timeless body, trackless step, wild empathy +16, woodland stride [b]Other Gear [/b]hide armor, [i]+1 corrosive scythe[/i], scythe, [i]amulet of natural armor +5[/i], [i]cloak of elvenkind[/i], [i]headband of inspired wisdom +2[/i], [i]ring of protection +2[/i], fetish, tribal, spell component pouch, 18 gp, 4 sp, 8 cp


[b]Special Abilities[/b]


[b]A Thousand Faces (At will) (Su)[/b] Can change your appearance at will while in your normal form, as alter self. [b]Animal Companion Link (Ex)[/b] You have a link with your Animal Companion. [b]Combat Casting[/b] +4 to Concentration checks to cast while on the defensive. [b]Darkvision (30 feet)[/b] You can see in the dark (black and white vision only). [b]Diehard[/b] You are stable and can choose how to act when at negative Hp. [b]Endurance[/b] +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. [b]Immunity to Poison[/b] You are immune to poison. [b]Mobility[/b] +4 to AC vs. AoO provoked by moving out of or through a threatened area. [b]Share Spells with Companion (Ex)[/b] Can cast spells with a target of "you" on animal companion, as touch spells. [b]Timeless Body (Mature) (Ex)[/b] You no longer take ability score penalties from aging. [b]Trackless Step (Ex)[/b] You do not leave a trail as you move through natural surroundings. [b]Wild Empathy +16 (Ex)[/b] Improve the attitude of an animal, as if using Diplomacy. [b]Wild Shape (16 hours, 7/day) (Su)[/b] Shapeshift into a different creature one or more times per day. [b]Woodland Stride (Ex)[/b] Move through undergrowth at normal speed.


[b]Argon[/b] Male bison (Pathfinder RPG Bestiary) N Large animal [b]Init [/b]+3; [b]Senses [/b]low-light vision, scent; Perception +12


[b]Defense[/b]


[b]AC [/b]27, touch 13, flat-footed 23 (+3 Dex, +1 dodge, +14 natural, -1 size) [b]hp [/b]122 (+52) [b]Fort [/b]+9, [b]Ref [/b]+9, [b]Will [/b]+2 (+4 morale bonus vs. Enchantment spells and effects) [b]Defensive Abilities [/b]evasion


[b]Offense[/b]


[b]Speed [/b]40 ft. [b]Melee [/b]gore +16 (2d6+15) [b]Space [/b]10 ft.; [b]Reach [/b]5 ft. [b]Special Attacks [/b]stampede, trample (2d6+15, DC 26)


[b]Statistics[/b]


[b]Str [/b]30, [b]Dex [/b]17, [b]Con [/b]16, [b]Int [/b]2, [b]Wis [/b]11, [b]Cha [/b]4 [b]Base Atk [/b]+9; [b]CMB [/b]+18; [b]CMD [/b]32 (36 vs. trip) [b]Feats [/b]Acrobatic, Diehard, Dodge, Endurance, Improved Natural Attack (gore), Run, Toughness [b]Tricks [/b]Attack, Attack Any Target, Come, Defend, Fetch, Guard, Heavy Labor, Heel, Perform, Seek, Stay, Track, Work [b]Skills [/b]Acrobatics +7 (+11 to jump with a running start, +11 to jump), Appraise -6, Bluff -5, Climb +8, Diplomacy -5, Disguise -5, Escape Artist +2, Fly +1, Heal -2 (+1 to treat common animals, but +1 to treat other creatures), Intimidate -5, Perception +12, Ride +1, Sense Motive -2, Stealth -3, Survival -2, Swim +8 [b]SQ [/b]attack any target, defend, devotion, fetch, guard, heavy labor, heel, improved evasion, multiattack / extra attack, perform, seek, stay, track [b]Other Gear [/b]backpack, barrel, barrel, bedroll, cooking kit, feed (per day) (7), firewood (per day) (7), fishing pole, shaving kit, trail rations (7), veterinarian's kit, wagon, light


[b]Special Abilities[/b]


[b]Attack Any Target [Trick][/b] The animal will attack any creature on command. [b]Defend [Trick][/b] The animal will defend you. [b]Devotion +4 (Ex)[/b] +4 morale bonus on Will Saves vs. Enchantments. [b]Diehard[/b] You are stable and can choose how to act when at negative Hp. [b]Endurance[/b] +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. [b]Evasion (Ex)[/b] No damage on successful reflex save. [b]Fetch [Trick][/b] The animal will get a specific object. [b]Guard [Trick][/b] The animal stays in place and prevents others from approaching. [b]Heavy Labor [Trick][/b] The animal has been trained for labor. [b]Heel [Trick][/b] The animal will follow you. [b]Improved Evasion (Ex)[/b] No damage on successful reflex save; half on failed save. [b]Low-Light Vision[/b] See twice as far as a human in low light, distinguishing color and detail. [b]Multiattack / Extra Attack[/b] Multiattack or second attack with primary weapon at a -5 penalty. [b]Perform [Trick][/b] The animal will perform tricks. [b]Run[/b] Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. [b]Scent (Ex)[/b] Detect opponents within 15+ feet by sense of smell. [b]Seek [Trick][/b] The animal moves into an area and looks around for anything that is obviously alive or animate. [b]Stampede (Ex)[/b] Trample improves with multiple tramplers. [b]Stay [Trick][/b] The animal will stay where it is. [b]Track [Trick][/b] The animal will track a scent.

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