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Post by Cadic's Devoted on Oct 3, 2007 20:47:26 GMT -5
Player name: Nick Wassmer Character Name: Malik Morander Aliases: None as of now Race: Shoanti Shriikiri-Quah (Hawk Tribe) Classes: Druid 1 Alignment: Neutral Good Occupation: Hunter, Shaman, Trader
HP: 10 AC: 17 (10+3 Dex+4 Hide Shirt) BAB: +0
Appearance: A rather plain looking man in his mid-30s, he stands 6'1" tall, with blonde hair down to the middle of his back in a loose ponytail. He wears a shirt made of tough hide squares, over which he wears a long brown longsleeved coat which comes down to his knees. He wears basic brown pants, and soft leather hiking boots. A club and a small leather pouch hangs on one side of his belt, and a sling with a pouch of stones at the other. On his back is a backpack with a few supplies, with what appears to be a large wooden shield strapped over it. He walks with a Quarterstaff in one hand.
History: Malik Morander grew up on the Velusha uplands, living with tribe, that of the Shriikiri-Quah known as the Hawk Clan in the common tongue. Growing up he found he had a love of nature, even more so than most of clan, which already told that much can be learned from the animals and plants found in nature. Quickly he gained an affinity for his surroundings, and readily soaked up any knowledge of the natural world that he could find.
Now grown, he stays with his tribe, working amonst them as a druid and shaman. Part healer, part spiritual guide. With his faithful Wolf, Freohr. Mostly he spends his time hunting and gathering for the tribe, working his skills and training himself and his companion to work in unison.
Other notes:
STR: 12 DEX: 16 CON: 14 INT: 10 WIS: 16 CHA: 12
BAB/Grapple: +0/+1
Fort:+4 (2 base+2 Con) Reflex:+3 (0 base+3 Dex) Will:+5 (2 base+3 Wis)
Attacks:
Club +1 Melee: 1d6+1 Damage Quarterstaff +1 Melee: 1d6+1 Damage Sling +3 Ranged (50 ft range increments): 1d4+1 Damage
Feats: Human: Skill Focus (Handle Animal) 1st: Companion SpellBound Bonus: Totem Spirit: Shriikirri-quah (hawk clan) +2 Init, +2 Ride
Skills: Handle Animal:+8(4 Ranks+1 Cha+3 Skill Focus) Survival:+9 (4 Ranks+3 Wis+2 Nature Sense) Knowledge Nature: +6 (4 Ranks+0 Int+2 Nature Sense) Spellcraft:+4 (4 Ranks+ 0 Int) Spot: +5 (2 Ranks+3 Wis) Listen: +5 (2 Ranks+3 Wis)
Abilities: Nature Sense, Animal Companion, Wild Empathy
Languages: Common Druidic Shoanti
Spells: 0-3 1-1+1(Bonus from Wis)
0- Purify Food and Drink - Detect Poison - Detect Magic
1- Good Berries - Shillelagh
Equipment Body: Hide Shirt Head: Face: Neck: Arms: Hands: Feet: Back: Torso: Waist: Rings:
Other: Backpack, Club, Sling, Bullets X100, Quarterstaff, Heavy Wooden Shield, Mapcase (With map of the continent), Flint and Steel, Trail rations (5 days), 50 ft silk rope, spell component pouch Money: 2 GP, 4 Sp, 10 Cp
Ok. Done.
Animal Companion: Owner: Malik Morander Character Name: Freohr Aliases: Malik's Animal Companion Race: Wolf Occupation: Animal Companion
HP: 2d8+4 (13) (this is straight from book. Didn't know if I should roll or keep whats in the book). AC: 14 (+2 dex, +2 Natural) Touch: 12 FF: 12 BAB: +1
STR: 13 DEX: 15 CON: 15 INT: 2 WIS: 12 CHA: 6
Fort:+5 Reflex:+5 Will:+1
Feats: Track Weapon Focus (Bite)
Attacks: Bite: +3 Melee (1d6+1)
Skills: Hide:+2 Move Silently: +3 Survival:+1 (+5 when tracking by scent) Spot: +3 Listen: +3
Abilities: Auto Trip, Low-Light Vision, Scent
Tricks: Attack, Heel, Defend, Fetch, Guard, Track, Stay
Languages:
Equipment Body: Head: Face: Neck: Arms: Hands: Feet: Back: Torso: Waist: Rings:
Other:
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Kiirnodel
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Post by Kiirnodel on Oct 12, 2007 21:32:58 GMT -5
Approved!with one little exception, you may just want to change your Reflex Save breakdown (it might confuse some people), and who said you could have a map of the continent? no but seriously, did you pay for it? write it yourself...?
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Post by Cadic's Devoted on Oct 12, 2007 22:16:51 GMT -5
Yeah.. I even confused myself with my reflex save.. dunno why i had a 2 base written. anyway, fixed now.
As for the map, I spent 1 GP on it.. I mean.. Its a map.. surely its not too expensive. If i can't have one just let me know or something. -shrugs-
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Kiirnodel
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Post by Kiirnodel on Mar 23, 2009 9:35:19 GMT -5
Recently looking over the sheets as well as recent actions in the game have brought two things to my attention.
1) You forgot to include your bonus language for your ethnic upbringing. The human cultures receive their cultural language as a bonus feat, therefore you should add Shoanti to your Languages list.
2) If you could please include a stat block for Freohr, it would be helpful. Right now the stats should match those in the SRD, but I know they will change eventually and it will be easier if I get used to looking them up with your character.
Please include the tricks known in Freohr's stats, so far I believe you have shown "Stay" (or perhaps "Down" or "Heel") and "Attack". I believe that means you have 5 more free ;D
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Post by Cadic's Devoted on Dec 25, 2009 12:56:51 GMT -5
Name: Malik Morander Race: Shoanti Shriikiri-Quah (Hawk Tribe) Human class: Druid 2 NG Medium Humanoid Init +5; Senses vision types: N/A; Perception +7 Aura
    Defense AC 17, touch 13, flat-footed 14 (breakdown: + 4 armor, +3 Dex) hp 19 (2d8+4) Fort +5, Ref +4, Will +6 Defensive Abilities ; DR: N/A ; Immune N/A ; Resist N/A ; SR N/A Weaknesses
    Offense Speed 30 ft. (30 ft. in armor) Melee Club +2 (1d6+1/×2) Ranged Sling +4 (1d4+1/x2) Space/Reach 5ft/5ft Special Attacks N/A Spell-Like Abilities N/A Spells Known/Prepared 0- Create Water - Detect Magic - Detect Poison - 1- Cure Light Wounds - Shillelagh -
    Statistics Str 12, Dex 16, Con 14, Int 12, Wis 16, Cha 11 Base Atk +0; CMB +1; CMD 14 Feats 1: Skill Focus: Handle Animal H: Companion Spellbound (PHB II: Approved) Traits Natural-Born Leader: You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skills Handle Animal +8, Heal +7, Knowledge Geography +5, Knowledge Nature +8, Perception +8, Spellcraft +5, Survival +10 Racial Modifiers N/A Languages Common, Druidic, Shoanti, Sylvan SQ N/A Combat Gear Club, Sling, Bullets (x20), Quarterstaff, Heavy Wooden Shield; Other Gear Backpack, Mapcase (With map), Flint and Steel, Trail Rations (5 days), 50 ft silk rope, spell component pouch
    Special Abilities
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.
Orisons: 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.
Nature Bond (Ex): A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
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) 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.
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Post by Cadic's Devoted on Dec 25, 2009 14:16:30 GMT -5
Name: Freohr Animal Wolf Animal Companion. NG Medium Magical Beast Init +2; Senses Scent; Perception +5 Aura
    Defense AC 14, touch 12, flat-footed 12 (breakdown: e.g. + 2 nat armor, +2 Dex) hp 26 (3d8+6) Fort +5, Ref +5, Will +3 Defensive Abilities ; DR:N/A ; Immune:N/A; Resist:N/A; SR:N/A Weaknesses
    Offense Speed 50 ft. Melee Bite +4 (1d6+1/×2) Ranged N/A Space/Reach5ft/5ft Special Attacks Trip (Auto on a hit with Bite) Spell-Like Abilities N/A Spells Known/Prepared N/A
    Statistics Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Atk +2; CMB +3; CMD 14 Feats Weapon Focus: Bite Blind-Fight Skills Perception +5, Survival +5, Stealth +6; Racial Modifiers N/A Languages N/A SQ Scent Combat Gear ; Other Gear
    Special Abilities
Tricks: Attack, Heel, Defend, Fetch, Guard, Track, Stay
Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex) The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal).
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Kiirnodel
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Post by Kiirnodel on Dec 26, 2009 1:16:26 GMT -5
A few things.
First, the Companion Spellbound feat is allowed, but not recommended. The portion of the Share Spells ability which allows the caster to cast a spell on their animal companion simultaneously with themselves has been removed. That feat will only give you the ability to cast touch spells on your animal companion as if they had a range of "close". As such, it is in my opinion not worth the feat to take, but if really feel the need for it... My recommendation is that you instead keep the Totem Spirit feat, the bonuses should be the same as they were (+2 inititative, +2 ride for the Hawk tribe).
Second, I'm not familiar with the Survivor trait, if you could let me know where you got it. On the other hand, the initiative bonus won't stack with the Reactionary trait. Note that the bonuses are a "trait" bonuses, and like bonuses would therefore not stack with each other.
Third, I'm curious to know how you would care to explain carrying 50 lbs. of sling bullets while your light load caps out at 43 lbs.
Lastly, you should know that 0-level spells, Orisons in your case, are now at will abilities. As such, the spell "cure minor wounds" is no longer a spell and has been replaced with the spell "stabilize" which causes a creature who is unconscious and bleeding with negative hit points to stop bleeding but no longer heals any actual damage. This is to prevent abuse of the spell since it is free to use as much as the caster likes.
One other thing, you should realize that you don't need to include the portions of the template that you do not have. Anything that you filled in as "N/A" can simply be removed, and rather than having the "Name: Malik" you can just place the name within the larger text brackets, we all know that it is his name and it therefore serves as the heading for the stat block. The point of the sheet is for easy reference of the information, no need to have unnecessary lines taking up space when you can leave it brief and concise.
EDIT: A quick glance showed that you listed the Orisons ability with a (Sp), implying that it is a spell-like ability. While I believe that it may be listed that way on the site that you used (it was that way in the Pathfinder Beta) it is not a spell-like ability. It's a simple distinction that removes a number of possible issues. Orisons and Cantrips are cast just like any other spell.
I would also like to note that while this may sound a bit harsh, I am greatly appreciative of your swift conversion under the circumstances. I would much rather have it quickly but with things that need revisions rather simply not seeing anything whatsoever.
EDIT 2: Another thing I noticed, your skills don't seem to quite add up. you have 8 skills listed, but Druids only receive 4 skill points, which should give you 6 total (4 Druid + 1 Intelligence, + 1 Human). If you have the rank in Sense Motive then you should have a +8 (1 Ranks + 3 Class skill + 1 Trait [Both Class and Trait Assume Survivor is correct] + 3 Wisdom). On the other hand, if you don't have the rank in Sense Motive, then your bonus should be +4...
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Post by Cadic's Devoted on Dec 26, 2009 16:06:25 GMT -5
Ok, well EVERYTHING that I got I pulled off the site you gave me. So thats where Survivor came from. And I'll probably pick a different one since they don't stack.
And wow..... each sling bullet is 1/2 a lb? I missed that on the phb....... What the hell am I throwing, mini-boulders? I mean dear lord.....
And yes I realize I dont HAVE to list them, but I would prefer to leave them in there so that if I ever do gain such things I would have a place to put them without having to refer back to the template to remember where they are supposed to be.
As for the Skills.... I have 8 listed because I have a bonus to sense motive greater than my base wis check. I don't have a rank in it. And you are right though, I apparently hit the wrong number. Meant it to be 4.
Also on skills... I get 4 (druid) +1(int)+1(Human)+1 for taking a level in a Favored Class. According to the site you directed me to you get either +1 Skill point or +1 HP everytime you take a level in a favored class.
And no I didn't know they got rid of Cure minor.... Guess I'll find something else to put there. Makes sense, I had every intention of abusing it. lol.
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Post by Cadic's Devoted on Dec 26, 2009 16:11:06 GMT -5
Changes Made. Character ready for a second look by the DM.
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Kiirnodel
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Post by Kiirnodel on Dec 26, 2009 23:28:25 GMT -5
Would you care to explain your interest in the Companion Spellbond feat? As I said before, it's not a problem, it just doesn't do a whole lot...
Ah yes, Survivor is a Regional Trait from Taldor (it says so in that site). Therefore, you don't qualify for it despite it being an official trait.
Natural-Born Leader is an interesting choice, and yes, I'll say it affects your Animal Companion. I don't exactly think your background fits with it, but I won't red-line it for something like that.
As for Freohr's stats:
Fort should be +5, 3 base +2 con. Will should be +2 (1 more from your natural-born leader).
Bite should be +2, 1 BAB +1 str
Track is no longer a feat, the site I gave you has the information about what Feats an Animal Companion can take. The track ability from Ranger now gives a bonus instead of a feat. This is the same for Trapfinding from Rogues. Now, everyone can find traps and follow tracks.
I know that the site I pointed you to says that Survival has the (*) saying it is a class skill for animals. However, both the PRD (the official site by Paizo) and the PDF I downloaded don't. It was brought up on the boards, and there was never an official response to correct it. To be honest, I agree with the official sources, while an animal might have natural instincts to hunt and so forth, I think it is less about natural affinity for the skill and more about natural ability through things like their scent and natural attacks/trip (for a wolf).
I fully recommend keeping the Survival rank, and if you want the Wolf to be good at it, you can replace the Track feat with Skill Focus: Survival.
As for the extra sections of the stat block, its fine if you really want them there. But if you keep a copy of your character on your computer, I know I would appreciate the reduction of clutter...
EDIT: You also forgot languages again, you get Shoanti for free and an additional language from Intelligence.
Also, thinking about your listed background, the natural leader trait you chose and so forth. I highly recommend the Spirit Totem feat, at the very least as a flavor to support your shaman position within your tribe.
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Post by Cadic's Devoted on Dec 28, 2009 0:44:53 GMT -5
My interest in companion Spellbound is that this character has always been headed towards... for lack of a better term (And since I know you at least used to play Guild Wars) something akin to a "bunny-thumper" if you remember the term.
Basically I plan on my animal companion being the main threat coming from my character. My actual character, in combat anyway, is just going to be a buffer for my Companion. Healer, buffing, etc etc. Companion Spellbound allows me better assist my companion(s) without having to always move up right next to them (Which can be very dangerous). And I say companions because I plan on taking the various animal companion PrC's if I still can that give more companions.
And I didn't really consult my background too closely when I chose the trait. I was just trying to find something that fit in with the character concept in my head. And I was going to get rid of it if you said it didn't work on Animal Companions. Meant to ask about that.
And for the record I find it just plain stupid that anyone can find a trap or track. If you aren't specially trained in such things you wouldn't know what to look for, and just giving a bonus to those things seems stupid for classes that are supposed to be specialized in it. If I walk up to a door, as say, a barbarian, I'm not going to know the first thing of what to look for in a trap, where as a rogue should. -sigh- anyway, doesn't matter I guess.
How does tracking work then? And why shouldn't my companion get survival? Yes its natural. they have a NATURAL affinity for it as they are animals. It makes even more sense that they should get it as a class skill. Unless tracking has changed drastically, then he'll still need tracking skills (And therefore a high survival) to track someone, even by scent. Oh, and TRAINING in something always makes you better at it, even if you have a natural affinity for tracking by scent. I know this for a fact. For example, Dogs trained for Search and Rescue are MUCH better at finding people by scent, then any random untrained dog you find. This amounts to ranks in Survival. Sure they are better at it naturally than say, a sheep, because its, in D&D terms, a Class skill for them (Along with their scent ability). But the training makes them even better on top of their natural ability.
I'll fix more stuff later. Im at home and have other things to get done.
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