Immune ghoul paralysis, magic sleep effects, poison
|
Combat Options |
- Combat Reflexes You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
- Favored Enemy (giant) +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and +2 bonus on weapon damage rolls against giants.
- Favored Enemy (wormspawn) +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and +4 bonus on weapon damage rolls against wormspawn.
- Point Blank Shot +1 attack and damage with ranged weapons when within 30 ft. of target.
- Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
- Quicken Spell Metamagic (+8 mp) Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. Casting a quickened spell doesn't provoke an attack of opportunity.
- Rage (Ex) ( ) 3/dayGain a +4 bonus to Strength and Constitution, +2 morale bonus on Will saves, and reduces Armor Class by -2. A druidic avenger can fly into a rage once per encounter as a free action. The rage lasts for (3 + new Constitution modifier) rounds. After the rage, character is fatigued for duration of encounter.
- Second Wind (Ex) ( ) 1/encounterAs a move action that does not provoke an attack of opportunity, choose one of the following effects: cure self of 28equal to character level x 1.5 hit points, gain a +5+1 plus +1/four character levels bonus to a single attack roll, gain a +5+1 plus +1/four character levels bonus to a single weapon damage roll, gain a +5+1 plus +1/four character levels bonus to a single skill check, gain a +1 bonus to a single spell DC, regain 9character level/2 mana points, or reduce the mana cost of a single spell by 2 (minimum cost of 1). Bonuses must apply to a standard action taken, and completed, in the same round Second Wind is activated. Second Wind may only be utilized during combat.
|
Spell/Effect |
|
|
|
|
|
|
Duration |
|
|
|
|
|
|
Caster/Level |
|
|
|
|
|
|
|
Skills
Appraise +1 (+1 Int, 0 ranks),
Balance +2 (+4 Dex, 0 ranks, -2 armor),
Bluff +0 (+0 Cha, 0 ranks),
Climb +7 (+3 Str, 4 ranks, +2 racial, -2 armor),
Concentration +20 (+2 Con, 18 ranks),
Diplomacy +0 (+0 Cha, 0 ranks),
Disguise +0 (+0 Cha, 0 ranks),
Escape Artist +2 (+4 Dex, 0 ranks, -2 armor),
Forgery +1 (+1 Int, 0 ranks),
Gather Information +0 (+0 Cha, 0 ranks),
Handle Animal +2 (+0 Cha, 2 ranks),
Heal +20 (+4 Wis, 16 ranks),
Intimidate +0 (+0 Cha, 0 ranks),
Jump +5 (+3 Str, 4 ranks, -2 armor),
Knowledge (dungeoneering) +4 (+1 Int, 3 ranks),
Knowledge (nature) +13 (+1 Int, 8 ranks, +2 nature sense, +2 synergy Survival),
Listen +19 (+4 Wis, 13 ranks, +2 racial),
Ride +4 (+4 Dex, 0 ranks),
Search +5 (+1 Int, 2 ranks, +2 racial),
Sense Motive +4 (+4 Wis, 0 ranks),
Sneak +11 (+4 Dex, 9 ranks, -2 armor),
Spellcraft +12 (+1 Int, 11 ranks),
Spot +19 (+4 Wis, 13 ranks, +2 racial),
Survival +21 (+23 aboveground natural environments) (+4 Wis, 13 ranks, +2 racial, +2 nature sense),
Swim +7 (+3 Str, 8 ranks, -4 armor),
Use Rope +10 (+4 Dex, 2 ranks, +2 racial, +2 silk rope)
Armor Check Penalty -2-2 armor -0 helm -0 shield;
Swim Check Penalty -4;
Permanent Class Skills Knowledge (nature)
|
Feats
Armor Proficiency (light),
Combat Reflexes,
Dodge,
Endurance,
Far Shot,
Greater Spell Penetration,
Improved Initiative,
Martial Weapon Proficiency (all),
Point Blank Shot,
Precise Shot,
Quick Draw,
Quicken Spell,
Shield Proficiency (all; except tower shields),
Simple Weapon Proficiency (all),
Spell Penetration,
Track,
Weapon Focus (trident)
|
Special Qualities |
- A Thousand Faces (Su) A druidic avenger gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
- Background Traits Druidic avenger is favored class; +4 dodge bonus to AC against giants.
- Druidic Avenger Abilities Fast movement (+10 ft.); nature sense; trackless step; woodland stride.
- Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
- Ranger Abilities Combat stylethrowing; wild empathy.
- Wild Shape ( ) 5/dayStandard action which does not provoke. Take the form of one Tiny, Small, Medium or Large animal or plant for up to one hour per druidic avenger level.
- Wood Elf Traits Ranger is favored class; an elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it; immune to ghoul paralysis.
|
Spellcasting and Spell-Like Abilities |
- Druidic Avenger Spells Per Day (0-level 6; 1st 6; 2nd 6;
3rd 5; 4th 5; 5th 3; 6th 3; 7th 2)
- DC to Resist 14 + spell level
- Caster Level 14th14 levels of druidic avenger;
Spell Penetration d20+18d20 +14 caster level +4 Spell Penetration;
Primary Ability Wisdom
assess creature,
cure minor wounds,
detect magic,
guidance,
light,
light as a feather
|
beastland ferocity,
camouflage,
cure light wounds,
endure elements,
entangle,
heat lightning
|
animalistic power,
barkskin,
creeping cold,
heat metal,
legion's snake's swiftness,
splinterbolt
|
bite of the werewolf,
call lightning,
cure moderate wounds,
vigor,
water breathing
|
cure serious wounds,
dispel magic,
flame strike,
freedom of movement,
greater elemental weapon sheathe
|
inferno,
panacea,
poison thorns
|
chasing perfection,
move earth,
wall of stone
|
mass cure moderate wounds,
summon nature's ally VII
|
- Ranger Spells Per Day (1st 1)
- DC to Resist 14 + spell level
- Caster Level 2nd1/2 of 5 levels of ranger;
Spell Penetration d20+4d20 +2 caster level +2 Spell Penetration;
Primary Ability Wisdom
|
Miscellaneous Information |
HistoryZebaum is the middle child of Zoraen and Alareene Whitefeather of the Swiftfoot tribe of wood elves in the High Forest. Zebaum has an older brother named Hiliar and a younger sister named Silene. When Zebaum was 77, he watched in horror as Silene was brutal beaten and slain by marauding ogres led by a wicked ettin. Although the elves killed several of the giants and drove off the rest, many lives were lost that day. Zebaum dedicated himself to learning the ways of the forest and blade to become the scourge of giants everywhere.
Knowing his elven lifespan, Zebaum has decided to learn more of the world while he is young and hone his elven-trained skills with talents of the lesser races, such as humans and dwarves. He has left the High Forest and works as a caravan guard, tracker and guide for those with sufficient coin. Zebaum has proven himself a proficient scout and level-headed thinker, until blades are drawn. Once blood begins to flow, a cold rage and tenacious fury often overwhelms the young elf, making him a deadly, if unpredictable ally. ;
AdventuresAoW-003: Encounter at Cromm's Hold (by Sean K Reynolds);
Lives Remaining 90 Deaths;
Last Played September 6, 2007
Languages Chondathan, Common, Elven, Giant, Sylvan
Patron Deity Rillifane Rallathil; Homeland The High Forest; Heritage 100% Wood Elf; Background Forester
Height 4 ft. 11 in.; Weight 121 lb.; Age 130; Hair Black; Eyes Green
Character Level Record |
Ranger |
Druidic Avenger |
Ranger |
Druidic Avenger |
Druidic Avenger |
Druidic Avenger |
Ranger |
Druidic Avenger |
Druidic Avenger |
Druidic Avenger |
Druidic Avenger |
Druidic Avenger |
Druidic Avenger |
Druidic Avenger |
Ranger |
Ranger |
Druidic Avenger |
Druidic Avenger |
Druidic Avenger |
|
|
Defeated Enemy Record
2 Ghouls, 2 Ilthane Kobolds
|
Equipment & Possessions |
Magical Items
+1 hide armor (+5 armor; +4 max Dex; -2 armor check penalty; 20% spell failure; medium armor) (1,165 gp),
+1 returning trident (8,315 gp)
Potions
extended potion of haste (CL 7th; 14 round duration) (1,400 gp),
potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (750 gp)
Wands
wand of produce flame (CL 1st; 31 charges) (465 gp [15 gp/charge])
Nonmagical Items
16 arrows (5 cp each),
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
2 candles (1 cp each),
empty flask (3 cp),
explorer's outfit (10 gp),
flint and steel (1 gp),
grappling hook (1 gp),
longsword (15 gp),
masterwork greatclub (305 gp),
peasant's outfit (1 sp),
2 sacks (1 sp each),
shortbow (30 gp),
silk rope (50 ft.) (10 gp),
small steel mirror (10 gp),
throwing daggers (6 gp each),
3 torches (1 cp each),
trail rations (6 days) (5 sp/day),
waterskin (1 gp),
whetstone (2 cp),
winter blanket (5 sp)
pp 0,
gp 8,
sp 0,
cp 0
Other Wealth None
|
|