DESKA STARSEEKER | LEVEL 17 |
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Female half-elf druid (feral shifter) 17
NG Medium humanoid (elf, human)
Init +2+2 Dex; Senses low-light vision; Perception +16
DEFENSE |
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AC 24, touch 14, flat-footed 22 (+7 armor, +2 deflection, +2 Dex, +3+2 amulet of natural armor plus +1 Baba Yaga boon natural)
hp 175 (17d8+7417d8 druid, +51 Con, +17 Favored Class, +6 Tribal Scars feat, +0 Toughness feat; +12 temporary hp)
Fort +13+10 base, +3 Con, Ref +7+5 base, +2 Dex, Will +22+10 base, +11 Wis, +1 morale heroes' feast; +4 vs. fear, fey, plant-targeted effects, and poison, +2 vs. enchantment
Defensive Abilities endure elements (cold onlycloak of the yeti); Immune sleep; Resist acid 10energy resistance armor; SR 2912 plus character level
OFFENSE |
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Speed 25 ft.30 ft. base, +5 ft. Tribal Scars feat, -10 ft. armor
Melee
+1 alchemical silver dagger +15/+10/+5BAB plus +2 Str plus +1 enhancement plus +1 morale heroes' feast (1d4+2+2 Str plus +1 enhancement plus -1 alchemical silver/19-20) or
Emberchill +15/+10/+5BAB plus +2 Str plus +1 enhancement plus +1 morale heroes' feast (1d6+3plus +2 Str plus +1 enhancement plus 1d6 cold) or
icicle wand +15/+10/+5BAB plus +2 Str plus +1 enhancement plus +1 morale heroes' feast (1d4+2+2 Str/19-20 plus 1 cold)
Ranged
+1 alchemical silver dagger +15BAB plus +2 Dex plus +1 enhancement plus +1 morale heroes' feast (1d4+2+2 Str plus +1 enhancement plus -1 alchemical silver/19-20); increments 55 = thrown | 10 = projectile; range 1010 ft. ft.)
Special Attacks +1 trait bonus on damage when flanking, wild shape 87 plus 1 druid's vestments/day
Druid Spells Prepared (CL 17th; concentration +30caster level plus +11 Wis modifier plus +2 Focused Mind trait [+34 casting defensively or grappled])
9thclashing rocks (DC 30), winds of vengeance
8thfinger of death (DC 29), quickened flame strike (DC 25), stormbolts (DC 29)
7thheal, maximized flame strike (DC 25), form of the exotic dragon I, mass cure moderate wounds, sunbeam (DC 28)
6thgreater dispel magic, mass bull's strength, mass cat's grace, stone tell, swarm skin, wall of stone
5thbaleful polymorph (2; DC 26), call lightning storm (DC 26), cure critical wounds, fire snake (DC 26), wall of fire
4thflame strike (3; DC 25), ice storm, obsidian flow (DC 25), reincarnateM
3rdcure moderate wounds, greater magic fang, greater thunderstomp (DC 24), heart of the metalM, hide campsite (DC 24), spit venom (2; DC 24)
2ndbear's endurance, beastspeak, bull's strength, flame blade (2), spider climb, whip of spiders
1stcure light wounds (2), negate aroma, windy escape (4)
0 (at will)detect magic, guidance, light, read magic
M Requires costly material component to cast.
TACTICS |
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Before Combat Deska consumes extended heroes' feast each morning.
Base Statistics Without heroes' feast, Deska's stastics are hp 163 (17d8+7417d8 druid, +51 Con, +17 Favored Class, +6 Tribal Scars feat, +0 Toughness feat); Will +21+10 base, +11 Wis; +0 vs. fear and poison; Melee +1 alchemical silver dagger +14/+9/+4BAB plus +2 Str plus +1 enhancement (1d4+2+2 Str plus +1 enhancement plus -1 alchemical silver/19-20) or Emberchill +14/+9/+4BAB plus +2 Str plus +1 enhancement (1d6+3plus +2 Str plus +1 enhancement plus 1d6 cold) or icicle wand +14/+9/+4BAB plus +2 Str plus +1 enhancement (1d4+2+2 Str/19-20 plus 1 cold) Ranged +1 alchemical silver dagger +14BAB plus +2 Dex plus +1 enhancement (1d4+2+2 Str plus +1 enhancement plus -1 alchemical silver/19-20); increments 55 = thrown | 10 = projectile; range 1010 ft. ft.) CMB +14+12 BAB, +0 size, +2 Str.
STATISTICS |
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Str 1414 base, +0 race, +0 level, Dex 1414 base, +0 race, +0 level, Con 1615 base, +0 race, +1 level, Int 1212 base, +0 race, +0 level, Wis 3217 base, +2 race, +3 level, +2 Black Rider bonus, +2 inherent Baba Yaga boon, +6 headband of mental prowess, Cha 1711 base, +0 race, +0 level, +6 headband of mental prowess
Base Atk +12/+7/+2; CMB +15+12 BAB, +0 size, +2 Str, +1 morale heroes' feast; CMD 2810 +12 BAB, +0 size, +2 Str, +2 Dex, +2 deflection, +0 dodge
Traits Dirty Fighter, Focused Mind
Feats Armor Proficiency (light, medium; non-metal only), Augment Summoning, Combat Casting, Extended Animal Focus, Martial Weapon Proficiency (scimitar, scythe), Maximize Spell, Natural Spell, Quicken Spell, Shield Proficiency (all except tower shields; non-metal only), Simple Weapon Proficiency (club, dagger, dart, quarterstaff, sickle, shortspear, sling, spear), Skill Focus (Survival)B, Spell Focus (conjuration), Superior Summoning, Tribal Scars (Raptorscale)
Skills +98 ranks, +2 Dex, +2 Tribal Scars feat, -3 armor, Appraise +10 ranks, +1 Int, Bluff +1714 ranks, +3 Cha, Climb -10 ranks, +2 Str, -3 armor, Diplomacy +126 ranks, +3 Cha, +3 class skill (from Come to Terms specialization), Disguise +52 ranks, +3 Cha, Escape Artist -10 ranks, +2 Dex, -3 armor, Fly +97 ranks, +2 Dex, +3 class skill, -3 armor, Heal +237 ranks, +11 Wis, +3 class skill, +2 healer's kit, Intimidate +74 ranks, +3 Cha (+8 with cloak of the yeti hood up), Knowledge (nature) +115 ranks, +1 Int, +3 class skill, +2 nature sense, Linguistics +108 ranks, 1 bonus GM rank, +1 Int (+15 identifying forgeries), Perception +171 ranks, +11 Wis, +3 class skill, +2 racial, Ride +31 ranks, +2 Dex, +3 class skill, -3 armor, Sense Motive +154 ranks, +11 Wis, Spellcraft +1510 ranks, 1 bonus GM rank, +3 class skill, +1 Int, Stealth +45 ranks, +2 Dex, -3 armor, Survival +223 ranks, +11 Wis, +3 class skill, +2 nature sense, +3 Skill Focus feat, Swim -10 ranks, +2 Str, -3 armor; Racial Modifiers +2 Perception
AcrobaticsLanguages Aklo, Common, Cyclops, Draconic, Druidic, Dwarven, Elven, Giant, Hallit, Iobarian, Necril, Orc, Skald, Sylvan, Varki
SQ animal focus (28druid level plus +11 Wis modifier due to Extended Animal Focus feat minutes), elf blood, nature sense, second animal focus, trackless step, wild empathy +20druid level plus Cha modifier, woodland stride
Combat Gear potions of cure light wounds (2), potions of cure moderate wounds (2), potions of feather fall (3), potion of good hope, potions of lesser restoration (2), potion of reduce person, potion of resist energy (cold), potion of spider climb, scroll of flame strike (CL 9), scroll of reincarnate, thread of fate, wand of bouncing flaming sphere (CL 5th; 19 charges), tanglefoot bag
Other Gear +2 energy resistance (acid) copper dragonhide scale mail armor, +1 alchemical silver dagger, Emberchill, amulet of natural armor +2, bladed belt, cauldron of overwhelming allies, cloak of the yeti
, druid's vestments, extend metamagic rod, figurines of wondrous power (golden lions), figurine of wondrous power (serpentine owl), headband of mental prowess +6 (Wis, Cha), icicle wand (36 charges), ioun torch, restorative ointment (1 dose), ring of protection +2, ring of lifebleed, robe of useful items (not worn), shadow falconer's glove, sleeves of many garments, spectacles of understanding, antitoxin, backpack, bedroll, belt pouch, bird seed, blanket, butterfly net, canteen, cleats, cold-weather outfit, Dryden Kepp's journal, ear trumpet, ember pot, flint and steel, gear maintenance kit, healer's kit (7 uses), iron pot, mess kit, rope (50 ft.), snowshoes, soap (50 uses), torches (5), trail rations (7), troll oil, 16,262 gp, 7 cpSPECIAL ABILITIES |
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Animal Focus (Su) As swift action, select one animal type to emulate, gaining a special ability based on the type of animal emulated and druid level. Can use the ability for a number minutes per day equal to level. Duration does not need to be consecutive but must be spent in 1-minute increments.
Select from the following: Bat (darkvision 60 ft.) | Bear (+2 enhancement Con) | Bull (+2 enhancement Str) | Falcon (+4 compentence Perception) | Frog (+4 competence Swim and Acrobatics checks made to jump) | Monkey (+4 competence Climb) | Mouse (evasion) | Owl (+4 competence Stealth) | Snake (+2 attack making attacks of opportunity and +2 dodge vs. attacks of opportunity) | Stag ( 5-ft. enhancement to land Speed) | Tiger (+2 enhancement Dex) | Wolf (10 ft. scent)
Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Str and Con for the duration of the spell that summoned it.
Equipment Descriptions
antitoxin Consume to gain +5 alchemical bonus on Fort saves against poison for 1 hour.
butterfly net Can use as net against Fine or Diminutive creatures as melee touch. If hit, target entangled (-2 attack, -4 Dex, move half speed, cannot charge or run, DC 15 + spell level to cast spell). If you control handle with opposed Str check, creature can move only within limits of your reach. As full-round action, target can escape with DC 20 Escape Artist. Burst with DC 25 Str check. Net has 5 hp.
ear trumpet Reduce penalty for listening through door or wall by 5.
tanglefoot bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground.
troll oil Consume and for next hour automatically stabilize when reduced to negative hp (unless damage sufficient to instantly kill you) and have 50% change each round to end any bleed effect on you. Suspended for 1 round if you take fire or acid damage.
Iron Axes of Jomsburg
Come to Terms Specialized in Diplomacy.
Freiherr Title Specialized in Knowledge (geography).
Hired Hands When hiring services of individual NPC, do so at 10% discount.
Viking Magic The following spells added to class spell list: 3rdheart of the metal.
Magic Item Descriptions
bladed belt On command, transform belt into a single masterwork slashing and/or piercing melee weapon of your choice. If holding belt, can revert it back to belt form with a command.
cauldron of overwhelming allies 1/dayUse as focus or divine focus for a summon monster or summon nature's ally spell to automatically conjure 1d3 additional creatures from the next lower level list.
Emberchill A +1 frost sickle that can hold a single cold spell at a time that can be used, with a readied action and Spellcraft check, to counterspell a fire spell of one level lower than the stored cold spell.
extend metamagic rod 3/dayWhen casting spell up to 6th level, duration is twice as long as normal unless duration is concentration, instantaneous, or permanent. A sorcerer requires full-round action to use. Cannot be used with any other metamagic rod.
figurines of wondrous power (golden lions) When command word spoken, turns into a normal pair of lions under command of possessor. Can be used 1/day for up to 1 hour per use; if slain cannot be used again for 1 week. When duration passed or command spoken, once again becomes tiny statuette.
figurine of wondrous power (serpentine owl) When command word spoken, turns into a normal horned owl under command of possessor. Can be used 1/day for up to 8 hours per use. Owl communicates all it sees and hears to owner telepathically. When duration passed or command spoken, once again becomes tiny statuette. Up to 3 times ever (2 times remaining), instead transform into giant owl but then lose all magic permanently.
icicle wand As wand of ice spears. Also functions as masterwork dagger that deals 1 additional point of cold damage.
ioun torch Glows with continual flame. Hold and release to put in orbit 1d3 from your head. May seize and stow but loses benefits. Stone has AC 24, 10 hp, and hardness 5.
restorative ointment Can be applied to several wounds or conditions with varying effects. Placed upon poisoned wound or swallowed, detoxifies as neutralize poison with +5 bonus to check. Applied to diseased area, removes as remove disease with +5 bonus to check. Rubbed on wound, cure 1d8+5 damage as cure light wounds.
robe of useful items 1/roundAs standard action, detach patch which becomes actual item. Patches remaining: bag of 100 gp, bullseye lantern (full and lit) (2), dagger (2), hempen rope (50 ft.) (2), ladder, mirror (2' x 4' steel) (2), pole (10-ft.) (2), potion of cure serious wounds, rowboat, sack (2).
shadow falconer's glove On command, 1/day, gesture toward creature within 30 ft. Shadowy silhouette of bird of prey appears, swoops toward target, and performs a disarm or steal combat maneuver (wearer's choice, CMB +16). Magical effect, not a creature, and this action does not provoke attacks of opportunity. If hand is empty, brings item to you. Otherwise, deposits item in unoccupied space adjacent to you. Shadow then disappears.
sleeves of many garments As standard action, slide over arms to change appearance of clothing into any other nonmagical set of clothing. When sleeves removed, clothes revert to normal form.
spectacles of understanding When worn, any languages read convert to one language you know, as comprehend languages. Gain +5 bonus to Linguistics checks to identify forgeries and can make such checks untrained (factored into Skills above).
wand of bouncing flaming sphere Upon command, this wand targets a single creature within 150 ft. with a flaming sphere spell (DC 14 Reflex negates). If the target makes the save, as a swift action direct the spell to another eligible target within range. The redirected spell behaves in all ways as if its new target were the original target for the spell, and that target gets a DC 14 Reflex save to negate. The spell lasts for 5 rounds.
Metamagic Feats During spell preparation, choose which spells to prepare with metamagic feats (and thus take up higher-level spell slot). Does not change level of the spell, so the DC for saving throws does not increase. Do not affect spell-like abilities. Can apply multiple metamagic feats (assuming you have an available spell slot of the resulting level) but cannot apply same metamagic feat to single spell multiple times.
Maximize Spell All variable numeric effects modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. Uses spell slot three levels higher than spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.
Quicken Spell Cast spell as swift action that does not provoke an attack of opportunity; can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Uses spell slot four levels higher than the spell’s actual level.
Natural Spell Can complete verbal and somatic components of spells while using while shape. Does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.
Second Animal Focus (Su) When using animal focus, you select two aspects instead of one.
Spell Focus (conjuration) Add +1 to the Difficulty Class for all saving throws against spells from the conjuration school (already factored in Druid Spells Prepared section).
Spontaneous Casting "Lose" any prepared druid spell that is not an orison or domain spell in order to cast any summon nature's ally spell of the same spell level or lower.
Superior Summoning Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
Trackless Step (Ex) Leave no trail in natural surroundings and cannot be tracked. May choose to leave a trail if desired.
Wild Empathy (Ex) Within 30 ft. under normal visibility, can improve initial attitude of an animal just like a Diplomacy check to improve a person's attitude. Domestic animal has starting attitude of indifferent, wild animals are usually unfriendly. Can influence a magical beast with Int 1 or 2 at -4 penalty.
Wild Shapeability improves every 2 levels (Su) As standard action, change form (to or back) into a Diminutive, Tiny, Small, Medium, Large, or Huge animal (as beast shape III), without provoking attack of opportunity for 1 hour per druid level. The form chosen must be that of an animal with which you are familiar. Lose ability to speak in animal form, but can communicate normally with other animals of the same general grouping as your new form and make sounds normal untrained animal could make. Can alternately take form of Small, Medium, Large, or Huge elemental (as elemental body IV) or Small, Medium, Large, or Huge plant (as plant shape III).
Woodland Stride (Ex) Move through any sort of undergrowth (natural thorns, briars, overgrown areas, and similar terrain) at 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 you.
Height 6'1"; Weight 170 lbs.; Hair Silver; Eyes Light Blue; Skin Pale; Age 31; Religion Desna; Homeland Realm of the Mammoth Lords; Favored Class Druid, Witch; XP Earned 1,501,761 of 1,800,000
Mercenary Company Iron Axes of Jomsburg; Fame 4444 passed training checks; Prestige Points 3744 passed training checks plus 0 blog journal entries minus 1 PP Freiherr title minus 6 PP Viking Magic (heart of the metal) expenditures
Defeated Enemies Advanced Nessian Warhound, Advanced Nuckelavee (2), Animated Ice Nymph, Baccae, Baykok, Baykok Riflist, Black Dracolisk, Bone Devil, Charmed Merchant, Devourer, Drakelands Barbarian, Drakelands Sorcerer, Ectoplasmic Kenwrec, Ectoplasmic Medium (5), Elder Ice Elemental, Fiendish Boar, Fiendish Fire Giant, Frost Giant (2), Goat Familiar, Guardian Doll, Hestrig Orlov, Ice Troll (5), Lemure Devil (2), Mandragora, Mindslaver Mold, Moonflower, Mortar Troop, Moss Troll, Nymph's Bastard, Ogre, Pairaka Div (2), Plasma Ooze (2), Rohkar's Raider, Roper, Sepid Div, Shadow, Siege Tower, Small Ice Elemental, Taotieh, Tendriculos, War Hydra, White Drakelands Dragonkin, Wikkawak, Winter Wight, Winter-Touched Atomie, Zombie