Para's Characters

- STR -

7

-2

- DEX -

14

+2

- CON -

8

-1

- INT -

15

+2

- WIS -

19

+4

- CHA -

11

0

Khij

An Undine looking looking for an artifact to save his people.

Level Subclass Class Race
7 Undine Adept Druid Undine
Gender Home
Male Suldamru
Movement
Land 30ft. 9.1m Swim 30ft. 9.1m
Fly - Climb -
Vision 60ft. 18.3m
AC HP Hit Dice Ini.
19 41 / 26 1d8 +2

- STR -

7

-2

- DEX -

14

+2

- CON -

8

-1

- INT -

15

+2

- WIS -

19

+4

- CHA -

11

0

BAB CMB CMD
5 +3 15
Money
GP 2301
SP 79
CP 0

Weapons

Name Hit Crit. Mod Min for Crit. Damage Range Weight Notes
Sichel +3 x2 20 1d6+-2

Armor

Name Bonus Penalty Type Max. DEX Arc. Fail Ch. Weight Notes
leichtes Holzschild +1 1 Shield -1 5% 5
Elem. Schp.panz. +6 0 Armor 4 10% 25 Res. gg. el. Sch. -10

Saves

Name Base + Attribute (ATTR) + Magic + Misc. + Temp. = Bonus
Reflex 2 +2 DEX +4
Will 5 +4 WIS +9
Fortitude 5 -1 CON +4

Skills

CS Name Attribute (ATTR) + Ranks + Misc. = Bonus
Linguistics +2 INT 1 +3
Intimidate 0 CHA 0
Knowledge (religion) +2 INT 1 +3
X Survival +4 WIS 2 2 +11
X Heal +4 WIS 2 +9
Acrobatics +2 DEX 0
X Handle Animal 0 CHA 3 +6
Diplomacy 0 CHA 4 +4
Stealth +2 DEX 5 +7
Knowledge (local) +2 INT +2
X Knowledge (nature) +2 INT 3 2 +10
Perform 0 CHA 0
Appraise +2 INT +2
Disguise 0 CHA 2 2 +4
X Swim -2 STR 1 +2
X Ride +2 DEX 1 +6
Sense Motive +4 WIS +4
X Climb -2 STR 4 +5
X Perception +4 WIS 6 +13
X Craft +2 INT 1 +6
Disable Device +2 DEX 0
Knowledge (history) +2 INT 1 +3
Knowledge (engineering) +2 INT +2
Knowledge (nobility) +2 INT +2
X Profession (Seafaring) +4 WIS 1 +8
Knowledge (dungeoneering) +2 INT +2
X Fly +2 DEX 0
Knowledge (planes) +2 INT +2
Knowledge (arcana) +2 INT +2
X Bluff 0 CHA 2 +2
Sleight of Hand +2 DEX 0
X Knowledge (geography) +2 INT 2 +7
Escape Artist +2 DEX 0
Use Magic Device 0 CHA 0
X Spellcraft +2 INT 2 +7

Abilities

Class Abilities
Favored Class: +1 for rolls on Handle Animal for aquatic animals
Connected with Argek: Can move freely, +4 on Handle Animal, can share magic with Argek
Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
Verstärkte Herbeizauberung: Jede Kreatur der Unterart Wasser, w. herbeizaubert, die Vorteile des Talents Verstärkte Herbeizauberung. => Verbesserungsbonus +4 auf Stärke und Konstitution.
Wild Shape: 2x
Race Abilities
Flesh Chameleon: Some undines can change their coloration to match human skin tones. As a standard action, an undine with this racial trait can change her natural blue hue to match any normal human skin tone, and can revert to normal as a free action. This grants a +4 racial bonus on Disguise checks to appear human. This racial trait replaces energy resistance.
Swim is a class ability
Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
Feats
Water Skin: Standard-Aktion ein kleines, nichtmagisches Feuer mit einer Berührung löschen (max. gr. Lagerfeuer)
Flusskämpfer: Schwimmst du flussabwärts oder quer durch einen Strom, kannst du einen Sturmangriff durchführen, wenn du den HG für Schwimmen mit 5 oder mehr bewältigst.
Stiller Beobachter (Region): Du kannst die Stimmung einer Menge erkennen… +1 auf Fertigkeitswürfe für Motiv erkennen in einer Menge; +1 auf Fertigkeitswürfe für Heimlichkeit in den Straßen
Pride: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive. Checks involving that creature until the creature apologizes to you.
Dampfzauberer: Zauber VA statt SA: Alle Feuerzauber werden stattdessen zu Wasser/Dampfzauber. Können unter Wasser gewirkt werden. Können nicht in Brand stecken. Gelten zur Gruppe Wasser, verursachen weiterhin Feuerschaden.
Zauberfokus: +1 auf RW Beschwörung (meine Zauber!)
Natural Spell: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
Languages
Common
Aqua
Druid
Elvish
Terral
Sylvan

Spells

Spell Slots 1 2 3 4 5 6 7 8 9
Maximum 5 4 3 2
Available 5 4 3 2
Spell Save DCs Mod: WIS
0 1 2 3 4 5 6 7 8 9
14 15 16 17 18 19 20 21 22 23

Inventory

On Hand:

Name Notes
Sichel
Fellrüstung
Rucksack
Schlafsack
Journal + Stift
Reisekleidung + Handschuhe
Kreide
leichtes Holzschild
Karten
Handschellen (ohne Schlüssel)
Pinke Muschel
Gutschein über ein Buch
Tieflingswurz
Bolzen
Satz Feuerwuth-Schuppen
Luftelementar Essenz
Luftelementar Kern
Schlüssel der Elemente
Seltsame Karte
Karte Herz des Feuers
Buch: Magische Dinge und Artefakte der Wasermagie
Buch: Arkane Geschütze i. 5 Schr.
Karte von Inseln, früher
Heiltrank, mittel
Halluzenogene Pilze
Froschpilz
2x Schlüssel HDF
Otari? (wie Hayot aber für Feuer)
Stein von Grisnelda, Nachtvettel
Stein, Ruhestein, teleportiert uns 1/Tag
Staff of the Woodlands
Vorrat halluzinogene Pilze und Drogen
Magische Schleuder
Weinflasche

Images