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