Para's Characters

- STR -

8

-1

- DEX -

16

+3

- CON -

12

+1

- INT -

15

+2

- WIS -

20

+5

- CHA -

11

0

Khij 20

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

Level Subclass Class Race
20 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.
20 122 / 82 1d8 +3

- STR -

8

-1

- DEX -

16

+3

- CON -

12

+1

- INT -

15

+2

- WIS -

20

+5

- CHA -

11

0

BAB CMB CMD
15 +14 27
Money
GP 2301
SP 79
CP 0

Weapons

Name Hit Crit. Mod Min for Crit. Damage Range Weight Notes
Sichel +14 x2 20 1d6+-1

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 6 +3 DEX +9
Will 12 +5 WIS +17
Fortitude 12 +1 CON +13

Skills

CS Name Attribute (ATTR) + Ranks + Misc. = Bonus
X Swim -1 STR 1 +3
Disguise 0 CHA 2 2 +4
Diplomacy 0 CHA 6 +6
Appraise +2 INT +2
Knowledge (engineering) +2 INT +2
X Survival +5 WIS 2 2 +12
X Bluff 0 CHA 4 2 +9
Linguistics +2 INT 1 +3
X Climb -1 STR 4 +6
Knowledge (planes) +2 INT +2
Sense Motive +5 WIS 6 +11
Escape Artist +3 DEX 8 +11
Knowledge (local) +2 INT +2
Knowledge (religion) +2 INT 1 +3
Intimidate 0 CHA 0
X Profession (Seafaring) +5 WIS 3 +11
Disable Device +3 DEX 0
Knowledge (history) +2 INT 1 +3
X Knowledge (nature) +2 INT 3 2 +10
X Perception +5 WIS 12 +20
Knowledge (dungeoneering) +2 INT +2
Knowledge (nobility) +2 INT +2
Acrobatics +3 DEX 8 +11
Stealth +3 DEX 10 +13
Use Magic Device 0 CHA 0
X Ride +3 DEX 11 +17
X Fly +3 DEX 0
Perform 0 CHA 0
X Knowledge (geography) +2 INT 2 +7
X Spellcraft +2 INT 10 +15
X Heal +5 WIS 12 +20
Sleight of Hand +3 DEX 0
X Handle Animal 0 CHA 12 +15
Knowledge (arcana) +2 INT +2
X Craft +2 INT 1 +6

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 5 5 4 4 4 4 4 4
Available 5 5 5 4 4 4 4 4 4
Spell Save DCs Mod: WIS
0 1 2 3 4 5 6 7 8 9
15 16 17 18 19 20 21 22 23 24

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