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IndyPendant's Sunless Citadel OOC thread.
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<blockquote data-quote="Voadam" data-source="post: 2079454" data-attributes="member: 2209"><p><strong>Jair Feyfriend</strong></p><p></p><p>My druid concept. Jair</p><p></p><p>Originally insturcted by the treant Vinathus of the unicorn's horn circle of druids who contained many harper members. Trained in the arts of druidic shapeshifting, curing, and summoning animal spirits, the young priest has potent mystical abilities and studies the druidic arts, looking to the day he can become one of Mielikki's Champions of Nature. Jair has been sent to the Dale lands to begin to re-establish a druidic presence after the destruction of the local circles there and to place a harper minion in the locale.</p><p></p><p>As a druid of Miellikki, patroness of rangers and good forest creatures Jair is required to call and serve a dryad or treant once a month. Jair, a handsome and personable young man bonded with the dryad Alleah who lives in the forests of the Dales, and fell into a courtship with her according to the customs of the fair folk. Jair is now considered fey touched and has grown in his druidic powers establishing a rapport with the local good fey and some of the mortal residents who follow the druidic faiths or who wish a mediator with the fey.</p><p></p><p>Jair works hard to create a natural haven of good in the forests of the dales but takes his role as a mielikki priest and champion seriously and will investigate and confront any unnatural evil that threatens his new desmesne or the people who call it home.</p><p></p><p>As a face man for good druidism, Jair has a strong diplomacy focus as well as the usual druidic wilderness skills. His companion is a wolfhound Terrek a friendly hunting/guard who is happy to get skritched and give friendly grins that put people at ease.</p><p></p><p>Jair</p><p>Human druid 1</p><p>Patron Mielikki</p><p>NG</p><p>Str 10</p><p>Dex 12</p><p>Con 12</p><p>Int 10</p><p>Wis 16</p><p>Cha 14</p><p>HP 9</p><p>AC 16 (+3 armor +2 shield, +1 dex), touch 11, Flat footed 16</p><p>BAB +0, melee +0 ranged +1 grapple +0</p><p>F +3, R +1, W +5 </p><p>Feats: spell focus conjuration, augment summoning</p><p>Languages: Common, Druidic, Sylvan</p><p>skills:</p><p>Diplomacy 4 ranks +2 cha, = +6</p><p>Survival 4 ranks +3 wis +2 nature sense =+9</p><p>Knowledge Nature 3 ranks +2 nature sense = +5</p><p>Handle Animal 4 ranks +3 wisdom = +7 (+11 with companion)</p><p>Spot 4 ranks +3 wis = +7</p><p></p><p>Spells 4/2</p><p>DC 13+spell level</p><p></p><p>spells known</p><p>0</p><p>create water</p><p>cure minor wounds</p><p>detect magic</p><p>read magic</p><p></p><p>1</p><p>speak with animals</p><p>cure light wounds</p><p>summon nature's ally I</p><p></p><p>Powers</p><p>Nature's sense</p><p>Animal companion (unused currently)</p><p>Wild Empathy +3</p><p></p><p>Possessions,</p><p>hide armor</p><p>heavy wooden shield</p><p>spear d8 x3</p><p>sling and pouch with stones d4</p><p>skinning knife d4</p><p>Mielikki holy symbol (wooden)</p><p>23 gp 9 sp</p><p></p><p>Animal Companion</p><p>Riding dog</p><p>Dog, Riding: CR 1; LA —; Medium animal; HD 2d8+4; hp 13; Init +2; Spd 40 ft.; AC 16 (+2 Dex, +4 natural),</p><p>touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk Bite +3 melee (1d6+3); Full Atk (same); Space/Reach 5 ft./5 ft.;</p><p>SA trip (if trained for war); SQ low–light vision, scent; AL (Always) N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15,</p><p>Con 15, Int 2, Wis 12, Cha 6.</p><p>Skills and Feats: Jump +8, Listen +5, Spot +5, Survival +1, Swim +3; Alertness, Track B. B = Bonus Feat.</p><p>(Riding dogs have a +4 racial bonus on Jump checks. Riding dogs have a +4 racial bonus on Survival checks</p><p>when tracking by scent.)</p><p>Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a</p><p>heavy load, 201–300 pounds A riding dog can drag 1,500 pounds</p><p>Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.</p><p>Trip (Ex): A riding dog that is trained for war that hits with a bite attack can attempt to trip the opponent (+1</p><p>check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt</p><p>fails, the opponent cannot react to trip the dog.</p><p>Description/Combat: This category includes working breeds such as collies, huskies, and St. Bernards. If</p><p>trained for war, these animals can make trip attacks just as wolves do. A riding dog can fight while carrying a</p><p>rider, but the rider cannot also attack unless he or she succeeds on a Ride check.</p><p>Environment: Temperate plains</p><p>Organization: Solitary or pack (5–12)</p><p>Advancement: —</p><p></p><p>Jair's wolfhound is trained for guarding and knows the bonus trick fetch and is trained in trip attacks.</p><p></p><p>Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes four weeks.</p></blockquote><p></p>
[QUOTE="Voadam, post: 2079454, member: 2209"] [b]Jair Feyfriend[/b] My druid concept. Jair Originally insturcted by the treant Vinathus of the unicorn's horn circle of druids who contained many harper members. Trained in the arts of druidic shapeshifting, curing, and summoning animal spirits, the young priest has potent mystical abilities and studies the druidic arts, looking to the day he can become one of Mielikki's Champions of Nature. Jair has been sent to the Dale lands to begin to re-establish a druidic presence after the destruction of the local circles there and to place a harper minion in the locale. As a druid of Miellikki, patroness of rangers and good forest creatures Jair is required to call and serve a dryad or treant once a month. Jair, a handsome and personable young man bonded with the dryad Alleah who lives in the forests of the Dales, and fell into a courtship with her according to the customs of the fair folk. Jair is now considered fey touched and has grown in his druidic powers establishing a rapport with the local good fey and some of the mortal residents who follow the druidic faiths or who wish a mediator with the fey. Jair works hard to create a natural haven of good in the forests of the dales but takes his role as a mielikki priest and champion seriously and will investigate and confront any unnatural evil that threatens his new desmesne or the people who call it home. As a face man for good druidism, Jair has a strong diplomacy focus as well as the usual druidic wilderness skills. His companion is a wolfhound Terrek a friendly hunting/guard who is happy to get skritched and give friendly grins that put people at ease. Jair Human druid 1 Patron Mielikki NG Str 10 Dex 12 Con 12 Int 10 Wis 16 Cha 14 HP 9 AC 16 (+3 armor +2 shield, +1 dex), touch 11, Flat footed 16 BAB +0, melee +0 ranged +1 grapple +0 F +3, R +1, W +5 Feats: spell focus conjuration, augment summoning Languages: Common, Druidic, Sylvan skills: Diplomacy 4 ranks +2 cha, = +6 Survival 4 ranks +3 wis +2 nature sense =+9 Knowledge Nature 3 ranks +2 nature sense = +5 Handle Animal 4 ranks +3 wisdom = +7 (+11 with companion) Spot 4 ranks +3 wis = +7 Spells 4/2 DC 13+spell level spells known 0 create water cure minor wounds detect magic read magic 1 speak with animals cure light wounds summon nature's ally I Powers Nature's sense Animal companion (unused currently) Wild Empathy +3 Possessions, hide armor heavy wooden shield spear d8 x3 sling and pouch with stones d4 skinning knife d4 Mielikki holy symbol (wooden) 23 gp 9 sp Animal Companion Riding dog Dog, Riding: CR 1; LA —; Medium animal; HD 2d8+4; hp 13; Init +2; Spd 40 ft.; AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk Bite +3 melee (1d6+3); Full Atk (same); Space/Reach 5 ft./5 ft.; SA trip (if trained for war); SQ low–light vision, scent; AL (Always) N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Jump +8, Listen +5, Spot +5, Survival +1, Swim +3; Alertness, Track B. B = Bonus Feat. (Riding dogs have a +4 racial bonus on Jump checks. Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.) Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds A riding dog can drag 1,500 pounds Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Trip (Ex): A riding dog that is trained for war that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog. Description/Combat: This category includes working breeds such as collies, huskies, and St. Bernards. If trained for war, these animals can make trip attacks just as wolves do. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Environment: Temperate plains Organization: Solitary or pack (5–12) Advancement: — Jair's wolfhound is trained for guarding and knows the bonus trick fetch and is trained in trip attacks. Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes four weeks. [/QUOTE]
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