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[Pathfinder] The Pleasure Prison of the B'thuvian Demon Whore
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<blockquote data-quote="rangerjohn" data-source="post: 4997636" data-attributes="member: 2469"><p><strong>Lillana Elf Druid</strong></p><p></p><p>Lillana Elf Druid Level 4</p><p>Alignment: Neutral Good</p><p></p><p></p><p></p><p>Str 14 +2</p><p>Dex 16 +3</p><p>Con 10 +0</p><p>Int 10 +0</p><p>Wis 15 +2</p><p>Cha 10 +2</p><p></p><p></p><p>AC: 20 Dragonhide Breastplate +1</p><p>FF 17</p><p>T 13</p><p></p><p></p><p>Saves:</p><p>Fort:4</p><p>Ref:4</p><p>Will: 6</p><p>Combat</p><p>BAB +3</p><p>CMB +5</p><p>CMD 18</p><p>Melee</p><p>MW Elven Curved Blade +7 1-10+3 crit 18-20 380 gp 7lbs</p><p>Quarterstaff +5 1-6+3 crit 20 x2 - 4lbs</p><p>Shillelagh +6 2-12 +3 Crit 20 x2 counts as magic for dr</p><p></p><p>Range</p><p>MW str Composite Longbow +7 1-8+2 Crit 20 x3 RI 110 600 gp</p><p></p><p></p><p>Feats: martial weapon Elven Curved Blade, Weapon Finesse</p><p></p><p>Skills: Climb 6, Knowledge Geography 8, Knowledge Nature 10, Ride 5, Swim 4, Perception 11, Handle Animal 7 (11 for Ra), Survival 11</p><p></p><p>Class Features:</p><p>Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.</p><p></p><p>Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.</p><p></p><p>Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.</p><p></p><p>To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.</p><p></p><p>A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.</p><p></p><p>Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 her.</p><p></p><p>Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.</p><p></p><p>Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.</p><p></p><p>Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.</p><p></p><p>A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)</p><p>Ra : Animal Companion</p><p>CAT, LEOPARD</p><p>With each graceful step, this leopard's steely muscles ripple beneath its spotted fur.</p><p>N Medium animal </p><p>Init +5; Senses low-light vision, scent; Perception +5, </p><p>DEFENSE</p><p>AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)</p><p>hp (4d8+6)</p><p>Fort +6, Ref +9, Will +2</p><p>OFFENSE</p><p>Speed 30 ft., climb 20 ft.</p><p>Melee bite +8 (1d6+3 plus grab), 2 claws +6 (1d3+3) </p><p>Special Attacks pounce, rake (2 claws +6, 1d3+3)</p><p>STATISTICS</p><p>Str 17, Dex 20, Con 14, Int 2, Wis 12, Cha 6</p><p>Base Atk +3; CMB +5 (+9 grapple); CMD 19 (23 vs. trip)</p><p>Feats Skill Focus (Stealth), Weapon Finesse</p><p>Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth); Racial Modifiers +4 on Stealth in undergrowth</p><p>ECOLOGY</p><p>Environment any forest</p><p>Organization solitary or pair</p><p>Leopards are 4 feet long and weigh 120 pounds. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions—what differentiates these big cats from the similarly sized cheetah is primarily their habitats—leopards and their kin prefer to hunt at night and ambush their prey from above, pouncing down from trees or high rocks.</p><p>Leopards eat almost any animal they can run down and catch, preferring Small prey but capable of downing Large herbivores or surviving on rodents, birds, and insects. Healthy leopards are generally not aggressive toward humanoids, and if they aren't hungry and don't feel threatened, it is possible to approach closely without a hostile reaction. Yet a leopard that settles in an area bordered by humanoid civilization can easily and swiftly become a dangerous predator.</p><p></p><p>Spells:</p><p>Orisons:Create Water, Detect Poison, light, Purify Food and Drink</p><p>1: Shillelagh, Cure light wounds x4</p><p>2: Barkskin, Cat's Grace, Flaming Sphere,</p><p></p><p>Equipment:</p><p>Dragonhide Breastplate 1700 gp ACP -3 30 lbs</p><p>Wand of Cure light Wounds 50 chg 750 gp</p><p>MW Elven Curved Blade 380 gp 7lbs</p><p>MW Comp Longbow 600 gp 3lbs</p><p>Explorer's Outfit</p><p>Handy Haversack 2,000 gp 5lbs</p><p>silk rope 10 gp 5lbs in haversack</p><p>bedroll .1gp 5lbs in haversack</p><p>flint and steel 1 gp</p><p>30 days trail rations 30gp 30 lbs in haversack</p><p>tent 10 gp 20 lbs in haversack</p><p>Quarterstaff 4 lbs</p><p>6 waterskins 6gp 24 lbs in haversack</p><p>6 Quivers of 20 arrows 5 in haversack 3lb and 15 lb 6gp</p><p>iron pot 8 sp 4lbs in haversack</p><p>whetstone 2 cp 1 lb in haversack</p><p>Holy and Mistletoe </p><p>spell component pouch x5 (4in haversack) 25 gp (2lbs each)</p><p>Light Horse w/ 75 gp</p><p>Tack 16g</p><p>75 gp loaned to Venessa</p><p>Wealth: 29 gp 1 sp 8 cp 3x 100gpv gems</p><p>Encumbrance:54 lbs light (in haversack 112 lbs out 120lbs)</p><p></p><p>Total Cost: 5504.82</p></blockquote><p></p>
[QUOTE="rangerjohn, post: 4997636, member: 2469"] [b]Lillana Elf Druid[/b] Lillana Elf Druid Level 4 Alignment: Neutral Good Str 14 +2 Dex 16 +3 Con 10 +0 Int 10 +0 Wis 15 +2 Cha 10 +2 AC: 20 Dragonhide Breastplate +1 FF 17 T 13 Saves: Fort:4 Ref:4 Will: 6 Combat BAB +3 CMB +5 CMD 18 Melee MW Elven Curved Blade +7 1-10+3 crit 18-20 380 gp 7lbs Quarterstaff +5 1-6+3 crit 20 x2 - 4lbs Shillelagh +6 2-12 +3 Crit 20 x2 counts as magic for dr Range MW str Composite Longbow +7 1-8+2 Crit 20 x3 RI 110 600 gp Feats: martial weapon Elven Curved Blade, Weapon Finesse Skills: Climb 6, Knowledge Geography 8, Knowledge Nature 10, Ride 5, Swim 4, Perception 11, Handle Animal 7 (11 for Ra), Survival 11 Class Features: Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 her. Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood. Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) Ra : Animal Companion CAT, LEOPARD With each graceful step, this leopard's steely muscles ripple beneath its spotted fur. N Medium animal Init +5; Senses low-light vision, scent; Perception +5, DEFENSE AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural) hp (4d8+6) Fort +6, Ref +9, Will +2 OFFENSE Speed 30 ft., climb 20 ft. Melee bite +8 (1d6+3 plus grab), 2 claws +6 (1d3+3) Special Attacks pounce, rake (2 claws +6, 1d3+3) STATISTICS Str 17, Dex 20, Con 14, Int 2, Wis 12, Cha 6 Base Atk +3; CMB +5 (+9 grapple); CMD 19 (23 vs. trip) Feats Skill Focus (Stealth), Weapon Finesse Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth); Racial Modifiers +4 on Stealth in undergrowth ECOLOGY Environment any forest Organization solitary or pair Leopards are 4 feet long and weigh 120 pounds. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions—what differentiates these big cats from the similarly sized cheetah is primarily their habitats—leopards and their kin prefer to hunt at night and ambush their prey from above, pouncing down from trees or high rocks. Leopards eat almost any animal they can run down and catch, preferring Small prey but capable of downing Large herbivores or surviving on rodents, birds, and insects. Healthy leopards are generally not aggressive toward humanoids, and if they aren't hungry and don't feel threatened, it is possible to approach closely without a hostile reaction. Yet a leopard that settles in an area bordered by humanoid civilization can easily and swiftly become a dangerous predator. Spells: Orisons:Create Water, Detect Poison, light, Purify Food and Drink 1: Shillelagh, Cure light wounds x4 2: Barkskin, Cat's Grace, Flaming Sphere, Equipment: Dragonhide Breastplate 1700 gp ACP -3 30 lbs Wand of Cure light Wounds 50 chg 750 gp MW Elven Curved Blade 380 gp 7lbs MW Comp Longbow 600 gp 3lbs Explorer's Outfit Handy Haversack 2,000 gp 5lbs silk rope 10 gp 5lbs in haversack bedroll .1gp 5lbs in haversack flint and steel 1 gp 30 days trail rations 30gp 30 lbs in haversack tent 10 gp 20 lbs in haversack Quarterstaff 4 lbs 6 waterskins 6gp 24 lbs in haversack 6 Quivers of 20 arrows 5 in haversack 3lb and 15 lb 6gp iron pot 8 sp 4lbs in haversack whetstone 2 cp 1 lb in haversack Holy and Mistletoe spell component pouch x5 (4in haversack) 25 gp (2lbs each) Light Horse w/ 75 gp Tack 16g 75 gp loaned to Venessa Wealth: 29 gp 1 sp 8 cp 3x 100gpv gems Encumbrance:54 lbs light (in haversack 112 lbs out 120lbs) Total Cost: 5504.82 [/QUOTE]
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[Pathfinder] The Pleasure Prison of the B'thuvian Demon Whore
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