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[PbP][FR] Against The Storm Character Thread.
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<blockquote data-quote="Leopold" data-source="post: 598475" data-attributes="member: 758"><p>Emcat Orcadium, Male Human Druid9 CR 9; Size: M Type HUMANOID; HD (9d8)+18; hp 74; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 14 (flatfooted 12, touch 13), *Quarterstaff +1/+1 (Darkwood/Head 1 only) +7/+2 0'/B (1d6+1 20/x2 Equipped L ) or *Quarterstaff +1/+1 (Darkwood/Head 2 only) +7/+2 0'/B (1d6+1 20/x2 Equipped L ) or ; SA: Animal Companion, Nature Sense, Resist Nature's Lure, Trackless Step, Venom Immunity, Wildshape 4/day, Wildshape Large, Woodland Stride; Vision: Normal AL: NG; Sv: Fort +8, Ref +5, Will +11; Str 10, Dex 14, Con 15, Int 12, Wis 20, Cha 10</p><p></p><p>Skills and Feats: Animal Empathy +12, Bluff +2, Concentration +12, Diplomacy +5, Handle Animal +12, Heal +10, Intuit Direction +10, Scry +11, Swim +1, Wilderness Lore +11; Animal Defiance, Beast Tongue, Destructive Force, Eschew Materials, Natural Spell </p><p> Possessions: 1 Ring of Protection +1, 1 Ring of Feather Falling, 1 Cloak of Elvenkind, 1 Quarterstaff +1/+1 (Darkwood), 1 Vestments (Druid), 1 Bracers of Armor +1, 1 Scroll (Antilife Shell), 1 Boots of Elvenkind, 2 Potion of Cure Light Wounds, Druid: Spellbooks</p><p></p><p></p><p></p><p>0</p><p>Resistance x2</p><p>Flare x2</p><p>Fire eyes</p><p>Cure Minor wounds</p><p></p><p>1</p><p></p><p>Magic Fangx2</p><p>Regenerate light wounds x2</p><p>Entangle</p><p>Summon Nature ally 1 </p><p></p><p>2</p><p>Body of the Sun</p><p>Flaming Sphere</p><p>Regenerate Moderate Wounds x2</p><p>Warp Wood</p><p></p><p></p><p>3</p><p>Greater Magic Fang</p><p>mass resist elements</p><p>Neutralize Poison</p><p>Regenerate Ring</p><p></p><p>4</p><p>Dispel Magic</p><p>Flame Strike</p><p>Regenerate Serious Wounds</p><p></p><p>5</p><p>Animal Growth</p><p>Summon Nature Ally V</p><p>x</p></blockquote><p></p>
[QUOTE="Leopold, post: 598475, member: 758"] Emcat Orcadium, Male Human Druid9 CR 9; Size: M Type HUMANOID; HD (9d8)+18; hp 74; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 14 (flatfooted 12, touch 13), *Quarterstaff +1/+1 (Darkwood/Head 1 only) +7/+2 0'/B (1d6+1 20/x2 Equipped L ) or *Quarterstaff +1/+1 (Darkwood/Head 2 only) +7/+2 0'/B (1d6+1 20/x2 Equipped L ) or ; SA: Animal Companion, Nature Sense, Resist Nature's Lure, Trackless Step, Venom Immunity, Wildshape 4/day, Wildshape Large, Woodland Stride; Vision: Normal AL: NG; Sv: Fort +8, Ref +5, Will +11; Str 10, Dex 14, Con 15, Int 12, Wis 20, Cha 10 Skills and Feats: Animal Empathy +12, Bluff +2, Concentration +12, Diplomacy +5, Handle Animal +12, Heal +10, Intuit Direction +10, Scry +11, Swim +1, Wilderness Lore +11; Animal Defiance, Beast Tongue, Destructive Force, Eschew Materials, Natural Spell Possessions: 1 Ring of Protection +1, 1 Ring of Feather Falling, 1 Cloak of Elvenkind, 1 Quarterstaff +1/+1 (Darkwood), 1 Vestments (Druid), 1 Bracers of Armor +1, 1 Scroll (Antilife Shell), 1 Boots of Elvenkind, 2 Potion of Cure Light Wounds, Druid: Spellbooks 0 Resistance x2 Flare x2 Fire eyes Cure Minor wounds 1 Magic Fangx2 Regenerate light wounds x2 Entangle Summon Nature ally 1 2 Body of the Sun Flaming Sphere Regenerate Moderate Wounds x2 Warp Wood 3 Greater Magic Fang mass resist elements Neutralize Poison Regenerate Ring 4 Dispel Magic Flame Strike Regenerate Serious Wounds 5 Animal Growth Summon Nature Ally V x [/QUOTE]
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