Druid
Druid
Human, U Medium Humanoid
Complex Monster, XP 5200
Level 13 (+6)
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{{{Description}}}
Awareness
19
Senses
Normal
Initiative 22/1d6
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Morale
3
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Defenses
AC
21/23
Touch
19
Fort
21
Reflex
21
Will
25
Resistances:
Vulnerabilities:
Attributes / Saving Throws
STR
15 / 18
DEX
13 / 16
CON
14 / 17
INT
12 / 15
WIS
18 / 21
CHA
11 / 14
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Sprint 55ft / 3
At-Will
+13 vs AC (Crit 3%/6)
Dagger
1d4+2 Piercing damage (ArN 0)
REC 6, Reach 5ft
+9P vs AC (Crit 8%/6)
Javelin
1d8+2 Piercing damage (ArN 1)
REC 7, Range 40
1d8+2 Bludgeoning damage
Grapple +11
Special Actions
Druid Abilities
On each turn, roll 1d8 to determine the actions available to the Druid.
Any result, choose one of the following:
♦ Basic Attack: Make a Melee or Ranged Basic Attack. (Basic)
♦ Lightning Spark [CT 4, REC 4]: Target one creature within 100ft, +14 vs Reflex. On a hit, the target suffers 6d8+4 Lightning damage. (Basic, Pot 1d4+6, MR Yes)
3 or more, choose one of the following:
♦ Rushing Wind: Targets all creatures in 70ft long, 10ft wide line, +14 vs Fortitude. On a hit, the target suffers 6d6+4 Bludgeoning damage and is Pushed [2d6+5]ft and knocked Prone. (Basic, Pot 1d4+6, MR No)
♦ Elemental Attunement [CT 3, REC 3]: Target up to 4 creatures within range. The targets gains Damage Reduction (15) to one of the following energy types for 1 moment: Caustic, Cold, Fire, Lightning, or Sonic. (Basic, Pot 1d4+6, MR No)
♦ Stone Shield [CT 3, REC 5, Limit 2/combat]: 1d4+1 stones raise from the ground and hover around the Druid. When the druid is subject to a physical attack, one stone intercepts the attack and absorbs the damage before being destroyed. Attacks that deal 10 points of damage or less glance off the stones and deal no damage (to the stones or the Druid). (Advanced, Pot 1d8+6, MR No)
5 or more, choose one of the following:
♦ Razor Vines: Targets all creatures in 40ft diameter area, +14 vs Reflex. On a hit, targets suffer 6d6+4 Piercing damage and are Restrained [SE both, ST 4d10 vs STR]. While the targets are restrained, they suffer ongoing 10 Bleed damage every 5 segments. (Advanced, Pot 1d8+6, MR Yes)
♦ Tidal Wave [CT 5, REC 4]: Targets all creatures in 60ft cone, +14 vs Reflex. On a hit, targets suffer 6d6+40 Bludgeoning damage, are swept to the edge of the cone (i.e. Pushed), and are knocked Prone. On a miss, targets suffer half damage. (Advanced, Pot 1d8+6, MR Yes)
7 or more, choose one of the following:
♦ Geyser [REC 7]: Targets one creature within 100ft (and within 50ft of the ground), +14 vs Reflex. On a hit, the target is surrounded by a geyser of water and thrust suddenly 50ft in the air and then suddenly dropped to the ground, suffering 5d10+25 Bludgeoning Damage. Flying creatures that can hover do not fall but instead suffer 5d6 Bludgeoning damage from the geyser itself. (Advanced, Pot 1d8+6, MR Yes)
Overland Movement
30 mi/day
Qualities
- Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
Skills: Rank 3 Balance [+7], Rank 2 Escape [+4], Rank 2 Jump [+5], Rank 6 Swim [+13], Rank 3 Listen [+8], Rank 4 Spot [+10], Rank 6 Animal Care [+14], Rank 4 Herbalism [+10], Rank 3 Orienteering [+8], Rank 3 Seamanship [+9], Rank 6 Elemental Arts [+14], Rank 4 History [+10], Rank 4 Charm [+8], Rank 6 Deception [+12], Rank 3 Manipulation [+6], Rank 6 Persuasion [+14], Rank 2 Bravery [+5], Rank 5 Intuition [+12], Rank 3 Suspicion [+8]
Feats: Great Morale, Fast Initiative [2], Improved Will, Improved Attack
Philosophies: Rank 3 Mental, Rank 3 Physical, Rank 6 Elemental
Combat Training: Cast 5, Melee 3, Parry 2, Fort 3, Reflex 3, Will 4
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Leather Armor
Social
Languages: Common, Dwarven
Composure: 16
Charm
+8
Coercion
+2
Deception
+12
Manipulation
+6
Persuasion
+14
Aloofness
0
Bravery
+5
Intuition
+12
Tolerance
+2
Suspicion
+8
Prejudices:
Motives: