Setis
A/B/C: Half-orc/Nomad/Druid 4
Percep +8; Senses low-light vision
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Defense
HP 48 Hero Points 1 Res 4
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TAC 18; AC 17
Fort +6 ; Ref +5 ; Will +9
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Offense
Wild Morph Claws (T), +7, 2d6+3, 'agile, finesse,' magic +1
Scimitar (T), +6, 1d6+2 S, 'forceful, sweep'
3x Javelin, +5, 1d6+2 P, 30' rng, thrown
Sling, +5, 1d6+1 B, 50' rng, propulsive
- 10 bullets
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Speed 25 ft.
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Statistics
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Str 14 (+2); Dex 12 (+1); Con 14 (+2); Int 10 (+0); Wis 18 (+4); Cha 10 (+0)
Skills
(T) Nature +8
(T) Perception +8
(T) Intimidation +4
(E) Deception +5
(T) Athletics +6
(T) Survival +8
(T) Lore: Forest +4
Feats
Heritage: Orc trait, Low Light Vision
Ancestry 1: Orc Ferocity
Background: Assurance (Survival)
Order: Wild Shape (2 uses, pest form, animal form)
Druid 2: Call of Wild
Skill 2: Close Match (Human)
General 3: Ancestral Paragon - Haughty Obstinancy
Druid 4: Thousand Faces
Skill 4: Survey Wildlife
Languages Common, Orcish, Druidic
Other Abilities
Wild Empathy (can use Diplomacy on animals)
Druid Order (Wild) - Spell Points: 7
- Wild Morph (1 SP) - Grow claws or other abilities
- Thousand Faces (1SP) - humanoid form change
- Call of the Wild (1SP) - Summon Nature's Ally (heightened to best spell level)
Other Gear
Magic (Bulk n L m)
3rd lvl Staff of Healing
2nd lvl Hand of the Mage
2nd lvl Sturdy Shield (expert light wooden)
1st lvl Minor Healing Potion
Spells Prepared
Cantrip - Produce Flame, Stabilize, Tanglefoot
1 - Magic Fang, Gust of Wind, Feather Fall
2 - Acid Arrow, Restoration, Glitterdust
Money
244 SP 9CP
Equipment
Weapon
Scimitar (T), +6, 1d6+2 S, Bulk 1, 'forceful, sweep', 11sp
3x Javelin, +5, 1d6+2 P, Bulk L, 30' rng, thrown, 3sp
Sling, +5, 1d6+1 B, Bulk L, 50' rng, propulsive, 0sp
- 10 bullets, 1cp
Armor
Leather Armor (T), +5 AC +4 TAC, Bulk 1, 15sp
Expert Light Wood Shield (T), +2 AC +2 TAC, Hardness 6, Check 0, Bulk L
Gear
Backpack, 1sp
Bedroll, 1cp, Bulk L
Pouch, 4cp,
Ordinary Clothes, 1sp
Material Component Pouch, 5sp
50' Silk rope, 10sp, Bulk L
Pup Tent, 8sp, Bulk L
Waterskin, 5cp, Bulk L
[sblock=Notes - Reference material so I don't have to constantly look stuff up when posting]
Animal Form (1 minute)
AC 22 (TAC 20), ignore armor’s check penalty and reduced Speed
One or more unarmed melee attacks, which are the only types of attacks you can use. You’re trained with them.
Your attack modifier is +10 and your damage bonus is +5. These are Strength based.
• 10 temporary Hit Points while you have the form.
• Low-light vision.
• Athletics bonus of +11 unless your own is higher.
Your battle form prevents casting spells, speaking, or using most actions with the manipulate trait that require hands.
(The GM decides if there’s doubt.) You can dismiss the spell with a concentrate action.
• Ape Speed 25 feet, climb Speed 20 feet; scent; fist, Damage 2d6
bludgeoning
• Bear Speed 25 feet; scent; jaws, Damage 2d8 piercing; claw
(agile), Damage 1d8 slashing.
• Bull Speed 30 feet; scent; horn, Damage 2d8 piercing.
• Canine Speed 40 feet; scent; jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; scent; jaws, Damage 2d6 piercing; claw
(agile), Damage 1d10 slashing.
• Deer Speed 45 feet; scent; antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim, Speed 25 feet; scent; jaws, Damage 2d6
bludgeoning; tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim Speed 35 feet; scent; jaws, Damage 2d8 piercing.
• Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet;
scent; fangs, Damage 2d4 piercing plus 1d6 poison.
Humanoid Form (10 minutes)
You transform your appearance to look like a Small or Medium
humanoid, such as a drow, dwarf, elf, goblin, halfling, human, orc,
or lizardfolk. You count as a humanoid in addition to your normal
traits while in this form, as well as gaining any trait related to the
creature’s kind (such as goblin or human). If this transformation
reduces your size, it reduces your reach accordingly (using the
effects of the shrink spell). This transformation doesn’t change
your statistics in any way. You can still wear and use your gear,
and it changes size to match your new form if necessary. The
item’s size change ends immediately if the item leaves your person
You don’t gain the special abilities of the humanoid form you
assume. This spell grants you a +4 conditional bonus to Deception
checks to pass as a generic member of the chosen ancestry, but
you can’t make yourself to look like a specific person. If you want
to Impersonate an individual, you still need to create a disguise,
though the GM won’t factor in the difference in ancestry when
choosing the DC of your Deception check.
Pest form (10 minutes)
You transform into a Tiny nonthreatening animal, such as a cat,
rat, insect, or lizard. You count as an animal in addition to your
normal traits while in this form. You can choose the specific type
of animal you turn into (such as a rat or praying mantis). This
has no effect on your battle form’s size or statistics. Your gear
is absorbed into your form; the constant abilities of your gear
still function, but you can’t activate any item abilities. When you
transform, you gain the following abilities:
• AC 13 (TAC 13) and ignore your armor’s check penalty and
Speed reduction.
• One or more natural melee attacks, which are the only
types of attacks you can use. You’re trained with them.
When attacking with them, your attack modifier is +6
and your attacks deal 1 piercing damage (or another type
depending on your form, as the GM sees fit). These are
Dexterity-based attacks (for the purposes of the sluggish
condition, for example).
• Weakness 5 to all physical damage. (If you take physical
damage while in this form, you take 5 additional damage.)
• Speed 10 feet.
• Low-light vision, scent.
• Acrobatics +10 and Stealth +10 (unless your own total
modifiers are higher); Athletics –4.
The special statistics of your pest form can be adjusted only
by penalties, circumstance bonuses, and conditional bonuses.
Your pest form prevents you from casting spells, speaking, or
spending most actions with the manipulate trait that require
your hands (the GM determines which manipulate actions you
can spend if there’s doubt). You can dismiss this spell by using an
action (this action has the concentrate trait).
Wild Morph (1 minute)
You morph your body based on your wild order training, choosing one
of the following effects based on your wild order feats.
• If you have Wild Shape, you can morph your hands into wild
claws. Your hands transform into incredibly sharp claws.
These claws are an unarmed attack you’re trained in, dealing
1d6 slashing damage (agile, finesse). You can still hold and use
items with your hands while they’re transformed by this spell,
but you cannot hold an item while attacking. If you have Insect
Shape, you can instead transform your mouth into wild jaws, an
unarmed attack with the same damage and traits.
• If you have Elemental Shape, you can morph your body to be
partially composed of elemental matter, granting you resistance
5 to critical hits and precision damage.
• If you have Plant Shape, you can morph your arms into long
vines, increasing your reach to 10 feet (or 15 feet with a reach
weapon).
• If you have Soaring Shape, you can grow wings from your back.
These wings allow you to fly with a fly Speed of 30 feet.
• Heightened (2nd) Your wild claws or wild jaws radiate primal energy.
They work like a +1 magic weapon, granting a +1 item bonus to attack
rolls and dealing another die of damage on a hit.
Summon Nature’s Ally
1st: Level 0: Bloodseeker, bobcat, dog, dire rat, fire beetle, pig,
pony, viper
2nd: Level 1: Constrictor snake, electric eel, goblin dog, horse,
hunting spider, hyena, leopard, mephit elemental, wolf[/sblock]