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KnightofTempest
KnightofTempest

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BBG: Jaheira Level Eight

Class: Druid 4/ Fighter 4

Race: Half-Elf

Alignment: True Neutral

STR-14

DEX-14

CON-18

INT-16

WIS-17

CHA-16

HP: 93

Fortitude: 10 (+12 vs Enchantment, +14 vs Fey, +16 vs Both)

Reflex: 7 (+9 vs Enchantment, +11 vs Fey, +13 vs Both)

Will: 8 (+10 vs Enchantment, +12 vs Fey, +14 vs Both)

BAB: +7/+2

AC: 32

Equipment:

Wyvern Hide Armor +2 (8 Armor Bonus, +3 Max Dex, +2 Enhancement Bonus, Grants Immunity to Poison)(Equipped)

Large Ironwood Shield +2 (Equipped)

Razoul's Wrath +3 (Equipped): +12/+7 1d6 +2d6 Fire +6 16-20 x2 Slashing (When Struck, Opponent Must Make a DC 20 Fortitude Save or Take a Cumulative -2 Penalty to Attacks from Pain up to a maximum of -10. This effect does not work on creatures and beings who do not feel pain, such as undead or constructs)

Sling +1 (Equipped): +12 1d4 (+1d6 Cold With Slingstones of Ice, +1d6 Electric with Slingstones of Electricity, +1d6 Fire with Slingstones of Fire) +3 (+4 with Slingstones +1) x2 Bludgeoning and Cold

Ring of Protection +2 (Equipped)

Amulet of Natural Armor +2 (Equipped)

Open-Faced Leather Helm (Equipped)

10x Slingstones of Electricity  (Equipped)

10x Slingstones of Ice (Equipped)

10x Slingstones of Fire (Equipped)

10x Slingstones +1 (Equipped)

Traveler's Cloak and Boots (Equipped)

Studded Leather +1, Darkwood Club +1, Keen Scimitar of Shock +2 (In Pack)

12140 GP

Feats:

Lightning Reflexes: You get a +2 bonus to all Reflex saving throws.

Combat Reflexes: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round - the one attack of opportunity any character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four goblins move through the character's threatened area, he can make attacks of opportunity against three of the four. You still only make one attack of opportunity per enemy. You may also make attacks of opportunity while flat-footed.

Skill Focus: Knowledge (Nature): You get a +3 bonus on all skill checks with Knowledge (Nature)

Vexing Flanker: You gain a +4 bonus on your attack rolls when flanking.

Combat Expertise: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Improved Disarm: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Traits:

Half-Elf Abilities: Immune to Sleep, +2 Saving Throws vs Enchantment Spells and effects, Low-Light Vision, +1 to Spot, Search, and Listen, +2 to Diplomacy and Gather Information

Abrasive: You gain a +1 bonus on Intimidate checks. Drawback: You take a -1 penalty on Diplomacy checks and Bluff checks

Passionate: You gain a +1 bonus on Fortitude saves. Drawback: You take a -1 penalty on Will saves.

Class Features:

Cantrips

Druidic Spells

Animal Companion (None Yet)

Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy: 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. 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.

Woodland Stride: 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. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step: 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.

Fighter Bonus Feat x3 (Combat Reflexes, Vexing Flanker, Improved Disarm)

Resist Nature’s Lure: Starting at 4th level, a druid gains a +4 bonus on Saving Throws against the Spell-Like Abilities of Fey

Proficiencies:

Proficient with all simple and martial weapons. Jaheira is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape.

Jaheira is proficient with light, medium, and heavy armor, but is prohibited from wearing metal armor; thus, she may wear only padded, leather, or hide armor. (She may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description, or armor made of organic materials.) She is proficient with shields (including shields) but must use only wooden or otherwise organic ones.

Druidic Spells:

Cantrips (At Will)

Create Water

Detect Poison

Guidance

Purify Food and Drink

Detect Magic

Know Direction

Resistance

First Level Spells (6/Day):

Goodberry

Cure Light Wounds

Speak With Animals

Produce Flame

Shillelagh

Magic Stone

Hawkeye

Eyes of the Avoral

Obscuring Mist

Pass Without a Trace

Summon Nature's Ally I

Healthful Rest

Faerie Fire

Second-Level Spells (5/Day)

Animal Messenger

Flame Blade

Flaming Sphere

Summon Nature’s Ally II

Lesser Restoration

Fog Cloud

Resist Energy

Spider Climb

Languages:

Common

Elven

Druidic

Illuskan

Chondathan

Waelan

Sylvan

Rashemi

Dwarven

Jaanti

Skills:

Concentration: 10

Diplomacy: 8

Intimidate: 10

Bluff: 10

Spellcraft: 10

Handle Animal: 10

Survival: 10

Knowledge (Nature): 10

Spot: 10

Listen: 10

Search: 10

Gather Information: 10

Climb: 10

Swim: 10

Linguistics: 5


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