|Played by Ravensfaire|
- Abilities & Skills
- Feats & Class Abilities
- Theme Songs
- (Fleshraker) Izkar
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 11 + Dexterity +Armor = 17|
|Dex = +0|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|Decipher Script (Int)||+0||+0||+1||+0||+0|
|Disable Device (Int)||+0||+0||+1||+0||+0|
|Escape Artist (Dex)||+0||+0||+0||+0||+0|
|Gather Information (Cha)||+0||+0||+4||+0||+4|
|X||Handle Animal (Cha)||+4||+0||+4||+0||+8|
|X||Knowledge (Nature)(Religion) (Int)||+7||+0||+1||+0||+6|
|Move Silently (Dex)||+0||+0||+0||+0||+0|
|Open Lock (Dex)||+0||+0||+0||+0||+0|
|Sense Motive (Wis)||+0||+0||+5||+0||+5|
|Sleight of Hand (Dex)||+0||+0||+0||+0||+0|
|Speak Language (n/a)||+0||+0||+0||+0||+0|
|Use Magic Device (Cha)||+0||+0||+5||+0||+5|
|Use Rope (Dex)||+0||+0||+0||+0||+0|
Where C is Cross Class and X is a Class Skill
Carnivon, Common, Druidic, Goblin
Skill Tricks go here
Skill Point Total: Total Here
Class Abilities:Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature Lure
Racial Abilities: Scent: Track by scent using survival skill , Keen senses, Pack Tactics: Large canids give others an additional +1 to attack rolls made during a flanking attack in which the large canid is the supporting flanker. The large canid does not receive this bonus, nor does it influence damage rolls, as it only assists another party member in making a better attack., Low-Light vision.
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Masterwork Lashing Staff (True Death Crystal)||+0||+1d8(+1d6 to Undead)||19/20 x2||Blunt|
|Stormfire Ring||N/A||1d6/round 5 rounds||N/A|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Masterwork Bone breastplate (Least Adaptation Crystal)||+5||+2||-||-||20ft||35lb|
|Ring of Protection +1||+1||-||-||-||-||-|
|Holy Symbol of Nat Armor||+1|
|Head||Item name goes here||Brief item description|
|Face||Item name goes here||Brief item description|
|Neck||Item name goes here||Brief item description|
|Shoulders||Item name goes here||Brief item description|
|Torso||Item name goes here||Brief item description|
|Arms||Item name goes here||Brief item description|
|Hands||Item name goes here||Brief item description|
|Right Ring||Item name goes here||Brief item description|
|Left Ring||Item name goes here||Brief item description|
|Waist||Item name goes here||Brief item description|
|Feet||Item name goes here||Brief item description|
|Pack||Item name goes here||Brief item description|
List of Items Here: Beltpouch x2, Bedroll, Waterskin, Rations x6 days, Backpack, Portable Pie Drink x4: 1d8+1 hp per Pie and a DC12 Fort Save to avoid Intoxication, Stormfire Ring, Wand of Cure light wounds(10 charges left) (1d8 healing), Ornate wooden lock box with key, Red Garnet(140gp), Potion of Owl's Wisdom, Potion of cure moderate wounds,
Statistics of Items Here:
Spells per Day:
Level 0-4 Level 1-5 Level 2-3
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Dawn: Awakens those in the area.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Naturewatch: As Deathwatch but for animals and plants.
Preserve Organ: Protects detached organ from decay for 24 hours.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.
Animate Fire Creates a fire elemental from previously existing fire
Animate Water Creates a water elemental
Animate Wood Creates animated object from wood
Aspect of the Wolf Become a Wolf
Aura Against Flame Energy Resistance 10 vs Fire
Babau Slime Secrete a body-covering acid that damages attacking foes.
Beast Claws Your hands become slashing natural weapons.
Beastland Ferocity Subject fights without penalty while disabled or dying.
Beget Bogun You create a Tiny nature servant.
Branch to Branch You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.
Breath of the Jungle Fog makes poison and diseases harder to resist.
Buoyant Lifting Underwater creatures rise to surface.
Calm Animals: Calms (2d4 + level) HD of animals.
Camouflage Grants +10 bonus on Hide checks.
Charm Animal: Makes one animal your friend.
Claws of the Bear Your hands become weapons that deal 1d8 damage.
Climb Walls Touched creature gains increased climbing ability.
Cloudburst Hampers vision and ranged attacks, puts out normal fires.
Cold Fire Fire becomes blue and white, emits cold.
Crabwalk Touched creature gains bonus while charging.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Deep Breath Your lungs are filled with air.
Delay Disease: Ravages of disease staved off for a day.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Enrage Animal: Animal rages like barbarian, not fatigued.
Entangle: Plants entangle everyone in 40-ft.-radius.
Extract Drug: Creates drug from inanimate object.
Eyes of the Avoral: Subject gets +8 on Spot checks.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hawkeye: Increase range increments by 50%, +5 on Spot checks.
Healthful Rest: Subjects heal at twice the normal rate.
Hide from Animals: Animals can’t perceive one subject/level.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Low-Light Vision: See twice as far as a human in poor illumination.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Omen of Peril: You know how dangerous the future will be.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Raging Flame: Fires burn twice as hot, half as long.
Ram’s Might: Gain +2 to Strength and your unarmed attacks deal normal damage.
Rapid Burrowing: +20 ft. to subject’s burrow speed.
Remove Scent: Hides touched creature’s scent.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
Silvered Claws: One creature's natural attacks are treated as silvered weapons.
Slow Burn: Fires burn twice as long.
Snake’s Swiftness: Subject immediately makes one attack.
Snowshoes: Subject walks easily on ice and snow.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Speak with Animals: You can communicate with animals.
Spider Hand: Caster's hand becomes a small monstrous spider.
Summon Nature’s Ally I: Calls creature to fight.
Suspend Disease: Keeps disease from harming creature for 24 hours.
Thunderhead: Small lightning bolts deal 1d6 damage/round.
Traveler’s Mount: Creature moves faster but can’t attack.
Updraft: Column of wind lifts you aloft.
Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
Vine Strike: You can sneak attack plant creatures for 1 round.
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
Wings of the Sea: +30 ft. to subject’s swim speed.
Winter Chill: Creature takes 1d6 cold damage and is fatigued.
Wood Wose: Nature spirit does simple tasks for you.
Align Fang Grants natural weapon an alignment quality
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Avoid Planar Effects Defeat negative aspects of planar travel
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bite Of The Wererat: You gain the Dexterity and bite of a wererat.
Blaze of Light: 60-ft. cone of light dazzles creatures.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Circle of Nausea: Foes are denied all actions or take -2 penalty on attacks, saving throws and skill checks.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Estannas Stew: Conjures stew that heals 1d6+1 per serving. (one serving/two caster levels).
Fire Trap: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Listening Lorecall: Gain +4 Insight to Listen Checks, Blindsense/Blindsight with high Listen ranks.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Primal Hunter: Gain a +5 bonus to Climb, Jump and Swim checks.
Reduce Animal: Shrinks one willing animal.
Remove Addiction: Cures target of drug addictions.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Splinterbolt: 4d6 piercing damage to subjects hit by ranged attack.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Tiger’s Tooth: One natural weapon of subject gets +1/4 levels on attack rolls and damage rolls (max +5) for 1 round.
Train Animal: Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.
Tree Shape: You look exactly like a tree for 1 hour/level.
Trip Vine: Plants trip creatures entering area.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wings of Air: Subject’s flight maneuverability improves by one step.
winters-embrace: Creature takes 1d8 cold damage/round and might become exhausted.
Wood Shape: Rearranges wooden objects to suit you.
Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
Having grown up with Gauron in the same village the young wolfen's father ruled, she and Gauron had forged a special bond of friendship. It had been hoped that the two would be a mated pair up until she hit puberty, at which point her powers as a druid began to surface. Seeing it as a calling from Fenris, she was sent from the tribe on a vision quest which led her to train her new found skills and powers. After two years of training, she returned to the tribe to find that Gauron had refused to fight his father for alpha status and had left for a place called Avalon. Having missed her childhood friend dearly, she too left the tribe hoping to find her friend as well as to garner wisdom about the world around their tribe.
|Hit Dice||4d8+8 (40 hp)|
|Speed||50 ft. (10 squares)|
|Armor Class||20 (+4 Dex, +6 Natural)
|Attack||Claw +6 melee (1d6+3 plus poison)|
|Full Attack||2 Claws +6 melee (1d6+3 plus poison)
and Bite +1 melee (1d6+1)
and Tail +1 melee (1d6+1 and poison)
|Leaping Pounce||2 Claws +6 melee (1d6+3 plus poison)
and Bite +1 melee (1d6+1)
and Tail +1 melee (1d6+1 and poison)
and Rake +2 Melee (1d6+2)
and Free Trip +7 Prone
and Free Grapple +6 Pin
|Special Attacks||Leaping Pounce, Poison, Rake 1d6+2|
|Special Qualities||Low-Light Vision, Scent,
Link, Share Spells,
|Saves||Fort +6, Ref +8, Will +3|
|Abilities||Str 17, Dex 19, Con 15, Int 2, Wis 14, Cha 12|
|Skills||Hide +12*, Jump +17, Survival +9|
|Feats||Improved Natural Attack (Claw), Track|
When a fleshraker charges, it leaps high into the air above its prey, attempting to knock it to the ground. This ability functions much like the pounce special attack. However, a fleshraker’s incredible jumping ability makes its leaping pounce particularly deadly.
When a fleshraker charges a foe, it can make a full attack, including one rake attack. If a fleshraker successfully hits and damages a target of its size or smaller that it pounces on during a charge, it can make a free trip attack without provoking attacks of opportunity. If the fleshraker wins the opposed trip check, it can make an immediate grapple check. If it succeeds, the opponent is considered grappled and pinned on the ground beneath the fleshraker. On each subsequent round, the fleshraker can deal automatic claw and rake damage with a successful grapple check against a pinned opponent.
If a fleshraker fails the opposed trip check, it cannot be tripped in return. If it successfully trips its opponent but fails the subsequent grapple check, the opponent is still prone in the fleshraker’s square, but it is not grappled or pinned.
Injury, Fortitude DC 14, initial damage 1d6 Dex, secondary damage 1d6 Dex. The save DC is Constitution-based.
Attack bonus +2 melee, damage 1d6+2.
Fleshrakers have a +8 racial bonus on Hide checks and a +6 racial bonus on Jump checks. *The Hide bonus increases to +10 in forested areas.
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).