马泽里斯
无性别提夫林 (古魔裔) 德鲁伊 8
中立 中型 异界生物 (本地)
先攻 +1, 感官 黑暗世界 (60 ft.); 察觉 +16
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防御
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AC 22, 接触 12, 措手不及 21 (+10 护甲, +1 偏斜, +1 敏捷, )
hp 67 ((8d8)+24)
强韧 +10, 反射 +6, 意志 +14, +4 对抗精类生物类法术能力和超自然能力,利用植物或目标为植物的法术和效果
抗性 寒冷 5, 闪电 5, 火焰 5,
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进攻
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速度 20 ft., 穿林步
特殊攻击 自发施法
种族类法术能力 朦胧术 (DC 12,1/天),
*:领域法术
神 哥兹莱; 领域 秃鹫,
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数据
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力量 20, 敏捷 12, 体质 14, 智力 10, 感知 20, 魅力 11,
BAB +6; CMB +11; CMD 23
专长 擅长重甲, 自然施法, 猛力攻击, 强力变形
技能 攀爬 +7, 飞行 +7, 治疗 +11, 察觉 +16, 生存 +17, 游泳 +7,
背景 跑得快, 心里强,
语言 深渊语, 通用语, 德鲁伊语
SQ agent of rebirth, darkvision, death's companion, vulture, fiendish language, fiendish resistance, fiendish sorcery, nature bond, nature sense, orisons, resist nature's lure, skilled, spell-like ability, trackless step, wild empathy +8, wild shape, woodland stride,
战斗装备 治疗中伤药水, 精油 ( 1,000 gp),
其他装备 headband of inspired wisdom +2, amulet of mighty fists +2, ring of eloquence, ring of protection +1, druid's vestment, dragonhide/+1/wild full plate, belt of giant strength +2, cloak of resistance +2, boots of the cat, polymorphic pouch, handy haversack, druid's kit, 136.0 gp
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SPECIAL ABILITIES
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Abyssal
Agent of Rebirth (Sp) You may expend a quantity of special oils worth 1,000 gp to cast reincarnate as a spell-like ability usable once per day. Additionally, when using this ability or casting reincarnate as a prepared spell, you have some influence over the physical form that the reincarnated spirit will take. When rolling against the spell's incarnation table, you may roll twice and choose between the two results.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision
Death's Companion (Ex) Your totem grants you protection from the harbingers of death. As an immediate action, you gain a +4 bonus on saving throws against disease, death spells, and death effects that lasts 8 round. You may use this ability 8 times per day.
Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Vulture
Domains
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.
Skilled (Ex) Qlippoth-Spawn tieflings have a +2 racial bonus on Escape Artist and Survival checks.
Spell-Like Ability (Sp) Qlippoth-Spawn tieflings can use blur 1/day as a spell-like ability.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Tiefling (Qlippoth-Spawn)
Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Wild Empathy (Su)
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+8 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Wild Shape (Su) You can change shape 4 times / day for up to 8 hours
Woodland Stride
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.