Human

Alamon Titus 'Chum' Seaborn's page

447 posts. Alias of Pixie Rogue.


Full Name

Alamon Titus 'Chum' Seaborn

Race

Half-elf

Classes/Levels

Storm Druid 3; 21/24 hp

Gender

Male

About Alamon Titus 'Chum' Seaborn

Alamon Titus 'Chum' Seaborn
Half-elf Druid (favored) 3 (Storm Druid archetype)

Description
30 years old
5' 2" tall
110 pounds

The young man you see before you has all the signs of a life-long sailor. Despite his apparent youth, his skin has already taken on the tone of one that has spent many years, if not decades, in the sun. He is on the small side, possibly due to his age - maybe he's not done growing - and moves with grace. He doesn't appear to be terribly strong, but he should hold his own on deck. His eyes don't appear to miss much. When he reaches up and pushes his long dark hair out of his blue-green eyes, you catch a glimpse of ears just a bit longer, a bit more pointed, than normal - and you realize that you are not looking at a young man in his teens, but a half-elf possibly twice that.

Init +2 [DEX]
Senses Perception +12, Low-light, Rainy conditions: visibility only reduced by a quarter and only a -2 on Perception checks; High winds: Halve any penalty to Perception
Speed 30 ft

Daily Abilities:

Lightning Arc 6/day (30' range touch attack, 1d6+CL/2 electrical) 0 used

Defense:

AC 15, touch 12, flat-footed 13 (+2 [DEX]+2 [Armor]+1 [Shield])
hp 24 (3d8 [druid]+6 [CON])

Saves:
Fort +5 (+3 [druid 3]+2 [CON])
Ref +3 (+1 [druid 3]+2 [DEX])
Will +6 (+3 [druid 3]+3 [WIS])
+2 on all saves against electrical effects
Treat as a size larger for purpose of wind effects

Offense:

Base Atk +2
CMB +2 (+2 [BAB]+0 [STR])
CMD 14 (10 [base]+2 [BAB]+0 [STR]+2 [DEX])

Melee scimitar +2 (1d6, 18-20/x2)
Melee shillelagh +3 (2d6+1, 20/x2)
Melee +1 animal bane dagger +3 (1d4+1, 19-20/x2)

Ranged sling +4 (1d4, 20/x2)

Feats, Skills, Abilities, Languages:

Ability Scores: Str 10, Dex 15, Con 14, Int 14, Wis 17, Cha 7

Feats: Lasting Caster [1st]; Storm-Lashed [3rd]

Traits: Desperate Focus [magic], Besmara's Blessing [campaign]

Skill points: 12 [druid] + 6 [INT] + 3 [favored]

Class skills: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Acrobatics +2 = +0 [rank]+2 [DEX]
Appraise +2 = +0 [rank]+2 [INT]
Bluff -2 = +0 [rank]-2 [CHA]
Climb +4 = +1 [rank]+3 [class]+0 [STR]
Fly +7 = +2 [rank]+3 [class]+2 [DEX]
Handle Animal -2 = +0 [rank]+0 [class]-2 [CHA]
Heal +7 = +1 [rank]+3 [class]+3 [WIS]
Intimidate -2 = +0 [rank]-2 [CHA]
Knowledge (Geography) +6 = +1 [rank]+3 [class]+2 [INT]
Knowledge (History) +3 = +1 [rank]+2 [INT]
Knowledge (Nature) +9 = +2 [rank]+3 [class]+2 [INT]+2 [class ability]
Perception +12 = +3 [rank]+3 [class]+3 [WIS]+2 [race]+1 [trait]
Profession (Sailor) +10 = +3 [rank]+3 [class]+3 [WIS]+1 [trait]
Ride +2 = +0 [rank]+0 [class]+2 [DEX]
Spellcraft +6 = +1 [rank]+3 [class]+2 [INT]
Stealth +2 = +0 [rank]+2 [DEX]
Survival +11 = +3 [rank]+3 [class]+3 [WIS]+2 [class ability]
Swim +10 = +3 [rank]+3 [class]+0 [STR]+4 [racial]

SQ: Favored Class (Druid - +3 skill points), Low-Light Vision, Elf Blood, Elven Immunities, Keen Senses, Water Child (Can always take 10 while swimming), Nature Bond (Air Domain), Lighting Arc, Nature Sense, Orisons, Wild Empathy (1d20+CL+CHA or 1d20-1), Spontaneous Casting (Air Domain spells only - Obscuring Mist [1st], Wind Wall [2nd]), Divine Spells, Windwalker, Stormvoice, Storm-Lashed

Languages Common, Druidic, Elven, Auran, Aquan

Gear:

Combat Gear None
Other Gear Explorer's Outfit, Sprig of Holly (divine focus), Belt Pouch (containing 202 gp and 18 cp), Leather Armor, Light Wooden Shield, Club, Scimitar, Waterproof bag (containing Map Case (containing Nautical Charts)), Spell Component Pouch, Belt Pouch (containing Sling and 20 Bullets), +1 animal bane dagger

Encumbrance 0.0 + coin
Light Load 33
Medium Load 34 - 66
Heavy Load 67 - 100

Spells:

Concentration: +3 [CL]+3 [WIS]+2 [trait] = +8
Close Range: 25' + 5'/2 levels = 30'
Medium Range: 100' + 10'/level = 130'
Long Range: 400' + 40'/level = 520'
DRUID
4 Orisons (0-level), at will (CL 3)
Create Water - Close range, Creates up to 2 gallons/level of water
Know Direction - Personal, You instantly know which direction is north.
Light - Touch range, Causes object to shed light like a torch (20'-radius) for 10*(CL + 2 [feat]) minutes
Stabilize

DRUID
2 1st-level/day + 1 bonus + domain spell (Obscuring Mist) (CL 3)
3 Cure Light Wounds - Touch range, 1d8+CL (max 5) healing
0 Shillelagh - Touch range, Cudgel or staff becomes +1 weapon, 2d6 damage, for (CL +2 [feat]) minutes
0 Summon Nature's Ally
0 Touch of the Sea

1 2nd-level/day + 1 bonus + domain spell (Wind Wall) (CL 3)
2 Cure Moderate Wounds - Touch range, 2d8+CL (max 10) healing

Rewards:

?? track XP
Experience Points: 5990 xp
50 'Barefoot' Samms helpfulness
100 First day's task
200 Second day's fistfight
150 Rosie's helpfulness
150 Rats in the bilge!
150 Fishguts' helpfulness
100 Cogsward's helpfulness
50 Scrimshaw's helpfulness
100 Owlbear's helpfulness
200 Recovering his gear
150 Rescuing Rosie
150 Surviving the storm
200 Reefclaws
100 Conchobar helpful
100 Cut-throat Grok helpful
50 Giffer Tibs helpful
50 Badger helpful
50 Tilly helpful
550 Battle with Mans' Promise
900 Battle to take the ship
300 Grindylows!
240 Hanging with the ghouls
650 Giant fauna
300 Jungle chokers
350 Hanging zombie and botflies
200 Stirge nest
400 Grindylows in the tunnel

Spoils spoiler:

Spoiler:

Ghoulfriend stash; gathering everything other than the barrels for the time being

RESOURCES

Half-elf Racial Traits

Spoiler:
  • +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-elves have a base speed of 30 feet.
  • Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
  • Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
  • Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the half-elf’s adaptability and multitalented racial Traits.
  • Traits

    Spoiler:

    Focused Mind: (Magic Trait)
    You've often found yourself in situations where a lack of focus can lead to worse than a lost spell. Benefit: You gain a +2 trait bonus on concentration checks.

    Besmara's Blessing: (Campaign Trait)
    You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. Benefit: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
    You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...

    Storm Druid Class Features

    Spoiler:

    Hit Dice: d8

    1st 3; 1; —; —; —; —; —; —; —; —
    2nd 4; 2; —; —; —; —; —; —; —; —
    3rd 4; 2; 1; —; —; —; —; —; —; —
    4th 4; 3; 2; —; —; —; —; —; —; —
    5th 4; 3; 2; 1; —; —; —; —; —; —
    6th 4; 3; 3; 2; —; —; —; —; —; —
    7th 4; 4; 3; 2; 1; —; —; —; —; —
    8th 4; 4; 3; 3; 2; —; —; —; —; —
    9th 4; 4; 4; 3; 2; 1; —; —; —; —
    10th 4; 4; 4; 3; 3; 2; —; —; —; —
    11th 4; 4; 4; 4; 3; 2; 1; —; —; —
    12th 4; 4; 4; 4; 3; 3; 2; —; —; —
    13th 4; 4; 4; 4; 4; 3; 2; 1; —; —
    14th 4; 4; 4; 4; 4; 3; 3; 2; —; —
    15th 4; 4; 4; 4; 4; 4; 3; 2; 1; —
    16th 4; 4; 4; 4; 4; 4; 3; 3; 2; —
    17th 4; 4; 4; 4; 4; 4; 4; 3; 2; 1
    18th 4; 4; 4; 4; 4; 4; 4; 3; 3; 2
    19th 4; 4; 4; 4; 4; 4; 4; 4; 3; 3
    20th 4; 4; 4; 4; 4; 4; 4; 4; 4; 4

    Weapon and Armor Proficiency

    Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

    Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.

    A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
    Spells

    A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

    To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

    Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

    A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

    Spontaneous Domain Casting

    A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.

    This replaces spontaneous casting.

    Orisons (Sp)

    Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

    Bonus Languages

    A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

    A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

    Druidic has its own alphabet.

    Nature Bond (Ex)

    At 1st level, a druid forms a bond with nature. This bond takes the form of a close tie to the natural world, granting the druid the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.
    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.

    Nature Sense (Ex)

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

    Wild Empathy (Ex)

    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.

    To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

    Windwalker (Ex)

    At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid.

    This ability replaces woodland stride.

    Stormvoice (Ex)

    At 3rd level, a storm druid’s voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level.

    This ability replaces trackless step.

    Eyes of the Storm (Ex)

    At 4th level, a storm druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th.

    This ability replaces resist nature’s lure.

    Wild Shape (Su)

    At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

    A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

    A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

    At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

    At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.

    At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

    At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.

    Windlord

    At 9th level, a storm druid can select another domain or subdomain or enhance his existing domain to an exalted domain, per Shisumo, from those available to her through her nature bond.

    This ability replaces venom immunity.

    Storm Lord (Ex)

    At 13th level, a storm druid is unaffected by natural and magical wind effects. She also becomes immune to deafness and gains +2 bonus on saving throws against sonic effects.

    This ability replaces a thousand faces.

    Timeless Body (Ex)

    After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

    Storm Kindler?:

    Hit Die: d8.
    Requirements
    To qualify to become a Storm Kindler, a character must fulfill all the following criteria.
    Alignment: Any neutral.
    Deity: Must worship Gozreh.
    Feats: Storm-Lashed (The Inner Sea World Guide 289).
    Skills: Fly 3 ranks, Knowledge (history) 6 ranks, Knowledge
    (nature) 6 ranks, Swim 3 ranks.
    Spells: Able to cast 2nd-level spells.
    Class Skills
    The Storm Kindler’s class skills (and the key ability for each skill) are Fly (Dex), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Survival (Wis), and Swim (Str).
    Skill Ranks at Each Level: 4 + Int modifier.
    Class Features
    The following are class features of the Storm Kindler prestige class.
    Weapon and Armor Proficiency: A Storm Kindler gains no additional weapon or armor proficiencies.
    Oceanic Spirit (Su): A Storm Kindler gains a bonus equal to her class level on Fly and Swim checks, and never needs to make concentration checks because of natural weather.
    She gains resistance to electricity 5 and sonic 5. At 5th level, her resistance to electricity and sonic increases to 10. At 9th level, these resistances increase to 20.
    Seasight (Su): At 2nd level, a Storm Kindler can see through fog, smoke, and other obscuring vapors as if they did not exist. This ability functions underwater as well, allowing the Storm Kindler to see through thick silt and other aquatic precipitates.
    Storm Shape (Su): At 2nd level, a Storm Kindler becomes a physical embodiment of the fury of the storm.
    As a standard action, she can transform herself into a whirlwind (as the universal monster rule, Bestiary 306) for a number of minutes per day equal to her class level. This time need not be consecutive, but must be spent in 1-minute increments.
    As a swift action, the Storm Kindler can change the height of her whirlwind form from a minimum of 10 feet tall to a maximum of 20 feet tall. At 4th level, and again every two levels thereafter, the maximum height of the whirlwind increases by 10 feet, to a maximum of 60 feet tall at 10th level. If the Storm Kindler is underwater when she uses this ability, she instead transforms into a vortex of the same size (this functions identically to the whirlwind ability, but can form only underwater and can’t leave the water). The Storm Kindler can breathe water while in vortex form. If the Storm Kindler does not possess a fly or swim speed, she gains one (as appropriate to her new form) equal to her base land speed when in storm shape. With a fly speed, she has
    average maneuverability.
    The Storm Kindler can damage and trap Small or smaller creatures caught in her whirlwind, dealing lethal damage equal to her unarmed strike damage to each one that fails a Reflex save (DC 10 + the Storm Kindler’s class level + the Storm Kindler’s Strength modifier) and lifting it into the air if it fails a second Reflex save. At 4th level,
    and again every two levels thereafter, the size of creatures the Storm Kindler can affect increases by one step, to a maximum of Huge at 8th level.
    Aura of Calm (Su): At 3rd level, allies within 5 feet of a Storm Kindler (including herself ) are treated as one size category larger for the purpose of wind effects (this stacks with the bonus from Storm-Lashed), and they gain a +2 competence bonus on all saving throws made to resist spells and effects with the air or water descriptors. At 5th level, and every two levels thereafter, the Storm Kindler’s aura of calm
    extends by 5 feet (to a maximum of 20 feet at 9th level). At 7th level, allies in the Storm Kindler’s aura are treated as two size categories larger for the purpose of wind effects, and the bonus on their saving throws doubles to +4.
    Wave Breaker (Su): At 4th level, a Storm Kindler gains a swim speed equal to twice her base land speed. She may breathe water for a number of hours per day equal to her class level. This time need not be consecutive, but must be spent in 1-hour increments.
    Thunderstruck (Su): At 5th level, a Storm Kindler becomes immune to the deafened condition.
    Weather’s Fury (Su): At 6th level, a Storm Kindler can deal additional damage with her storm shape. In addition to her unarmed strike damage, she deals 3d6 points of electricity (while in whirlwind form) or cold (while in vortex form) damage to creatures that fail their Reflex saves. This damage increases to 4d6 at 8th level, and 5d6
    at 10th level.
    Eye of the Storm (Su): At 7th level, a Storm Kindler becomes immune to damage and detrimental effects from nonmagical wind and waves. In addition, against spells and effects with the air or water descriptors, she receives a +4 insight bonus on saving throws and to AC.
    Fickle Winds (Sp): At 8th level, as a swift action, a Storm Kindler can call the winds to her defense, protecting her as the spell fickle winds (APG) for a number of rounds per day equal to her level. These rounds need not be consecutive.
    Echoing Thunder (Su): At 9th level, any time a Storm Kindler resists electricity or sonic damage with her oceanic spirit ability, she can spend an immediate action to redirect the resisted damage to another creature within 30 feet. The creature must make a Reflex save (DC 10 + the Storm Kindler’s class level + the Storm Kindler’s Wisdom modifier) or take an amount of electricity or sonic damage equal to the amount the Storm Kindler resisted.
    Storm Mastery (Su): At 10th level, a Storm Kindler becomes one with the storm, allowing her to use her storm shape ability at will. Additionally, she gains a fly speed equal to double her base land speed, and gains the aquatic subtype and the amphibious special quality. The Storm Kindler never takes penalties on her attack or damage rolls because of fighting underwater.

    Storm Kindler
    Level BAB Fort Ref Will Spells Special
    1st +0 +1 +0 +1 Oceanic spirit
    2nd +1 +1 +1 +1 +1 lvl Seasight, storm shape (20', Small)
    3rd +2 +2 +1 +2 +1 lvl Aura of calm (5')
    4th +3 +2 +1 +2 +1 lvl Storm shape (30', Medium), wave breaker
    5th +3 +3 +2 +3 Aura of calm (10'), thunderstruck
    6th +4 +3 +2 +3 +1 lvl Storm shape (40', Large), weather’s fury 3d6
    7th +5 +4 +2 +4 +1 lvl Aura of calm (15'), eye of the storm
    8th +6 +4 +3 +4 +1 lvl Fickle winds, storm shape (50', Huge), weather’s fury 4d6
    9th +6 +5 +3 +5 Aura of calm (20'), echoing thunder
    10th +7 +5 +3 +5 +1 lvl Storm mastery, storm shape (60', Huge), weather’s fury 5d6

    Storm-Lashed feat:

    A life spent enduring gales and storms has hardened your body to the elements.
    Benefit: You can ignore many of the effects of severe weather. In rainy conditions, your visibility is only reduced by one-quarter (not by half ) and you only take a –2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty to Perception caused by high winds. Finally, you gain a +2 bonus on all saving throws against electrical effects.