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Profile
About "Carpenter" Nerine WaveriderOriginal Scores:
str 12
dex 16 con 14 int 13 wis 14 chr 13 Hit Dice: 3d8+6
Fortitude: +6 =3+2+1
BAB: +2 Armor Class: 17 =10(Base)+4(Dex)+1(Size)+2(Wis)
Masterwork Shortspear(1d4, x2, 20ft., 1.5lbs, P)+4M or +9R (301gp)
Skills
Feats: Aberrant Blood(Webbed Hands)(Lv1),Track(Bonus) Exotic Weapon Proficiency(Net)(Lv3) Halfling Abilities:
+2 Dexterity, -2 Strength.
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. Halfling base land speed is 20 feet. +2 racial bonus on Climb, Jump, Listen, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. Variant Druid Abilities: Unarmored AC Bonus(As Monk), Fast Movement(As Monk), Favored Enemy +2(as Ranger, Animals), Animal Companion, Nature Sense, Wild Empathy(1d20+3+1), Woodland Stride, Trackless Step Deep One(Trait):
Prerequisite: Spellcasting ability (Druidic).
You belong to a new secret sect of Druids called the Deep Ones, a group of like-minded Druids that are trying to unravel the great mysteries of the endless oceans. Years of trying to reconnect to the divine currents of the world have yielded fleeting, if not frustrating, successes. You are making progress into tapping into the world through it's oceans and are convinced there is something secret that lurks underneath it's churning currents that could restore balance to yourself and your 'wave' of Druids. Plot hook: You are currently on pilgrimage to Land's End to meet in secret with the Deep Ones and show them you have unraveled a small piece of the puzzle, and prove the naysayers wrong. Benefit: You have regained your ability to cast/convert Summon Natures Ally spells (aquatic variants only) while in contact with oceans or large bodies of water. You have also discovered that you can fuel your first level spells by bleeding yourself. For each point of temporary constitution damage you inflict upon yourself, you can regain the ability to cast a 1st level spells for that day. Temporary ability damage is healed with a day of rest, and you need not expend more than 1 point per day to regain 1st level spell casting. Bleeding more than 1 point per day does not have any additional effects. Please note, stat damage is regained with a 'complete' day of rest, not adventuring. This could lead to multiple points of con drain. Channeling and studying the power of the Deep Ones has expanded your Druidic powers and you have shifted slightly in form to reflect this. You can choose to gain the Aquatic and Amphibious template/traits and the Scent(ex) ability while underwater.
Equipment: Backpack(2gp), Artisan's Outfit(Free), Masterwork Artisan's Tools(55gp), Belt Pouch(1gp), Whetstone(2cp), Holly&Mistletoe(Shell? Free), Signal Whistle(8sp), Waterskin(1gp), 50ft of Silk Rope(10gp), Grappling Hook(1gp), Spyglass(1000gp), Sack(1sp), 2 Days of Trail Rations(1gp), Healer's Kits(10 uses, 50gp), Healer's Kit(10 uses, 50gp) Magical Gear: Universal Solvent, Dust of Dryness 203 gold
Spells Per Day
Lv1(Dc13): 3 Lv2(Dc14): 2 Spells prepared/bled
Lv1: Cure Light Wounds(1d8+3), Cure Light Wounds(1d8+3) used, Speak With Animals Lv2: Faerie Fire, Entangle |
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