Mathezic

Carridan Horn's page

173 posts. Alias of John Hathaway.


Classes/Levels

retired

About Carridan Horn

.
.
.
.

Carridan Horn
Human Druid 5
Ht: 5'9" // Wt: 134 lbs // Age: 37
Favored Class: Druid (+1 skill point/lvl)
Alignment: Neutral Good
Languages: Common (Varisian), Druidic
Senses: low-light
Fame: 13
Prestige Points: 9

==============STATS=============
Str: 12 (+1) // Dex: 14 (+2) // Con: 16 (+3)
Int: 10 (+0) // Wis: 18 (+4) // Cha: 11 (+0)
================================

Base Stats (25 point buy):

Str 12 (2 pts)
Dex 14 (5 pts)
Con 15 (7 pts)
Int 10 (0 pts)
Wis 16 (10 pts)
Cha 11 (1 pt)
+2 Wis (racial, lvl 1), +1 Con (lvl 4)

Combat Info
HP: 42 (8+3)+25+6
BAB: +3
CMB: +4
CMD: 12
Initiative: +2
Speed: 30 (20 in armor)

AC: 19 (12 T / 17 FF) (+7 armor, +2 dex)
Fort: +8 (4 base + 3 con + 1 enhance)
Ref: +6 (1 base + 2 dex +2 feat + 1 enhance)
Will: +9 (+4 vs fey/plants) (4 base + 4 wis + 1 enhance)

Equipment
Coins: 736gp 9sp
Quarterstaff
Sickle, +1
Sling
Breastplate, +1 green dragonhide
Cloak of resistance +1
Wand of cure light wounds (44 charges remaining)
smoketicks (2)
Spell component pouch
Backpack
Bedroll (1)
Traveler’s outfit
standard wayfinder

wayfinder:

Wayfinder (Standard)

Aura faint evocation; CL 5th
Slot none; Price 500 gp; Weight 1 lb.

DESCRIPTION
A small magical device patterned off ancient relics of the a long lost civilization, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, light; Cost 250 gp

starting gear:

Quarterstaff ... free
Sickle, +1 ... 2,306gp
Sling ... free
Breastplate, +1 green dragonhide ... 1,700gp
Cloak of resistance +1 … 1,000gp
Wand of cure light wounds (50 charges) … 750gp
Spell component pouch ... 5gp
Backpack ... 2gp
Bedroll ... 1sp
Traveler’s outfit ... free

Starting Gold: 6,000gp
Spent: 5,763.1gp
Remaining: 236.9gp

Druid Class Abilities
Domain: Weather
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance

Storm Burst: As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

@8th Lightning Lord: At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.

Nature Sense: +2 Knowledge (nature) and Survival

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 (see Using Skills). 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 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.

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. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, 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.

Resist Nature’s Lure: Starting at 4th level, a druid gains 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 or target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape: 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 with which the druid is familiar.
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 levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also 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 also 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 also 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 also 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.

Traits, Feats, and Skills
Traits: Blood of Dragons (race), Focused Mind (magic)
Feats: Spell Focus (conjuration) (Lvl 1), Lightning Reflexes (Hu), Augment Summoning (Lvl 3), Natural Spell (Lvl 5)

Detailed Traits:

Blood of Dragons: Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Detailed Feats:

Spell Focus (Conjuration): (Prereqs: n/a)
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Lightning Reflexes: (Prereqs: n/a)
Benefit: +2 bonus on all Reflex saving throws.

Augment Summoning: (Prereqs: Spell Focus (conjuration))
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Natural Spell: (Prereqs: Wis 13, wildshape)
Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.

Detailed Skills:

Skill Points/level: 6 = 4(class) + 0(int) +1(race) + 1(fc)
class skill // Armor Check Penalty = 3 // Total Ranks: 30

Acrobatics: -1 = +0(ranks) +2(dex) -3(ACP)
Appraise: +0 = +0(ranks) +0(int)
Bluff: +0 = +0(ranks) +0(cha)
Climb: +3 = +2(ranks) +3(trained) +1(str) -3(ACP)
Craft (): +0 = +0(ranks) +0(int)
Diplomacy: +0 = +0(ranks) +0(cha)
Disable Device: +2 = +0(ranks) +2(dex)
Disguise: +0 = +0(ranks) +0(cha)
Escape Artist: -1 = +0(ranks) +2(dex) -3(ACP)
Fly: -1 = +0(ranks) +2(dex) -3(ACP)
Handle Animal: +12 = +5(ranks) +3(trained) +4(wis)
Heal: +12 = +5(ranks) +3(trained) +4(wis)
Intimidate: +1 = +0(ranks) +1(cha)
Knowledge (arcana): +0 = +0(ranks) +0(int)
Knowledge (dungeoneering): +0 = +0(ranks) +0(int)
Knowledge (engineering): +0 = +0(ranks) +0(int)
Knowledge (geography): +5 = +2(ranks) +3(trained) +0(int)
Knowledge (history): +0 = +0(ranks) +0(int)
Knowledge (local): +0 = +0(ranks) +0(int)
Knowledge (nature): +7 = +2(ranks) +3(trained) +0(int) +2(class)
Knowledge (nobility): +0 = +0(ranks) +0(int)
Knowledge (planes): +0 = +0(ranks) +0(int)
Knowledge (religion): +0 = +0(ranks) +0(int)
Linguistics: +0 = +0(ranks) +0(int)
Perception: +12 = +5(ranks) +3(trained) +4(wis)
Perform (): +0 = +0(ranks) +0(cha)
Profession: +4 = +0(ranks) +4(wis)
Ride: -1 = +0(ranks) +2(dex) -3(ACP)
Sense Motive: +4 = +0(ranks) +4(wis)
Sleight of Hand: +2 = +0(ranks) +2(dex)
Spellcraft: +5 = +2(ranks) +3(trained) +0(int)
Stealth: -1 = +0(ranks) +2(dex) -3(ACP)
Survival: +14= +5(ranks) +3(trained) +4(wis) +2(class)
Swim: +3 = +2(ranks) +3(trained) +1(str) -3(ACP)
Use Magic Device: +0 = +0(ranks) +0(cha)

Background:
Carridan Horn is an unassuming fellow, simple in appearance and quiet who is often overlooked by well to do travelers on the roads between Sandpoint and Magnimar. Those less fortunate, the poor merchants struggling with broken axles or lame horses, the pilgrims caught in the rain when setting up camp, and the injured guardsman, however, those sort do take note of Carridan, as he often helps those he comes across who are in need or distress.
He couldn’t tell you his age, as it’s a number he stopped counting years ago, but Carridan is approaching his 40th winter. Despite his advancing age, years living in the wilds beyond Magnimar have left him hale and healthy, if a little weathered.
Carridan’s never made it a point to seek out trouble, but he helps those he can to the best of his ability when he comes across them. Whether he finds them on a muddy road in the outlying regions around the bustling city of Magnimar, or within the walls the of the city itself during one of his rare forays into town for supplies, the woodsman is nothing if not concerned for others and the surrounding environs.

Personality/Mannerisms:
Carridan is soft spoken and somewhat shy due to years living alone in the wilderness. He’s not unkind by any stretch, but most strangers find his social awkwardness off putting. Despite this, he is a friendly sort, and while he lacks any particular conversational skills, he likes to ask questions of those he meets. Sometimes this comes across as being nosey or overly inquisitive, but those who take the time to really look at the man quickly realize his questions come from a place of genuine interest rather than any kind of manipulative intent.
His hair is shaggy and shoulder length, and a ragged beard covers his chin and cheeks. His soft, brown eyes light up whenever he gazes up into the sky for very long, and he has a warm, genuine laugh. Horn has a habit of cracking both his knuckles and his neck before he sets himself to a task, and he likes to whistle to himself while working.

Progression:
Carridan will likely continue with straight druid levels, gradually expanding his summoning repertoire in combat rather than focusing on wild shape, which he’ll likely use for more utilitarian means.

Macros:

[dice=Storm Burst]1d20+5[/dice][dice=for]1d6+2[/dice] [ooc]non-lethal damage and -2 to attack rolls[/ooc]
[dice=Shillelagh]1d20+5[/dice][dice=for]2d6+3[/dice]
[dice=Sling]1d20+6[/dice][dice=for]1d4+1[/dice]
[dice=Magic Stone]1d20+6[/dice][dice=for]1d6+1[/dice]
[dice=Sickle]1d20+5[/dice][dice=for]1d6+1[/dice]

[spoiler=Status]
HP: 42/42
AC: 19 (12 T / 17 FF)
CMD: 16
F/R/W: +8/+6/+9
Wild Shape used: 0/1
Storm Burst used: 0/7
CLW charges used: 6/50

Spells Prepared:
Orisons (4): [url=http://paizo.com/pathfinderRPG/prd/spells/createWater.html#create-water][i]create water[/i][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/detectPoison.html#detect-poison][i]detect poison[/i][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/knowDirection.html#know-direction][i]know direction[/i][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/purifyFoodAndDrink.html#purify-food-and-drink][i]purify food and drink[/i][/url]
Level 1 (3+1+1*): [url=http://paizo.com/pathfinderRPG/prd/spells/faerieFire.html#faerie-fire][i]faerie fire[/i][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/magicStone.html#magic-stone][i]magic stone[/i][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/obscuringMist.html#obscuring-mist][i]obscuring mist*[/i][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/produceFlame.html#produce-flame][i]produce flame[/i][/url], [url=http://paizo.com/pathfinderRPG/prd/advancedClassGuide/spells/thunderstomp.html][i]thunderstomp[/i][/url]
Level 2 (2+1+1*): [url=http://paizo.com/pathfinderRPG/prd/spells/bullSStrength.html#bull-s-strength][i]bull's strength[/i][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/fogCloud.html][i]fog cloud*[/i][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/restoration.html#restoration-lesser][i]lesser restoration[/i][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/spiderClimb.html#spider-climb][i]spider climb[/i][/url]
Level 3 (1+1+1*): [url=http://paizo.com/pathfinderRPG/prd/advancedClassGuide/spells/airGeyser.html][i]air geyser[/i][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/callLightning.html#call-lightning][i]call lightning*[/i][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/waterBreathing.html#water-breathing][i]water breathing[/i][/url]
*domain

Ongoing Effects

[/spoiler]

Summons:

[spoiler=Dog]
HP: 8/8
AC: 13 (12 T / 12 FF)
CMD: 11 (15 v. trip)
F/R/W: +6/+3/+1
Str 17, Dex 13, Con 19, Int 2, Wis 12, Cha 6

Ongoing Effects
[/spoiler]
[dice=bite]1d20+4[/dice][dice=for]1d4+4[/dice]

[spoiler=Eagle]
HP: 7/7
AC: 14 (13 T / 12 FF)
CMD: 11
F/R/W: +5/+4/+2
Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7

Ongoing Effects
[/spoiler]
[dice=talon 1]1d20+3[/dice][dice=for]1d4+2[/dice]
[dice=talon 2]1d20+3[/dice][dice=for]1d4+2[/dice]
[dice=bite]1d20+3[/dice][dice=for]1d4+2[/dice]

[spoiler=Poison Frog]
HP: 6/6
AC: 13 (13 T / 12 FF)
CMD: 5 (9 v. trip)
F/R/W: +4/+3/-1
Str 6, Dex 12, Con 15, Int 1, Wis 9, Cha 10

Ongoing Effects
[/spoiler]
[dice=bite]1d20+3[/dice] [ooc]for 1 and poison (fort save DC 12) 1/round for 6 rounds; 1d2 Con damage; cure: 1 save[/ooc]

[spoiler=Small Air Elemental]
HP: 17/17
AC: 17 (14 T / 14 FF)
CMD: 15
F/R/W: +6/+6/+0
Str 16, Dex 17, Con 12, Int 4, Wis 11, Cha 11

Ongoing Effects
[/spoiler]
[dice=slam]1d20+6[/dice][dice=for]1d4+3[/dice]
[url=http://paizo.com/pathfinderRPG/prd/monsters/universalMonsterRules.html#whirlwind]whirlwind (DC 12)[/url]
[ooc]Air Mastery: Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.[/ooc]

[spoiler=Small Earth Elemental]
HP: 17/17
AC: 17 (10 T / 17 FF)
CMD: 13
F/R/W: +6/-1/+3
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11

Ongoing Effects
[/spoiler]
[dice=slam]1d20+8[/dice][dice=for]1d6+7[/dice]
[dice=slam (power attack)]1d20+7[/dice][dice=for]1d6+10[/dice]

[spoiler=Small Fire Elemental]
HP: 15/15
AC: 16 (13 T / 14 FF)
CMD: 13
F/R/W: +5/+4/+0
Str 14, Dex 13, Con 10, Int 4, Wis 11, Cha 11

Ongoing Effects
[/spoiler]
[dice=slam]1d20+4[/dice][dice=for]1d4+2[/dice] [plus burn[/ooc]
[url=http://paizo.com/pathfinderRPG/prd/monsters/universalMonsterRules.html#burn]burn (1d4, DC 13)[/url]

[spoiler=Small Water Elemental]
HP: 17/17
AC: 17 (11 T / 17 FF)
CMD: 13
F/R/W: +6/+3/+0
Str 18, Dex 10, Con 17, Int 4, Wis 11, Cha 11

Ongoing Effects
[/spoiler]
[dice=slam]1d20+7[/dice][dice=for]1d6+5[/dice]
[dice=slam (power attack)]1d20+6[/dice][dice=for]1d6+8[/dice]
[url=http://paizo.com/pathfinderRPG/prd/monsters/universalMonsterRules.html#whirlwind]vortex (DC 15)[/url]
[ooc]Water Mastery: A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. [/ooc]

[spoiler=Giant Frog]
HP: 19/19
AC: 12 (11 T / 11 FF)
CMD: 14 (18 v. trip) // CMB: +3 (+7 grapple)
F/R/W: +8/+6/-1
Str 19, Dex 13, Con 20, Int 1, Wis 8, Cha 6

Ongoing Effects
[/spoiler]
[dice=bite]1d20+5[/dice] [dice=for]1d6+4][ooc]plus grab[/ooc]

[spoiler=Wolf]
HP: 17/17
AC: 14 (12 T / 12 FF)
CMD: 14 (18 v. trip) // CMB: +4
F/R/W: +7/+5/+1
Str 17, Dex 15, Con 19, Int 2, Wis 12, Cha 6

Ongoing Effects
[/spoiler]
[dice=bite]1d20+4[/dice][dice=for]1d6+4[/dice]
[dice=trip]1d20+4[/dice] [ooc]vs CMD[/ooc]