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Forwell Hog

Curnach Daveck's page

913 posts. Alias of Alexander Kilcoyne.


Full Name

Curnach Daveck

Gender

HP 133/133, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Size

Medium

Age

22

Special Abilities

Fire Bolt, Spells, A Thousand Faces

Alignment

Lawful Neutral

Deity

Green Faith

Location

Korvosa (Varisia)

Languages

Common, Druidic

Occupation

Street Urchin left for dead by Lamm, now Hero and Lawbringer of Korvosa

Strength 9
Dexterity 20
Constitution 20
Intelligence 11
Wisdom 28
Charisma 7

About Curnach Daveck

Curnach Daveck
Human (Chelaxian) Druid (Urban Druid) 11
LN Medium humanoid (human)
Init +11; Senses Perception +23
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Defense
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AC 26, touch 14, flat-footed 23 (+7 armor, +3 shield, +3 Dex, +2 natural, +1 deflection)
hp 133 (11d8+77)
Fort +13, Ref +10, Will +17; +0 bonus vs. divinations and enchantment effects, +4 resistance bonus vs. disease
Defensive Abilities evasion; Immune charm, compulsion; Resist fire 10
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +3/-2 (1d4-1)
Ranged masterwork sling +14/+9 (1d4-1)
Special Attacks wild shape 2/day
Domain Spell-Like Abilities (CL 11st; concentration +20)
. . 12/day—fire bolt (1d6+5 fire)
Druid (Urban Druid) Spells Prepared (CL 11th; concentration +20):
. . 6th—fire seeds [D], height baleful polymorph (DC 25), summon nature's ally vi
. . 5th—baleful polymorph (DC 24), communal air walk, death ward, fire shield [D], summon nature's ally v
. . 4th—ball lightning (DC 24), dispel magic, true form (DC 23), wall of fire [D], Empowered Fireball, Empowered Fireball
. . 3rd—aqueous orb (DC 22), burrow (DC 22), fireball [D] (DC 23), hydraulic torrent, ice spears (DC 22), mass feather step, quench
. . 2nd—barkskin, frost fall (DC 22), lesser restoration, lesser restoration, produce flame [D], soften earth and stone, stone call
. . 1st—burning hands [D] (DC 21), entangle (DC 20), faerie fire, hydraulic push, hydraulic push, hydraulic push, liberating command, summon nature's ally i
. . 0 (at will)—create water, detect magic, guidance, mending
[D] Domain spell; Domain Fire
--------------------
Statistics
--------------------
Str 9, Dex 20, Con 20, Int 11, Wis 28, Cha 7
Base Atk +8; CMB +7; CMD 23
Feats Additional Traits, Empower Spell, Heighten Spell, Improved Initiative, Quicken Spell, Spell Focus (evocation), Toughness
Traits eyes of the wild, magical lineage, reactionary, unhappy childhood (tortured)
Skills Acrobatics +4 (+0 jump), Diplomacy +0, Heal +20, Knowledge (nature) +16, Perception +23, Spellcraft +14, Survival +25
Languages Common, Druidic
SQ a thousand faces, lorekeeper, nature bonds (druid [urban druid] domain [fire] domain), resist temptation, spontaneous casting, wild empathy +9
Combat Gear elemental metamagic rod (lesser, cold), pearl of power (1st level), persistent metamagic rod, potion of cure serious wounds, potion of fly, selective metamagic rod (lesser), Healer's kit (10/10 uses remaining), Healer's kit (10/10 uses remaining); Other Gear blue dragonhide breastplate, black dragonhide shield, masterwork sling, amulet of natural armor +2, belt of physical might (dex & con +6), cloak of resistance +1, elixir of vision, headband of inspired wisdom +6, plague mask, ring of evasion, ring of protection +1, backpack, masterwork, silk rope, spell component pouch, waterskin, 1100 GP
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Special Abilities
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A Thousand Faces (At will) (Sp) Can change your appearance at will while in your normal form, as alter self.
Druid (Urban Druid) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Elemental metamagic rod (lesser, cold) (3/day) Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Elemental Spell; Cost 1,500 gp
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ring of evasion) (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Eyes of the Wild You spend enough time in the wilderness that you are attuned to its ways. You gain a +2 trait bonus on Perception checks in natural settings.
Fire Bolt (1d6+5 fire) (12/day) (Sp) 30' Ranged touch attack deals 1d6+5 Fire damage.
Heighten Spell Increases spell level to effective level desired.
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Lorekeeper (Ex) +2 Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility).
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Persistent metamagic rod (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day as though using the Persistent Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Persistent Spell; Cost 16,250 gp
Plague mask +4 to save vs disease.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Resist Temptation (Ex) +2 save vs. enchantment and divination
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Selective metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Selective Spell; Cost 1,500 gp
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Domain spells.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (2/day) (Su) Shapeshift into a different creature one or more times per day.

Current Goodberries:

100

Group Loot:

Wand of Cure Moderate Wounds, 42 charges.


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