Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search

Links
Shop
Recent Reviews

Pathfinder Adventure Path #56: Raiders of the Fever Sea (Skull & Shackles 2 of 6) (PFRPG)
***** by Talyseon

Pathfinder Society Scenario #4–17: Tower of the Ironwood Watch (PFRPG) PDF
****( ) by Itzeebitzee

Pathfinder Battles—Shattered Star: Gug
***** by Itzeebitzee

Pathfinder Battles—Shattered Star: Iron Golem
***( )( ) by Itzeebitzee

Pathfinder Battles—Shattered Star: Cleric of Zon-Kuthon
*( )( )( )( ) by Itzeebitzee

Paizo People
RSS RSS RSS RSS Facebook Twitter Email

Forwell Hog

Curnach Daveck's page

849 posts. Alias of Alexander Kilcoyne.


Full Name

Curnach Daveck

Gender

HP 123/123, 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

Vital Statistics:

Name: Curnach Daveck
Race: Human
Gender: Male
Age: 22
Homeland: Varisia (Korvosa)
Height: 5"11
Base Weight: 185 lbs
Size: Medium
Hair: Dark Brown
Eyes: Green
Favoured Class: Druid
Levels: Druid 10
XP-Untracked by me
Alignment: LN (Lawful Neutral)
Deity: Green Faith
Starting Gold: 70gp
Languages: Common, Druidic

Ability Scores

Strength- 9 (-2) (+2 strength from alter self)
Dexterity- 14 (20) (+5)
Constitution- 14 (20) (+5)
Intelligence- 11 (+0)
Wisdom- 22 (28) (+9)
Charisma- 7 (-2)


HP, Speed & Initiative:

Max HP: 123 (8,6,5,7,5,4,2,6,6, 4 + Con + Favoured Class+ Toughness)
Death Value: -20
Speed: 30 feet, 20 feet in armour/medium load
Initiative: +11

Skills, Feats, Traits, Racial & Class Features:

Class skills: Climb, Craft, Fly, Handle Animal, Heal, Knowledge (Geography), Knowledge (Nature), Perception, Profession, Ride, Spellcraft, Survival, Swim.

Armour Check Penalty: -3 armour, -2 shield, -5 total

Skill Modifiers
Acrobatics= +8 (+3 ranks, +5 Dexterity)
Appraise= +0 (+0 Intelligence)
Bluff= -2 (-2 Charisma)
Conditional: +2 VS Korvosans
Climb= -1 (-1 Strength)
Craft= +0 (+0 Intelligence)
Diplomacy= +8 (-2 Charisma, +2 class, +3 trained, +5 rank)
Conditional: +2 VS Korvosans
Disguise= -2 (-2 Charisma)
Escape Artist= +5 (+5 Dexterity)
Fly= +5 (+5 Dexterity)
Handle Animal= +16 (+4 Rank, +3 Trained, +9 Wisdom)
Heal= +21 (+9 Rank, +3 Trained, +9 Wisdom)
Intimidate= -2 (-2 Charisma)
Knowledge (Nature)= +15 (+10 Rank, +3 Trained, +0 Intelligence, +2 Nature Sense)
Knowledge (History)=
Knowledge (Local)=
Knowledge (Nobility)=
Linguistics= N/A
Perception= +22 (+10 Rank, +3 Trained, +9 Wisdom)
Conditional- +2 in natural settings.
Profession= +9 (+9 Wisdom)
Ride= +5 (+5 Dexterity)
Sense Motive= +9 (+9 Wisdom)
Sleight of Hand= N/A
Spellcraft= +13 (+10 Rank, +3 Trained)
Stealth= +5 (+5 Dexterity)
Survival= +24 (+10 Rank, +3 Trained, +9 Wisdom, +2 Nature Sense)
Swim= -2 (-2 Strength)

Class Features:
Weapon Proficiency (Druid)
Armour Proficiency (Light, Medium)
Shield Proficiency
Nature Bond (Fire Domain)
Nature Sense (+2 Knowledge (Nature) + Survival)
Orisons
Wild Empathy (+7 total modifier)
Spontaneous Casting (Fire Domain Spells)

Resist Temptation (Ex)

At 4th level, an urban druid gains a +2 bonus on saves vs. divinations and enchantments. This ability replaces the resist nature’s lure ability.

Urban Druid
While many druids keep to the wilderness, some make
their way within settlements, communing with the
animals and vermin who live there and speaking for the
nature that runs rampant in civilization’s very cradle.
Spontaneous Casting: An urban 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 ability replaces the ability to spontaneously cast
summon nature’s ally spells.

Fire Bolt (1d6+5) (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (12).

A Thousand Faces (Su)

At 6th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Wild Shape (Effective Druid Level- 5)
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.

Mental Strength (Ex)

At 9th level, an urban druid gains immunity to charm and compulsion effects.

Racial Features:
Skilled (+1 SP per level)
Human Bonus Feat

Feats:
Heighten Spell
Empower Spell
Improved Initiative
Toughness
Additional Traits
Spell Focus (Evocation)

Traits:
Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on Initiative checks.

Unhappy Childhood (Campaign) (Tortured)
Gaedren tortured you and left you for dead on a garbage heap after
you made one too many errors. Your scars and memories have honed your reaction speed and make you rather jumpy.

Benefit: You gain a +1 bonus on Reflex saves.

Magical Lineage (Fireball)
Treat Fireball as 1 level lower for metamagic.

Eyes of the Wild (Green Faith)

+2 to perception in natural settings

Offence:

BAB: +7/+2
CMB: +6 (+7 BAB, -1 Strength)

Common Attack Rolls

Ranged Touch Attack- +12, 20x2.

Fire Bolt- +12, 1d6+5 fire damage, 20x2, 30 feet max range.

Masterwork Sling- +13, magic stone damage.

Defence:

AC: 26 (+7 dragonhide breastplate armour, +3 heavy dragonhide shield, +3 dexterity, +2 natural armour, +1 deflection)
Flat-Footed: 23 (+7 breastplate armour, +3 heavy dragonhide shield, +2 natural armour, +1 deflection)
Touch: 14 (+3 dexterity, +1 deflection)
CMD: 19 (+7 BAB, -1 Strength, +2 Dexterity, +1 Deflection)
Fort: +13 (+7 Base, +5 Constitution, +1 Resistance)
Reflex: +10 (+3 Base, +5 Dexterity, +1 Trait, +1 Resistance)
Will: +17 (+7 Base, +9 Wisdom, +1 Resistance)

Resist Fire 10

Conditional: +2 vs Divination and Enchantment.

Conditional: +2 resistance bonus on saving throws against nauseating scents and immunity to one specific disease (blood veil). The mask veils the wearer’s alignment, making him register as neutral to
alignment-detecting effects.


Equipment:

Backpack: Worth 2gp, weighs 2 lbs.
Waterskin: Worth 1gp, weighs 4 lbs.
Healers Kits (24 uses remaining): Worth 40GP, weighs N/A
Spell Component Pouch: Worth 1GP, weighs N/A
A Lesser Elemental Metamagic Rod (Cold)
A Lesser Selective Metamagic Rod
A Persistent Metamagic Rod
Blue Dragonhide Breastplate Armour +1
Black Dragonhide Heavy Shield +1
Amulet of Natural Armour +2
Headband of Inspired Wisdom +6
Elixir of Vision (+10 perception checks for one hour)
Potion of Fly
Cloak of Resistance +1
Belt of Physical Might +6 (Dexterity, Constitution)
Pearl of Power Level One
Plaguebringers Mask (worn)
Ring of Protection +1
Potion of Cure Serious Wounds
Ring of Evasion
Cash- 1,051, 35SP
Masterwork Sling
50 feet silk rope.
Medium Load

Spell Slots & Prepared Spells Area:

Level 0- 4
Level 1- 7/day + Domain
Level 2- 6/day + Domain
Level 3- 5/day + Domain
Level 4- 5/day + Domain
Level 5- 4/day + Domain

DC's= 19 + Spell Level (20 if Evocation)
Level 0- Guidance, Detect Poison, Detect Magic, Spark

Level 1- Summon Natures Ally 1 x2, Faerie Fire, Hydraulic Push x3, Liberating Command, Burning Hands (Domain)

Level 2- Lesser Restoration, Stone Call x2, Flaming Sphere, Spider Climb x2 (Cast, Cast), Produce Flame (Domain)

Level 3- Feather Step Mass (Cast), Stone Shape, Resinous Skin (Cast), Hydraulic Torrent, Aqueous Orb, Fireball (Domain)

Level 4- Empowered Fireball x2, Flame Strike, Echolocation (Cast), Dispel Magic, Wall of Fire (Domain)

Level 5- Baleful Polymorph, Death Ward, Call Lightning Storm, Empowered Heightened Fireball, Fire Shield (Domain)

Pearl of Power Level One
A Elemental Metamagic Rod (Cold) (0/3 used)
A Lesser Selective Metamagic Rod (0/3 used)
A Persistent Metamagic Rod (0/3 used)

Current Goodberries:

150

Group Loot:

Wand of Cure Moderate Wounds, 42 charges.



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.