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Count Aericnein Neska

Dieter Stolzdorf's page

201 posts. Alias of Tanner Nielsen.


Full Name

Dieter Stolzdorf

Race

Sylph

Classes/Levels

Storm Druid 2

Gender

Male

Size

Medium

Age

25

Alignment

Lawful Neutral

Deity

Green Faith

Location

The Stolen Lands

Languages

Taldane, Auran, Druidic, Sylvan, Giant

Occupation

Ecologist

Strength 11
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 18
Charisma 8

About Dieter Stolzdorf

Stolen Lands Exploration Map

Description:

Hair: White
Eyes: Gray
Height: 6'0"
Weight: 150lb

You see a clean-shaven man with icy white hair tightly gathered into a short ponytail. His eyes are the color of steel, with small flecks of silver near the iris. His skin is very pale and tight against his skin, with years of wind burn evident in his craggy features. He is dressed in a tight-fitting courtier's outfit - a green and yellow-trimmed three-quarter length coat, with breeches, vest, and gloves. He is tall and lanky, with a wiry frame and straight posture.


Personality:

No one would ever call Dieter a friendly fellow. Or nice, or caring, or warm, or anything of that sort. He has a tendency of scaring children who cross his path and an awkward disregard for people around him. Professional? Of course. Competent? Very much. Meticulous? Sometimes tediously so. But never friendly. It is difficult to know whether or not Dieter cares for or approves any person or thing in particular - most of the time he is quick to recognize faults, especially his own, and is terse with praise. Those who work with him know that he approves of their work when he says nothing. He is the sort of fellow you want tackling a tough project, but would never invite to a dinner party. Not that it would have bothered him, of course.

Background:

Dieter comes from a line of second-tier nobles formerly of House Lebeda. Several generations back, an ancestor of Dieter's traveled to Port Ice, intent on sailing to Winterbreak to trade. A squall took her ship far north into the Lake of Mists and Veils. After several days, when all seemed lost, her journal records that, "A man made of wind and frost visited me. He spoke in the voice of a whisper and a gale at once, and with his outstretched hand drove my slacked sails taut toward the shore. He saved my life." As Dieter recalls the story, his great-grandmother returned the kindness by promptly bedding the strange man. The druid shrugs, "She was a tramp, is that my fault?" Nevertheless, the union with that elemental creature brought into being a line of descendants infused with power over the air and clouds.

Drawn to the forces of nature by his blood, Dieter worked for House Lebeda for several years as an ecologist, advising their mercantile ventures in how to best exploit the resources of the land without threatening future production. He has been sent south to the River Kingdoms to assist in the colonization effort, tasked with cataloguing local flora and fauna for future economic development.


Racial Abilities:

Darkvision 60 feet.
Feather fall 1/day (CL equals HD).
Electricity resistance 5.
Air domain powers and air descriptor spells at +1 caster level.

Equipment and Money:

cold iron sickle (12gp, 2lb), cold iron dagger (2gp, 2lb), heavy wooden shield (7gp, 10lb), leather armor (10gp, 15lb), whetstone (2cp, --lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), waterskin (1gp, 0.5lb), whetstone (2cp, --lb), signal whistle (8sp, --lb), ink (1oz.) (8gp, --lb), inkpen (1sp, --lb), Pathfinder Chronicle (nature) (50gp, 1lb), Pathfinder Chronicle (geography) (50gp, 1lb), journal (3gp, --lb), 105.95gp

Weight: 32.5lb
Load: Light


Combat Statistics:

Spd 30ft
Initiative +2
CMB +1 (+1 BAB, +0 Str)
Base Attack +1

Melee
sickle +1, 1d6/x2
dagger +1, 1d4/19-20x2

Ranged
dagger +3, 1d4/19-20x2

AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 shield)
CMD 13 (10 base, +1 BAB, +0 Str, +2 Dex, +0 Size)
Fortitude +4 (+3 base, +1 Con)
Reflex +2 (+0 base, +2 Dex)
Will +7 (+3 base, +4 Wis)


Skills:

[4 class, 2 Int]

Fly +7 (2 ranks, 3 class, 2 Dex)
Knowledge (geography) +9 (2 ranks, 3 class, 2 Int, 2 item)
Knowledge (nature) +11 (2 ranks, 5 class, 2 Int, 2 item)
Perception +9 (2 ranks, 3 class, 4 Wis)
Spellcraft +7 (2 ranks, 3 class, 2 Int)
Survival +11 (2 ranks, 5 class, 4 Wis)


Class Abilities:

Spontaneous Domain Casting - Can lose a prepared spell to cast a domain spell of the same level or lower.

Nature Bond (Ex) - Air (Wind) Domain

Wind Blast (Su): As a standard action, unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (7/day)

Nature Sense (Ex) - +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex) - Can improve the attitude of an animal, just like a Diplomacy check. Roll 1d20 + druid level + Cha modifier to determine result. A domestic animal has a starting attitude of indifferent, wild animals are usually unfriendly. The druid and the animal must be within 30 feet of one another under normal conditions. Generally takes 1 minute but, as with influencing people, it might take more or less time. 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) - The penalties from natural or magical wind effects are treated as one step less severe.


Traits:

Noble Born (Lebeda) - Bonus language Giant.
Beast of the Society - Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.

Feats:

1 - Toughness

Spells:

Spells Prepared (4/4)
0 (DC 14) - detect magic, guidance, mending, spark.
1 (DC 15) - cure light wounds, entangle, summon nature's ally I, #whispering wind*
*Domain spell.
# +1 DC


Current Status:

HP 20/20 [8+5, 5+2]

Dice:

Melee
sickle; [dice]1d20+1; 1d6[/dice]
dagger; [dice]1d20+1; 1d4[/dice]

Ranged
dagger; [dice]1d20+3; 1d4[/dice]

Fly [dice]1d20+7[/dice]
Knowledge (geography) [dice]1d20+9[/dice]
Knowledge (nature) [dice]1d20+11[/dice]
Perception [dice]1d20+9[/dice]
Spellcraft [dice]1d20+7[/dice]
Survival [dice]1d20+11[/dice]


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