Valeros

Dilwyn Blevins's page

423 posts. Alias of Leedwashere.


Gender

Male Human Druid 5/MR 1 (HP: 63(9 NL)/63 | AC 15 , T 14, F 13 | F +6, R +4, W +7 | CMB +4; CMD 17 | Init +2 | L.A. 6/6; M.S. 6/7 | Perception +11/ Sense Motive +3 / Survival +10 | Active: call lightning (4/5))

Deity

Gozreh

Strength 14
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 17
Charisma 10

About Dilwyn Blevins

Some are born into ancient druidic clans steeped with tradition. Others are indoctrinated to the natural faith to better serve their communities as liasons with the natural world. Dilwyn is neither of these. At a young age he became fascinated by the sky, its constantly shifting forms, its occasional fits of jealousy or wrath, and, perhaps most alluring of all, the way it just continues to stretch on forever, unhindered by the horizon. Where the people around him just see 'up,' Dilwyn sees a constant companion, whose fickle moods can be appreciated for the depths of personality they show. Dilwyn is, for lack of a better word, smitten.

Unable, or perhaps unwilling, to concentrate on the earthly tasks of civilization, he proved quite frustrating to his family and the others in his small village. They'd often find him with tasks unfinished, just watching the skies by day, or catch him up late at night gazing at the stars. As it was, even his parents weren't particularly devastated when Dilwyn, at the age of fifteen, just wandered out of town, never to return. He'd embarked on a personal pilgrimage, of sorts, to see the sky -- all of it. Whatever chances the people of his village might have given for his survival, Dilwyn proved quite adept in the wild. His deep connection with nature, and one of the two main facets of Gozreh, have imbued him with the powers of the druids.

Where many druids become hermits or reclusive, Dilwyn feels comfortable wherever he can see the sky, and that sometimes includes town, or even cities. In fact, he often relishes his visits to such places, as he infrequently gets the chance to interact with other people on his travels. When he neared Kaer Maga, it didn't take a second though for Dilwyn to make directly for the city, eager for the rare chance to sleep in a comfortable bed, stock up on the sorts of supplies one can only find amongst civilization, and relieve a little of the loneliness that had begun to creep in around the edges during his long walk across the Storval Plateau.

This prophecy of doom he's stumbled upon concerns him greatly. While he has no particular connection to the town of Holver's Ferry, or any of the people therein, he's nonetheless a good-hearted soul. Sickness, disease and strange creatures are things he can help with, plus, as he's never been there, there's still its sky to discover and protect. After all, the ruin of the world would surely mean the ruin of his one, greatest love. That's unacceptable, and Dilwyn is prepared to go anywhere and do whatever it takes to ensure its safety.

Dilwyn doesn't look like the steroptypical druid. He likes to keep himself clean and washed, and doesn't travel with animals. His rugged muscles and long hair, coupled with the armor he's made out of the skins of animals he's killed for food and self-defense (or both) give an initial impression of a professional hunter/trapper. He's got a relaxed demeanor and gets along well with others, like a pleasant breeze.

Stats

Dilwyn Blevins
Male Human Druid 5/MR 1
NG Med Humanoid (Human)
Init +2; Senses perception +11
------------------------------
Defense
------------------------------
AC 16, touch 12, flat 14 (+4 armor, +2 dex)
HP 63 (5d8+23)
Fort +6, Ref +3, Will +7 (+4 vs plants/fey)
Resist Fire 5
------------------------------
Offense
------------------------------
Speed 30' (20' in armor)
Melee quarterstaff +5 (1d6+3) or +1 keen dagger +6 (1d4+3/17-20)
Ranged sling +5 (1d4+2) or +1 keen dagger +6 (1d4+3/17-20)
Special Attacks: Blazing Robe 1/day (2d6 fire, 20' radius, DC 16 half), Mythic Surge 7/day (Recalled Blessing), Wild Shape 1/day (beast shape I)
Spell-Like Abilities (CL 5, concentration +8)
__6/day - lightning arc +5 touch (1d6+2 electricity)
Spells Prepared (CL 5, concentration +8)
__Level 3 - call lightning (DC 16), cure moderate wounds, gaseous form (D)
__Level 2 - barkskin, flaming sphere* (DC 15), resist energy, wind wall (D)
__Level 1 - obscuring mist (D), shillelagh, cure light wounds (3)
__Level 0 - create water, detect magic, light, read magic
Domain Air
*+1 Caster Level
------------------------------
Statistics
------------------------------
Str 14, Dex 14, Con 14, Int 10, Wis 17, Cha 10
BAB +3; CMB +5; CMD 17
Feats Endurance, Morphic Nature, Mythic Toughness, Natural Spell, Scribe Scroll, Toughness
Languages Common, Druidic
Skills[-3 check penalty] Climb +6, Diplomacy +9, Fly +6, Heal +8, K. Nature +10, Perception +11, Spellcraft +7, Survival +10, Swim +6
SQ Mythic Path (Hierophant), Nature Sense, Wild Empathy (+5), Spontaneous Summon Nature's Ally, Woodland Stride, Resist Nature's Lure
Combat Gear caltrops (3), scroll of magic stone, scroll of resist energy, scroll of speak with dead, potion of cure light wounds, potion of cure moderate wounds, potions of lesser restoration(3), potion of remove disease, wand of lesser restoration(11 charges), scroll of shillelagh
Other Gear quarterstaff, +1 keen dagger, sling w/ 50 bullets, hide armor, blazing robe, backpack (trail rations(2), 50' hemp rope, winter blanket, waterskin, rejuvenation vine), spell component pouch, wooden holy symbol of Gozreh, scroll case, decorative darkwood bracelets, 1755gp, 23sp, 59cp
------------------------------
Traits
------------------------------
Ease of Faith +1 on Diplomacy, Diplomacy is a class skill