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About Kal AldhemarkKal Aldhemark
Basics:
Defense:
AC 23, Tch 19, FF 18 CMD 32 HP 129/129 DR 7/slashing or piercing Resist cold 20 Fort +18**, Ref +15**, Will +22** **+4 vs spells w/ 'water' descriptor, or Ex/Su of creatures with water or aquatic subtype (Can hold breath twice as long as normal.) Offense:
Speed: 30ft, swim 30ft
Stats:
Str: 12
Dex: 16 Con: 12 Int: 13 Wis: 17 Cha: 10 (Includes human adjustment(s): Wis+2)
Feats & Traits:
Feats: Fast Learner, Point-Blank Shot, Precise Shot, Scribe Scroll, Rapid Shot, Natural Spell, Spell Focus (Conjuration), Augment Summoning
Traits:
Alternate Racial Traits: Heart of the Sea Class Archetypes: Aquatic Druid
Skills:
Acrobatics (X): +16
Appraise: +2 Bluff (VII): +8 Climb (III): +8 Diplomacy (V): +6 Disguise: +1 Esc. Art.: +6 Handle Animal (II): +6 Heal (IV): +15 Intimidate (V): +6 Know. Arcana (I): +3 Know. Dung. (I): +3 Know. Eng.: — Know. Geo. (I): +13* Know. Hist.: — Know. Loc. (I): +3 Know. Nat. (I): +8 Know. Nob.: — Know. Planes (I): +3 Know. Rel.: — Linguistics (III): +5 Perception (XIV): +33* Profession (sailor) (II): +16 Ride (I): +10 Sense Motive (V): +13 Spellcraft (VIII): +13 Stealth (VII): +20* Survival (I): +21* Swim (I): +15* (+8 racial bonus to perform special action or avoid a hazard; can always take 10; can "run") * subtract 7 if not in aquatic terrain (84 ranks; current ACP 0)
Spells & Abilities:
Orisons (4/*):
stabilize read magic detect magic detect poison Level 1 Spells: obscuring mist (domain spell) cure light wounds aspect of the falcon (used) ant haul (used) produce flame (used) longstrider (used) faerie fire Level 2 Spells: slipstream (domain spell) frigid touch (no save) resist energy (used) resist energy (used) frost fall (Fortitude DC19 partial) (used) barkskin (+5) (used) barkskin (+5) (used) lesser restoration flaming sphere (Reflex DC19 negates) Level 3 Spells: water walk (domain spell) vengeful comets mad monkeys (steal/disarm +21) (used) heatstroke (Fort DC20 partial) (used) ice spears (Ref DC21, 3 spears, trip +21) (used) ice spears (Ref DC21, 3 spears, trip +21) spit venom (Fort DC20 partial) (used) sheet lightning (Fort DC20 partial) call lightning (Ref DC20 half) resist energy, communal Level 4 Spells: control water (domain spell) dispel magic (used) moonstruck (Will DC21 negates) (used) ball lightning (Reflex DC21 negates) (used) echolocation cure serious wounds (used) Level 5 Spells: ice storm (domain spell; no save) (used) fire snake (Reflex DC22 half) (used) baleful polymorph (Fort DC22 negates) (used) blessing of the salamander cure critical wounds call lightning storm (Ref DC22 half) air walk, communal Level 6 Spells: cone of cold (domain spell; Ref DC23 half) (used) antilife shell dispel magic, greater (used) sirocco (Fort DC23 partial) (used) (empty) dust form tar pool (Ref DC23 partial) cure light wounds, mass Level 7 Spells: elemental body IV (water only; domain spell) heal (140hp) (used) creeping doom (Fort DC25 partial) (empty) Domain Abilities (Nature Bond): Surge (Su) (+21, 10/day): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. (1 used) Cold Resistance (Ex): At 12th level, you gain resist cold 20. Wild Empathy: aquatic druid’s wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype; however, she can improve the attitude of any such creature with Intelligence 2 or less regardless of type, including mindless creatures. Nature Sense: +2 bonus to Knowledge (nature) and Survival Spontaneous Casting: Can sacrifice any spell to cast any summon nature's ally of same level or lower. Aquatic Adaptation (+6): At 2nd level, an aquatic druid gains an insight bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and Swim checks equal to 1/2 her druid level in aquatic terrain, and she cannot be tracked such environments. Resist Ocean's Fury (Ex): At 4th level, an aquatic druid gains a +4 bonus on saving throws against spells with the water descriptor or the exceptional or supernatural abilities of creatures with the aquatic or water subtype. Wild Shape (Ex) (5/day) (3 used) Seaborn (Ex): At 9th level, an aquatic druid gains the aquatic subtype, the amphibious trait, and a swim speed equal to her land speed. She also can endure cold climate effects as if using endure elements. Deep Diver (Ex): At 13th level, an aquatic druid gains DR/slashing or piercing equal to 1/2 her level. This damage reduction also applies against spells and spell-like abilities that inflict damage by grappling or crushing (e.g., black tentacles, crushing hand). She never takes pressure damage from deep water. Equipment:
Total Weight: 25.5lbs. (light encumbrance)
Magic Items:
Weapons and Armor:
Scrolls:
Various:
Cash: 168gp 5sp 6.25cp (1,000gp loan to scroll fund; 1,300gp owed to Zirul)
Backstory:
Kal Aldhemark was born in the jungle roughly 80 miles southeast of Nantambu. In the years before his birth, his parents had established themselves as successful pioneers of the area, living in relative safety and harmony with the natives, and even doing some basic trade in Nantambu for goods they could not make themselves. Soon after they felt secure, Kal's Garundi mother brought her father to live with them (her mother having passed away), and not too much longer after that, Kal appeared. Kal's parents both disappeared shortly after his birth, leaving his grieving grandfather to raise the boy alone. Suolo loved the area and the place that his daughter and her Chelaxian husband had made for themselves, and in his advanced age had nowhere else to go... so he stayed. He taught Kal to respect the earth, to share its feelings as he tilled it and sowed their garden, to wiggle his bare toes in its hair and partake in its joys. Kal took to the life, growing strong and wise from his grandfather's teaching. As he grew, though, he found that another passion stirred within him and would not be silenced; he was drawn, day after day, to the lakes nearby. He would sit silently on the shore, watching and waiting, though he didn't know what he awaited. He continued to love the land, and the soil, and the plants and beasts of the field, and to learn of them, but day by day the newfound connection to water swelled and flowed through him. Yet as Kal grew older, so did his grandfather, and much too soon for Kal, Suolo died. Having nothing holding him to the land, Kal set out to follow the tug of his heart. The unknown yearning led him west, and eventually, to the seashore about 45 miles north of Port Peril. There he stayed, living off the land's bounty and sitting by the shore, gazing out and watching, waiting, just as he used to do by the lake as a child. There is no telling how long he spent there, enthralled by the waves crashing against the shore, the tides never deviating from their assigned seasons, the new creatures who would come just close enough for a glimpse before disappearing once again beneath the rolling swells. One day, a particularly interesting creature showed itself closer to the shore than Kal had ever seen one come. It stayed near the shore, but left south, and Kal followed. Sometime the next day, he saw in the distance a city standing on the very edge of the land; it seemed to be on the verge of melting into the ocean. He stopped his pursuit of the creature only long enough to satisfy his hunger, but when he returned to the waterside, the object of his interest was gone. Telling himself that it might have continued south while he ate, he set off toward the city and arrived in the early evening. His eyes were wide as he watched the unfamiliar goings-on, and he wandered aimlessly for a time, ending up once again by the ocean, though now the shore was lined with docks and vessels and the muffled hubbub of evening. Sitting down on the edge of an empty pier, he watched and waited.
Misc:
FCB: +14HP/+14SP
Stat Increases: Strength (x2), Wis (x1) Inherent +1 to Wis (from tome of understanding +1) Normal header: Druid 14 [ HP 129/129 (0 NL) | AC 23 Tch 19 FF 18 | Fort +18** Ref +15** Will +22** | CMD 32 | Init +14* Perc +33* | Effects: ant haul, longstrider, mage armor ]
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