Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Fey Friend

Maegge Weissam's page

479 posts. Alias of Macharius.


Full Name

Maegge Weissam, M Halfling Druid 3

Classes/Levels

Gimpy HP 28/28; Per +6; AC 18, Touch 14, Flat 14

Gender

HP 25/25; Per +12 (+2 outside); AC 16, Touch 14, Flat 13;

Size

S

Alignment

LN

Deity

Green Faith

Languages

Common, Druidic, Elven, Halfling

Strength 12
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 19
Charisma 8

About Maegge Weissam

Init +3; Senses Perception +12 (+2 outside)

DEFENSE

AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 25 (3d8+3)
Fort +5, Ref +5, Will +8 +2 Will against Fear
CMD 14

OFFENSE

Spd 20 ft.
Melee (+1 Size, +1 Str, +2 BAB) Club +4 (1d3+1/20/x2 B), Dagger +4 (1d3+1/19-20/x2 P/S), Sickle +4 (1d4+1/20/x2 S)
Ranged (+1 Size, +3 Dex, +2 BAB) Sling +6 (1d3+1/20/x2 B)
BAB +2; CMB +1

SPELL CASTING
Druid Spells Prepared (CL 3, 3 melee touch, 5 ranged touch): +1 DC resist or dispel Conjuration spells
2 (2/day) Barkskin, Warp Wood
1 (3/day) Cure Light Wounds, Magic Stone, Produce Flame
0 (at will) Flare (DC 14), Guidance, Know Direction, Purify Food and Drink (DC 14()
Note: Maegge typically communes with Nature during the evening.

FEATS, TRAITS:

FEATS
1-Spell Focus (conjuration) Add +1 to the DC to resist or dispel spells you cast from the specified school of magic.

3-Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

TRAITS
Desperate Focus You gain a +2 bonus on Concentration checks.
Eyes of the Wild You gain a +2 trait bonus on Perception checks in natural settings.

SKILLS:

(4+Int+FC)
  • Acrobatics +3 (+3 Dex)
  • Appraise +1 (+1 Int)
  • Bluff -1 (-1 Cha)
  • *Climb +1 (+1 Str)
  • Diplomacy -1 (-1 Cha)
  • Disguise -1 (-1 Cha)
  • Escape Artist +3 (+3 Dex)
  • *Fly +3 (+3 Dex)
  • *Handle Animal +7/+11 (3 rank, -1 Cha, +3 Class, +2 Trait) +4 on Animal Companion
  • *Heal +4 (+4 Wis)
  • Intimidate -1 (-1 Cha)
  • *Knowledge (Nature) +9 (3 rank, +1 Int, +2 Ability, +3 Class)
  • *Perception +12/+14 (3 rank, +4 Wis, +3 Class, +2 Race) +2 when in natural setting
  • *Ride +11 (3 rank, +3 Dex, +3 Class, +2 Trait)
  • Sense Motive +4 (+4 Wis)
  • *Spellcraft (unranked)
  • Stealth +10 (3 rank, +3 Dex, +4 size)
  • *Survival +12 (3 rank, +4 Wis, +2 Ability, +3 Class)
  • *Swim +1 (+1 Str)
*Class Skills

GEAR:

Combat Gear
  • Bullets, Sling (20)
  • Dagger
  • Leather
  • Sickle
  • Sling

Other Gear
Waterskin
Backpack

  • Bedroll
  • Blanket
  • Torch (3)
  • Sack

Belt Pouch

  • Flint and steel
  • Whetstone

Encumbrance 25 / 50 / 75; current 22.5
Wealth 2pp, 90gp, 355 sp, 5cp

TRACKED RESOURCES:

Bullets, Sling - 0/20
Dagger - 0/1
Torch - 0/3

CLASS FEATURES:

Animal Companion Link (Ex) You have a link with your Animal Companion.
Nature Sense (Ex) A Druid gains +2 to Knowledge (Nature) and Survival skill checks.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

RACIAL ABILITIES:

Fearless +2 morale bonus vs Fear saves.
Halfling Luck +1 racial bonus on all saves.
Halfling Weapon Familiarity Proficient with slings, and treat all weapons with "Halfling" in its name as Martial Weapons.
Keen Senses +2 racial bonus to Perception skills checks.
Outrider Halflings with this racial trait gain a +2 bonus to all Handle Animal and Ride skill checks. This trait replaces Sure-Footed. Found in APG
Slow Speed Halflings have a base speed of 20 feet.
Small Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

ANIMAL COMPANION:

NN Medium Animal
Init +3; Senses Low-Light Vision; Perception +6

DEFENSE

CMD 16 (20 vs. Trip)
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 28 (+9)
Fort +5, Ref +6, Will +3

OFFENSE

Base Atk +2; CMB +3;
Spd 50 ft.
Melee (BAB +2, Str +1) Gore +3 (1d6+1/20/x2) or Hooves -2 (1d3/20/x2) (x2)

STATISTICS

Str 13, Dex 18, Con 14, Int 2, Wis 15, Cha 5

FEATS

1-Toughness You gain +3 hit points.
2-Improved Natural Armor The creature's Natural Armor bonus increases by 1. A creature can gain this feat multiple times, each of which increases the bonus by an additional point.

SKILLS

  • *Acrobatics +3 (+3 Dex)
  • Bluff -3 (-3 Cha)
  • *Climb +1 (+1 Str)
  • Diplomacy -3 (-3 Cha)
  • Escape Artist +3 (+3 Dex)
  • *Fly +3 (+3 Dex)
  • Intimidate -3 (-3 Cha)
  • *Perception +6 (1 rank, +2 Wis, +3 Class)
  • Sense Motive +2 (+2 Wis)
  • *Stealth +8 (2 rank, +3 Dex, +3 Class)
  • Survival +2 (+2 Wis)
  • *Swim +1 (+1 Str)
    *Class Skill

RACIAL ABILITIES

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

TRICKS

Attack The animal will attack on command. Humanoids, large humanoids, giants, and animals only
Come The animal will come to you on command.
Defend The animal will defend you.
Down The animal will break off combat on command.
Guard The animal stays in place and prevents others from approaching.
Heel The animal will follow you.
Stay The animal will stay where it is.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

QUESTIONS:

1) Before you is a huge web. In it are a priest of Iomedae and a beautiful maiden. You have time to rescue one of them, which one and why?

Maegge would rescue the priest; he would be confident that the priest would do better to help other people than a woman about whom nothing is known.

2) You are traveling through the forest and you suddenly see three goblins poking at a bound prisoner on the ground. What do you do?

Surprise the goblins and rescue their prisoner.

3) You just returned from successfully defeating a dragon which had been terrorizing the local villages. An orphanage requested that the brave heroes come so that the children can meet them. You accept, but then receive an invitation from the King to join him at a banquet in your honor. You cannot do both, what do you do?

Visit orphans; he had a wonderful childhood, and orphans need something like that. Kings have always had everything they could ever think of.

4) How do you expect your character to develop by level 5? Level 10?

I don't plan character development; I prefer to grow them organically according to their adventures. That said, by level 5 I'd say Maegge would at least be fully grown into being a druid, a calling he'd never really grew up with or anticipated becoming. By 10, he'll become much more "spiritual" about (alignment shift of LN to TN) life and nature.

5) Who is your favorite villain and your favorite hero from a medieval story and why? Can be historic, from a book, or from a movie.

Favorite "hero" would be Eleanor of Aquitaine. "Villian", curiously enough, is her youngest son - the infamous King John.

6) Let me know if/how much you have played/read the ToEE - any version including AD&D, 3rd Ed., Return to ToEE, or any video games or novels.

Never read ToEE, or played a video game of it.

7) You are sitting in a tavern when a distraught father runs in and announces that his daughter has been kidnapped by brigands and now they are demanding a ransom or will kill her. He says he has no money to reward the party but hears that the brigands have had much success. What do you do?

Give the father money, then stalk him to the meeting place and observe that everything happens that is supposed to. When the father and his daughter leave, ambush the bandits and tie them up to be arrested for kidnapping and extortion.

BACKGROUND:
The Weissam clan of halflings have been the groundskeepers, foresters, game managers, and hunt masters for the eastern Andoran nobles for longer than there has been an Andoran. Intimately familiar with the Verduran Forest, many among the Weissams feel an affinity for the forest that is the bewilderment of their more traditionally-minded kin in the cities.

Foremost among the Weissams who most strongly feel the call of the wild is Maegge. Brought along with his father on his various tasks in the forest, Maegge grew up in the wooded hills climbing trees, fishing creeks, and catching frogs. Taught every use of every plant and the track and spoor of every animal, Maegge was the rising star of the Weissams as they sought to carve out a place for themselves in the human-dominated society. Growing up in the woods, he learned observation and reasoning to explain his observations; not how to get along with other people. He is frequently unaware of social nuances, and if he doesn't stop to think before speaking, can be awkwardly blunt (+2 Wis instead of +2 Cha for halfling racial modifier).

Shortly after reaching adulthood, Maegge's love of the natural world ran afoul of Andoran's Lumber Consortium. Returning home from consulting with the gnomes of Wispil, he came across a magnificent elk caught in a bear trap. The poor elk had obviously been trapped there for several days: its trapped leg was shattered and the bloody wound had long since scabbed over; tongue hanging out hot and dry; eyes glazed over in pain and exhaustion. Outraged, he carefully poured out his waterskin into the creature's mouth. Stirring in even this incredibly minor relief, the elk's eyes cleared to watch Maegge tend it. Refilling his waterskin several times til the elk had appeared to have its fill, Maegge carefully worked his way to checking out the trap.

In a way, the elk had been lucky: the trap was old and beginning to rust - which prevented its snapping bite from taking off the elk's leg entirely. Carefully dismantling the hinge, he at last pried the jaws apart to free the elk. Even freed, the animal was in no shape to do anything: its leg was broken and it was still starved and unable to move on its own.

It was at this point he was interrupted by the Lumber Consortium trapper who'd laid the trap in the first place. Yelling, the man proclaimed poaching, theft, and damage to property. Incandescently furious in turn, Maegge wanted nothing more than for the trapper to be swallowed up and silenced to leave him and the elk alone and never hurt any more creatures. When the plants suddently up and grew and wrapped around the man and pulled him down to the ground, Maegge was absolutely surprised by this turn of events.

Taking refuge in action, he turned around to the elk still laying on the ground. Stroking the fur of its leg, he wished for it to be normal and fully healed so the elk would be able to get up and run and escape. Eyes closed in despair, he felt the elk move under his hand: much more powerfully than it had so far. Blinking his eyes open, he saw the leg was indeed whole and firm. Even more startled than he had been about the trapper, he fell backwards as the elk stood up.

The elk, however, did not run away - or attack - as Maegge expected it to. Instead, the animal was patiently looking at him as if expecting something. Reaching out a shaking hand to stroke the elk's muzzle, the elk pushed his head forward to meet him halfway.

Maegge's life change at that moment. He returned to Wispil - followed by the elk whom he cheerfully, and perhaps perversely, dubbed Gimpy - where he felt a new kinship with the gnomes and druids there. The druids in particular seemed surprised by this at first, but after hearing his story they welcomed him to their group with open arms. He stayed long, learning from the other druids in the ways of their mutual calling, until the inevitable consequences returned to drive him out of his new community.

The trapper, Nurcha Simek, had been trapped by the clinging (literally) underbrush for hours before their hold at last relaxed to being normal roots and bushes. He returned to his bosses, who were now intent on charging Maegge with attempted murder as chief among his host of crimes. Forewarned by fellow druids, he fled Wispil one step ahead of the Consortium's bully-boys who had no interest in a fair trial.

He has since wandered the forest with Gimpy. They've learned from and taught one another in their own ways. Since fleeing Wispil, Maegge has not seen or heard of any of the Consortium's thugs coming after him: they've either abandoned their search as futile, or are waiting for a better opportunity for him to come in from the wild.

Without any specific reason why, but a feeling of 'wrongness', Maegge and Gimpy have been wandering northeastwards into Taldor. On a rare occasion for Maegge to have to go into town to resupply, his odd sensitivity guided him to take comfort and relax in the Inn of the Spider Queen.

ABILITY GENERATION:

  • Str 14 -2 Racial = 12 (5 points)
  • Dex 14 +2 Racial = 16 (5 points)
  • Con 12 = 12 (2 points)
  • Int 12 = 12 (2 points)
  • Wis 17 + 2 Racial = 19 (13 points) Focus; stat exchange from Cha
  • Cha 8 = 8 (-2 point) Foible

5+5+2+2+13+(-2)=25


©2002–2014 Paizo Inc.®. 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 Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., 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 Inc. 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 Inc. 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.