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Amiri

Ta'de-win of the Gale's page

470 posts. Alias of Xzaral.


Full Name

Ta'de-win of the Gale

Race

{Kingdom}

Classes/Levels

{NPCs} {Downtime}

Gender

{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3

Size

Medium

Age

18

Alignment

True Neutral

Languages

Common, Druidic, Sylvan, Aklo

Strength 14
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 18
Charisma 10

About Ta'de-win of the Gale

Round 1

Stats:

HP 32/32
AC 21 T12 FF19 CMD17
F/R/W 5/3/8
Storm Burst 7/7
Staff of Journeys 10/10
Pearl of Power I 1/1
Wild Shape 1/1
Eagle Cape 0/1
Verdant Vine Bracelet 0/1
Spells
0th - Create Water, Light, Purify Food and Drink, Mending
1st - Burning Disarm [ ], Frostbite [ ], Cure Light Wounds [ ] [ ], Obscuring Mist
2nd - Bull's Strength [ ], Flaming Sphere [ ], Fog Cloud [ ], Lesser Restoration [ ]
Effects
Beast Shape 1 (Eagle Cape)

Name Ta'de-win of the Gale

Female, Human,Druid, 1
True Neutral, Medium, Humanoid (Human)
Init +2; Perception +11 (+2 in natural surroundings)

DEFENSE

AC 21, touch 12, flat-footed 19
hp 32/32 (4d8+4)
Fort +5, Ref +3, Will +8

OFFENSE

Speed 30' (20')

Melee
+1 Ironwood Sickle +6 melee 1d4+3 (20/x2)

Ranged
Sling +5 ranged 1d4+2 (20/x2) 20'
Storm Burst +5 ranged (touch) 1d6+2 (20/x2), nonlethal, -2 to attack rolls for one round.

Combat Options

STATISTICS

Str 14, Dex 14, Con 12, Int 10, Wis 18, Cha 10

Base Attack +3; CMB +5; CMD 17

Feats
Spell Focus (Conjuration)
Augment Summoning
Superior Summoning

Traits
Eye of the Wild
Pioneer

Trained Skills
+2 Acrobatics*
-- Appraise
+0 Bluff
+6 Climb* (1)
Craft
+0 Diplomacy
-- Disable Device
+0 Disguise
+2 Escape Artist*
+8 Fly* (3)
+4 Handle Animal (1)
+4 Heal
+0 Intimidate
Knowledge
+4 -> Geography (1)
+9 -> Nature (4) (+2 class bonus)
+2 Linguistics (2)
11 Perception (4)
Profession
+6 Ride (1)
+4 Sense Motive
-- Sleight of Hand*
+4 Spellcraft (1)
+3 Stealth* (1)
+14 Survival (4) (+2 Class Bonus, +1 Trait Bonus)
+6 Swim* (1)
-- Use Magic Device

*Armor Check Penalty -3

Languages
Common, Druidic, Sylvan, Aklo

EQUIPMENT
Weapons
Sling, -
10 bullets, 5
Dagger, 1
Sickle, 2
+1 Ironwood Sickle 2

Armor
Leather Armor, 15
Heavy Wooden Shield, 10
+1 Leaf Armor 15
+1 Living Steel Breastplate 30

Other Gear
Explorer's Outfit, 10
Backpack, 2
Bedroll, 5
Belt Pouch x2, 1
Silk Rope 50', 5
Grappling Hook, 4
Rations x2, 1
Pearl of Power I -
Campfire Bead
Staff of Journeys 10/10, 5
Eagle Cape, 1
Verdant Vine Bracelet, -
116 GP
5 SP

Wealth

Carrying Capacity
Light: 58
Medium: 116
Heavy: 175
Carried: 84

SPELLCASTING
Concentration +8
Spells per day 4/4+1/3+1
Save DC 14 + Spell Level
Spells Known
0th - Light, Purify Food and Drink, Mending, Create Water
1st - Burning Disarm, Frostbite, Cure Light Wounds x2, Obscuring Mist
2nd - Bull's Strength, Flaming Sphere, Lesser Restoration, Fog Cloud

Abilities:

Class Skills The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Nature Bond - Weather Domain (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid 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.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

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.

Resist Nature's Lure (Ex) Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su) 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.

Appearance:

Personality:

Background:
Ta'-de-win does not know what her birthname was, nor does she if she has any living family. What she does know was told to her by the man she called grandfather. He was not the father of her mother, or of her father, but he was the one she grew up calling grandfather.

The story begins with the spirits of fire, as many are. The spirits of flame are fickle, but they often turn up where people do not expect. In this case, the spirits of flame were devouring a structure of wood. It was large, but not as large as many. Her grandfather knew this particular structure housed a family of farmers, but to the spirits of flame, it was just another foodsource.

The fire did not just start there. They were brought, brought by men consumed by the evils of their hearts. It was not just food these men were after, as the flames that devoured the house were after. These men came to hear the screams of the dying, to rejoice in the slaughter. It was the pain and misery that brought them. But the flames cared not.

As the flames consumed the house, one of those living inside had snuck away. The flames leapt after, but the one escaping was too fast for their grasp. The flames returned to their meal, but it was not to last long, as the sky began to cry upon this feast.

But this was not the end. While the spirits of fire had begun this tail, the spirits of water would take the next part. For as the rain descended from the sky, doing battle with the fire, they too saw this person escape. But it was not one, but two, for she carried a smaller one in her arms. And it was this smaller one that cried out, alerting the ones who had brought the flame to their presence.

The one ran, carrying the other, going as fast as possible. The scene had captivated the water, and more came down from the sky. Even the lightning began to watch and streaked across the sky.

On the person ran, but their path was blocked, for they had ran into a river. The person attempted to cross, braving a spot where the earth had encroached upon waters territory. But the men would not have it, and they brought up their weapons. The rain attempted to batter that shafts aside, but alas one of them found their mark, and the person went to the waters embrace.

The men turned and went back to house, the fire extinguished by the rain. But while they thought their task was done, the young one still drew breath. The water, who had embraced the older, attempted at first to embrace the younger. But the water heard a voice, a voice who told them not to embrace the young one, but rather to carry her downstream. And so the water sent the young one, carried upon their currents, and into the hands of her grandfather, Ta'-de-win was delivered.

Cut ahead a few years

Ta'-de-win had lived with her grandfather most of her life. She was the only family he knew, and he taughter her was he could of the natural world. He was one who listed to the trees, the rivers, the rocks, the sky. And it was these skills that he hoped to pass on to his granddaughter. But his time on this world had been long, and he knew she would not survive entirely on her own. So with no other choice, he passed her on to another family, one he had dealings with in the past. They were good people, and would finish raising her well. And it was to this family she was entrusted, for his time had finally come. And her grandfather left to join the spirits.

And four years later

Ta'-de-win, having honed the skills taught her by her grandfather, had decided it was time to explore. And for this exploration, she knew where she had to go. The kingdoms of man called it the Stolen Lands, but she could feel a presence there. She knew not what it was, or it's desires, but she felt that was where she was to go next. Preparing for the journey, she heard rumors, of an expedition to be launched into this land. It is for this expedition she has decided to join.

Heart of Wind:

Heart of Wind
Horse N Large animal
Init +2; Senses low-light vision, scent; Perception +6
_____________________________
_Defense_____________________

AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
____________________________
_Offense_____________________
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.
____________________________
_Statistics___________________
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
SQ docile
___________________________
_Special Abilities_____________
Docile (Ex) Unless specifically trained for combat (see the Handle

Animal skill, a horse's hooves are treated as secondary attacks.
Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.

The statistics above are for a typical riding horse, called by some a “light horse.” Some horses are larger and heartier, bred for labor such as pulling plows or carriages. These horses are called “heavy horses” and gain the following adjustments to the base statistics detailed above.

Heavy Horse: A heavy horse gains the advanced simple template. In addition, it also gains a bite attack that inflicts 1d4 damage, and its hoof damage increases to 1d6. As with a light horse, a heavy horse can be specifically trained for combat with the Handle Animal skill.


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