Farmer Grump

Alderthane's page

66 posts. Alias of Calixymenthillian.


About Alderthane

Male Half-Elf
(Adept 4) Druid/Cleric 1
CN Medium Humanoid
Init +0; Senses Perception +14 (+16 visual/auditory)
Speed 30'

DEFENSE

AC 11, touch 10, flat-footed 11 (+0 dex, +1 armor)
HP 33, current 33 (4d6+4 + 1d8+1 +8) 6+3d6+1d8+5=25
Fort +3, Ref +2, Will +10

OFFENCE

Melee Walking Stick (MW club) +1 (1d6-2, x2)
Ranged Storm Burst +2 (1d6 subdual, x2)

STATISTICS

Str 7 (-2), Dex 10 (+0), Con 12 (+1), Int 15 (+2), Wis 22 (+6), Cha 18 (+4)
Base Atk +2; Grp +0; CMB +0
Feats Skill Focus (Survival) (b), Toughness, Eschew Materials, Practiced Spellcaster(Cleric).
Skills Handle Animal +8 (+1 Rank, +4 CHA, +3 Class), Heal +10 (+1 Rank, +6 WIS, +3 Class), Knowledge(Nature) +12 (+5 Ranks, +2 INT, +3 Class, +2 Nature Sense), Knowledge(Religion) +10 (+5 Ranks, +2 INT +3 Class), Perception +14 (+5 Ranks, +6 WIS, +3 Class, (+2 Racial)), Survival +19 (+5 Ranks, +6 Wis, +3 Class, +3 Feat, +2 Nature Sense)
Class Features Spellcasting, Familiar(Ferret), Channel Energy(Positive Energy 4/7), Domains(Travel, Weather), Nature Bond(Heavy Horse), Nature Sense, Wild Empathy (+5).
Racial Features +2 racial bonus to Perception, Bonus Feat(Skill Focus), Low Light Vision, Immunity to magical sleep, +2 bonus to saves vs. Enchantment.
Languages Common, Elven, Sylvan, Auran.
Favoured Class Druid (+1 skill point)
Experience 1050 xp

TRAITS

Rich Parents: 900gp starting wealth. (a lifetime of wandering has resulted in many possessions.)
Magical Knack: +2 trait bonus to Caster Level for Druid spells (up to HD).

DOMAINS
Travel
Dimensional Hop: Teleport up to 10’/day, split into 5’ increments. May bring others along by expending a equal amount of distance for each creature.

Weather
Storm Burst: May make a ranged touch attack that deals 1d6 subdual damage and causes the target to suffer a -2 penalty to attacks for 1 round.

Spells Prepared:

Adept CL 4th
Orisons (3):
  • Stabilize
  • Create Water
  • Light

    1st Level (4/day):

  • Comprehend Languages
  • Command
  • Burning Hands
  • Protection from Law

    2nd Level(2/day):

  • Cure Moderate Wounds
  • Delay Poison

    Cleric CL 5th
    Orisons (3):

  • Detect Magic
  • Detect Poison
  • Resistance

    1st Level (3/day):

  • Magic Weapon
  • Ironguts
  • Bless

    Druid CL 3rd
    Orisons (3):

  • Know Direction
  • Purify Food and Drink
  • Dawn

    1st Level (3/day):

  • Snake's Swiftness
  • Aspect of the Wolf
  • Summon Nature's Ally I

  • EQUIPMENT:

    Walking Stick (Masterwork Club), 3lbs
    Padded Armour, 10lbs
    Silver Holy Symbol of Shaundakul, 1lb
    Healer’s Kit (7/10), 1lb
    Explorer’s Outfit, 8lbs

    Total Load = 23lbs (light)

    Wagon: Good Lock
    28 days of Trail Rations
    Bedroll
    Bell
    Bucket, Empty
    40 Candles
    Sealing Wax
    Vial of Ink
    Inkpen
    12 Sheets of Paper
    Crowbar
    2 10’ Poles
    50’ Silk Rope
    Waterskin
    Spade
    Shovel
    Small Steel Mirror
    2 lbs of Soap
    Entertainer’s Outfit
    Noble Outfit
    Chest: Good Lock:
    100gp worth of jewellery
    Holy Water, 1 vial
    Antitoxin, 1 vial

    Wealth = 3gp, 9sp

    Background:
    Alderthane Windstave was born nearly a century ago in the Dalelands, His father an elven priest of Shaundakul, and his mother the owner of a small inn on the road to Harrowdale. Growing up, he never knew his father, who left on his travels long before he was even born, but something of the elven priest grew in the boy regardless. Alderthane was soon overcome with wanderlust, and when he grew to manhood he couldn’t help but take to the road.

    During the first few years of his travels, he lived by his wits alone, trading his labour for a place to sleep and food for his plate. The longer he travelled however, the more he felt the presence of someone, or something, watching over him, guiding his steps and shielding him from harm.

    One fateful day, travelling along a lonely road, Alderthane was waylaid by a pair of thugs. Demanding money that he did not possess, they drew wicked knives and moved forward to take their price from his hide. In a moment of panic, the wanderer raised his hands to fend off his assailants, to the surprise of everyone present a wild stream of flame burst forth to burn the thugs, who fearing they had angered a powerful mage hastily fled the scene.

    Over the following years, Alderthane learnt to master the gift he had found himself with, using it to protect himself, and to aid those who offered him a place to spend the night. He often wondered the source of this power, but no matter how far he travelled, he found no clues. That is, not until he met Percival.

    The tiny ferret found Alderthane sleeping one night, and nibbled at his fingers until the traveller woke. Swatting at the animal, Alderthane was surprised at the persistence it showed, tugging at the blankets and squeaking incessantly. Out of sleepy curiosity, the young man followed the annoying little creature as it led him through the darkness, eventually coming to a strange pile of stones. As he grew closer to these stones, a mighty wind sprang up, causing the stones to begin whistling madly. Whatever happened next, he refuses to tell anyone, but from that day forward he held the name of the Trailblazer close to his heart and dedicated his life to following his example. Percival the ferret became his travelling companion, and has displayed a miraculous longevity over the many decades since, always ready to offer a frustrating squeak of advice to his friend.

    Through his many journeys, Alderthane has collected a wide array of keepsakes and trinkets, which he keeps in his fancily decorated wagon pulled by the trusty horse, Bastus.

    The wanderer has long ago moved beyond Faerun’s borders, travelling through Shaundakul’s many portals to reach worlds beyond the one in which he began his life, and now, the old half-elf finds himself travelling the road to Kaledun.

    Percival:

    Tiny Magical Beast (Ferret)
    Speed 20’ climb 20’

    DEFENSE

    HP 16
    AC 17 touch 14 flat-footed 15 (+2 size, +2 Dex, +3 Natural)
    Fort +2, Ref +4, Will +5

    OFFENCE

    Melee Bite +6 (1d3-4 +attach, x2)

    STATISTICS

    Str 3 (-4), Dex 15 (+2), Con 10 (+0), Int 8 (-1), Wis 12 (+1), Cha 5 (-3)
    Base Atk +2; Grp -4; CMB -4
    Feats Agile, Weapon Finesse
    Skills Acrobatics +12 (+1 Rank, +3 Class, +8 Racial), Climb +12 (+1 Rank, +3 Class, +8 Racial), Perception +9 (+5 Ranks, +1 WIS, +3 Class), Stealth +16 (+1 Rank, +3 Class, +4 Racial, +8 Size), Survival +9 (+5 Ranks, +1 Wis, +3 Class)
    Special Qualities Scent, Low Light Vision, Improved Evasion,
    Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master

    Rodrigo:

    Small Animal (Badger)
    Speed 30’ burrow 10’

    DEFENSE

    HP 6 current 5
    AC 15 touch 14 flat-footed 12 (+1 Size, +3 Dex, +1 Natural)
    Fort +4, Ref +5, Will +1

    OFFENCE

    Melee 2 Claws +4/+4 (1d2-1, x2)
    Melee Bite -1 (1d3-1, x2)

    STATISTICS

    Str 8 (-1), Dex 17 (+3), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
    Base Atk +0; Grp -2; CMB -2
    Feats Agile, Track, Weapon Finesse.
    Skills Acrobatics +8 (+2 Ranks, +3 Class, +3 DEX), Perception +5 (+1 Rank, +1 WIS, +3 Class)
    Special Qualities Rage, Scent, Low Light Vision, Share Spells, Link.
    Tricks Down, Attack (x2).