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Allo Njalsune's page

67 posts. Organized Play character for Massee.


Full Name

Allo Njalsune

Race

Storm Burst 0/6

Classes/Levels

Effects: Mage Armor

Gender

Male Druid 1 HP 13/13 | AC(17)15, T 12, FF 13 | Fort +7, Ref +2, Will +5

Size

Medium

Age

45

Alignment

Neutral

Deity

Nature

Location

Land of the Linnorm Kings

Languages

Common, Druidic, Skald, Giant

Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 8

About Allo Njalsune

Allo Njalsune - PFS # 202046-13
XP 0 | PP 0 | Fame 0 | Gold 6.8
Faction: The Concordance
Male Ulfen Druid 1
N Medium Humanoid
Senses: Init +2, Perception +7

LANGUAGES: Common, Druidic, Skald, Giant

DEFENSE:
AC 15: Touch 12, Flat-footed 13 (Includes +1 AC from Shield)
Base Atk +0; CMB: +2 CMD: 14
HP 13 (1d8+2+3) (Includes Toughness) Speed 30 ft.
Fort +7, Ref +2, Will +5 (Includes +1 Trait Bonus and Great Fortitude)

TEMPORARY GEAR:

OFFENSE:
[dice=Club]1d20+2;1d6+2[/dice]
[dice=Shillelagh]1d20+3;2d6+3[/dice]
[dice=Dagger]1d20+2;1d4+2[/dice]
[dice=Sling]1d20+2;1d4+2[/dice]
[dice=Storm Burst, Ranged Touch, Non-Lethal]1d20+2;1d6+1[/dice]

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.

SPELLS:
Druid Spells Prepared (CL 1st; Concentration +6)(Includes +2 Trait Bonus)
. . 0 (3/day) Create Water, Guidance, Light
. . 1st (1+2/day) *Obscuring Mist, Cure Light Wounds, Shillelagh

TRAITS:
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Focused Mind: Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

FEATS:
Great Fortitude: You are resistant to poisons, diseases, and other maladies.
Benefit: You get a +2 bonus on all Fortitude saving throws.

Toughness: You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

STATS:
Strength: 14
Dexterity: 14
Constitution: 14
Intellect: 12
Wisdom: 16
Charisma: 8

SKILLS:
(1)Climb +6
(1)Heal +7 (Additional +2 with Healer's Kit)
(1)Perception +7
(1)Knowledge: Nature +7 (Includes Nature Sense)
(1)Survival +9 (Includes Nature Sense)
(1)Swim +6

EQUIPMENT
Cold Weather Outfit
Backpack
Bedroll
Belt Pouch
Flint and Steel
Silk Rope (50ft)
Grappling Hook
Waterskin x1
Bandoleer x2
Leather Armor
Light Wooden Shield
Dagger
Club
Sling
Sling Bullets (10)
Holly and Mistletoe

CONSUMABLES
Trail Rations (2)
Alchemist Fire x1
Acid x2
Healer's Kit (10)

HUMAN RACIALS:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

CLASS ABILITIES:

Class Features

All of the following are class features of the druid.

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. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

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.

Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (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.

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 utilize or 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 with which the druid is familiar.

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 levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.

At 6th level, a druid can also 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 also 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 also 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 also 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.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

WEATHER DOMAIN:

Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.

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.

Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.

PURCHASES:

CHRONICLES:

Starting Gold: 150g 0PP

BOONS:

PURCHASABLE LOOT:

SEASON 10 FACTION GOALS:

Once per adventure when you accomplish one of the following goals, you can check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.

(0/2)Participate in an adventure in the Hao Jin Tapestry or an area significant to Hao Jin and her collections.

(0/2)Peacefully resolve an encounter with a creature with the air, earth, fire, or water subtype.

(0/2)Help grow the Concordance by recruiting a named NPC with either a significant connection to the natural world (such as a druid) or a significant connection to another plane (such an extraplanar outsider). Recruitment requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.

(0/2)Forgo your Downtime to map ley lines attuned to the elements. Doing so requires a successful Craft (maps), Knowledge (geography), Knowledge (planes), or Profession (cartographer) check with a DC equal to 15 + your character level.

(0/1)Restore balance to an area by closing a planar portal or removing a significant elemental disturbance.

(0/1)Recover a valuable magic item that produces an effect that is strongly tied to air, earth, fire, or water during the course of an adventure. To qualify, this item must be worth at least 400 gp plus 100 gp × your character level.

(0/1)Have a number of ranks in one of the following skills equal to your character level (minimum 4): Diplomacy, Handle Animal, or Knowledge (planes).

(0/3)/(0/2)Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Checking 3 boxes counts as one goal for the purpose of earning faction rewards; checking all 5 counts as two goals.

SEASON 10 FACTION BOONS:

INURED TO THE ELEMENTS (2+ goals): Once per adventure before rolling a saving throw against an effect with the acid, air, cold,
earth, fire, electricity, or water descriptor, you can gain a bonus on the save equal to 1 + half the number of goals you have completed.

ELEMENTAL RAY (4+ goals): Once per adventure, you can shoot a ray of elemental energy at a target within 30 feet as a spell-like ability. This is a touch attack that deals a number of points of acid, cold, electricity, or fire damage equal to 1d6 × half your character level.

ELEMENTAL AEGIS (7+ goals): You begin each day with a shield that functions as protection from energy. Whenever you or an ally within 30 feet of you would take acid, cold, electricity, or fire damage, the shield absorbs the damage. The shield can absorb a number of points of damage equal to 3 × the number of goals you have completed, after which the shield dissipates.

ITEM DESCRIPTIONS: