Sveinn Blood-Eagle

Alomar's page

184 posts. Alias of Magabeus.


Full Name

Alomar Stormbringer

Alignment

True Neutral

Languages

Common, Druidic, Giant, Skald

Strength 12
Dexterity 13
Constitution 12
Intelligence 12
Wisdom 20
Charisma 8

About Alomar

Alomar
Male human (Ulfen) druid 5 (Pathfinder RPG Ultimate Magic 40)
N Medium humanoid (human)
Init +1; Senses eyes of the storm; Perception +10
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Defense
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AC 17, touch 12, flat-footed 16 (+5 armor, +1 deflection, +1 Dex)
hp 38 (5d8+10)
Fort 17 (+2 trait bonus vs. effects of cold weather), Ref 14, Will 21; +1 trait bonus vs. cold effects
Resist windwalker
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Offense
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Speed 30 ft.
Melee spear +5 (1d8+2/×3)
Special Attacks wild shape 1/day
Domain Spell-Like Abilities (CL 5th; concentration +10)
. . 8/day—storm burst (1d6+2 nonlethal)
Druid Spells Prepared (CL 5th; concentration +10)
. . 3rd—call lightning[D] (DC 16), cure moderate wounds, sleet storm
. . 2nd—barkskin, flaming sphere (DC 15), fog cloud[D], summon swarm
. . 1st—alter winds[APG] (DC 11), cure light wounds, liberating command[UC], magic stone, obscuring mist[D], speak with animals
. . 0 (at will)—create water, detect magic, guidance, light
. . D Domain spell; Domain Weather (Storms domain subdomain)
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Statistics
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Str 12, Dex 12, Con 12, Int 13, Wis 20, Cha 8
Base Atk +3; CMB +4; CMD 16
Feats Greater Spell Focus (evocation), Natural Spell, Spell Focus (evocation), Spell Specialization[UM]
Traits beast of the society, snowbound
Skills Acrobatics +3, Athletics +3, Nature +7, Perception +10, Profession (farmer) +13, Profession (herbalist) +13, Religion +2, Spellcraft +7, Survival +14
Languages Common, Druidic, Giant, Skald
SQ nature bond (Storms domain[APG]), nature sense, stormvoice, wild empathy +4
Combat Gear potion of cure light wounds (2), potion of hide from animals, potion of hide from undead, potion of protection from evil, potion of reduce person, potion of remove fear; Other Gear lamellar (leather) armor[UC], spear, muleback cords[APG], backpack, belt pouch, blanket[APG], explorer's outfit, feed (per day) (5), flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 3,364 gp
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Special Abilities
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Druid Domain (Storms)
Eyes of the Storm (10 ft) (Ex) Ignore concealment from inclement weather within range.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Call Lightning) Pick one spell and cast it as if you were higher level
Storm Burst 1d6+2 nonlethal (8/day) (Sp) As a standard action, ranged touch attack deals 1d6+2 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Stormvoice (Ex) Perception DC to hear voice reduced by druid level.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (5 hours, 1/day) (Su) Shapeshift into a different creature one or more times per day.
Windwalker (Ex) Wind effect penalties are reduced by 1 step.

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Limited Magic:
by default, spells are cast at their minimum CL and DC. There are two ways to increase the spell’s potency (‘supercharge’ it):

Passing a Concentration check DC 20 + spell level + minimum CL (take 10 is allowed out of combat). Failure by less than 5 still allows the spell to be cast at minimum potency. Failure by 10 or more causes a spell fumble.
Spending costly esoteric components worth 5 x spell level x actual CL in gp. I will not be tracking different types of components per school, but feel free to use the names for flavor or invent new ones.

Rolling a natural 1 on a supercharged spell attack roll is a confirmed spell fumble, natural 20 is a confirmed spell critical.

If you use the costly esoteric components and pass the concentration check, you can further charge up the spell beyond its normal maximum, choosing to increase either CL or DC by 2. This is a risky affair: Failing the check wastes the spell slot, and failing by 5 or more, or rolling a natural 1 or 2 on the spell attack roll, triggers a spell fumble.

If the spell is cast without supercharging it, a concentration check of DC 25 + spell level + minimum CL allows to not expend the spell slot.