Nadur Lobhadh's page

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Full Name

Nadur Lodhadh

Race

Human

Classes/Levels

Druid (Blight Druid) 10

Gender

Male

Size

Medium

Age

25

Special Abilities

druid stuff

Alignment

Chaotic Neutral

Deity

Green Faith

Location

Varisa

Languages

Common, Druidic, Varisian

Occupation

none

Strength 13
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 22
Charisma 10

About Nadur Lobhadh

Nadur Lobhadh
Male Human (Varisian) Druid (Blight Druid) 10
CN Medium humanoid (human)
Init +2; Senses Perception +19
Aura miasma (DC 21)
--------------------Defense
--------------------AC 21, touch 14, flat-footed 19 (+6 armor, +2 Dex, +1 natural, +2 deflection)
hp 73 (10d8+20)
Fort +11, Ref +7, Will +15; +1 trait bonus vs. charm and compulsion
Immune disease, nauseated, sickened
--------------------Offense
--------------------Speed 20 ft.
Melee masterwork cold iron scarf, bladed +9/+4 (1d6+1)
Ranged sling +9 (1d4+1)
Special Attacks wild shape 5/day
Domain Spell-Like Abilities (CL 10th; concentration +16)
9/day—fire bolt (1d6+5 fire)
Druid (Blight Druid) Spells Prepared (CL 10th; concentration +16):
5th— fire shield [D], fire snake (DC 21), stoneskin, transmute rock to mud
4th— cape of wasps, flame strike (DC 20), strong jaw (DC 20), touch of slime (DC 21), wall of fire [D]
3rd—call lightning (DC 19), fireball [D] (DC 19), fungal infestation (DC 19), rain of frogs, stone shape
2nd— flurry of snowballs (2, DC 18), frigid touch (2), inten snowball (2, DC 18), produce flame [D]
1st—burning hands [D] (DC 17), decompose corpse (DC 17), entangle (DC 17), obscuring mist, ray of
sickening (DC 17), snowball (DC 18), touch of the sea (DC 17)
0 (at will)— detect magic, flare (DC 16), read magic, stabilize
[D] Domain spell; Domains Ash, Fire
--------------------Statistics
--------------------Str 13, Dex 14, Con 14, Int 10, Wis 22, Cha 10
Base Atk +7; CMB +8; CMD 22
Feats Augment Summoning, Intensified Spell, Natural Spell, Spell Focus (conjuration), Starlight Summons,
Superior Summoning
Traits beast of the society, varisian tattoo
Skills Fly +7, Handle Animal +15, Heal +12, Knowledge (nature) +16, Perception +19, Profession
(herbalist) +12, Spellcraft +13, Survival +21
Languages Common, Druidic, Varisian
SQ nature bonds (druid [blight druid] domain [ash] domain), vermin empathy, wall of ashes, woodland
stride
Combat Gear cold iron sling bullets (50), piercing metamagic rod (lesser), potion of hide from undead (4),
potion of protection from evil (4), potion of resist electricity 20 (2), potion of resist fire 20 (2), potion of
shield of faith +3 (4), scroll of rusting grasp, rusting grasp, wand of cure light wounds, alchemist's fire (6),
smokestick (5); Other Gear +1 wild lamellar (horn) armor, masterwork cold iron scarf, bladed, sling, sling
bullets (20), amulet of natural armor +1, boots of the cat, cloak of resistance +2, druid's vestment, handy
haversack, headband of inspired wisdom +2, ring of protection +2, ring of sacred mistletoe, holly and
mistletoe, spell component pouch, sunrod (5), 100 gp, 6 sp
--------------------Special Abilities
--------------------p1
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Beast of the Society Whenever you use your wild shape class ability to turn yourself into a Small or
Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.
Boots of the cat When falling, always land on feet and take the minimum damage.
Druid (Blight Druid) Domain (Ash)
Fire Bolt (1d6+5 fire) (9/day) (Sp) 30' Ranged touch attack deals 1d6+5 Fire damage.
Immunity to Disease You are immune to diseases.
Immunity to Nauseated You are immune to the nauseated condition.
Immunity to Sickened You are immune to the sickened condition.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the
caster level to reach beyond that cap).
Miasma (DC 21) (Ex) Adjacent creatures must save or be sickened for 1 rd, worse for animal, fey or
plants.
Natural Spell You can cast spells while in Wild Shape.
Piercing metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day that overcome
the spell resistance of a target as though use the Piercing Spell feat.
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to
spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell.
All the rods described here are use-activated (but casting spells in a threatened area still draws an attack
of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to
combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats
possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use
the given feat a specified number of times per day. A sorcerer still must take a full-round action when
using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic
rods, which can be used as a swift action).
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or
lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with
spells of 9th level or lower.
Construction
Requirements Craft Rod, Piercing Spell; Cost 1,500 gp
Ring of sacred mistletoe Can use woodland stride to ignore effects of magically manipulated plants.
Scroll of rusting grasp, rusting grasp Add this item to create a scroll with spells on it.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Starlight Summons Summoned creatures gain a bonus on Perception and Stealth checks
Superior Summoning When summoning more than one creature, summon an extra one
Varisian Tattoo +1 trait bonus on saving throws against charm and compulsion effects.
Vermin Empathy +10 (Ex) Improve the attitude of a vermin, as if using Diplomacy.
Wall of Ash (20' x 100') (10 minutes/day) (Su) Wall of ash blocks LOS, blinds anyone passing through
and reveals adjacent invisible creatures.
Wild Shape (5/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.