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Arukara's page

102 posts. Alias of DarkOne the Drow.


Race

HP: 14/30; Spell Energy: 8/17 [4], Lightning arc: 3/7

About Arukara

Arukara

Game: Darkness over Arglondar
Game master: Chingo Chaplo
Setting: Eredim
System: Pathfinder with custom rules

Levels: Druid (Storm: air) 3

Race: Koroku

Alignment: Neutral

Progression:
1: druid: 11 = 8+2(Con)+1(FC) HP, 1 feats, Max GP, FC: HP
2: druid: 10 = 7+2(Con)+1(FC) HP, FC: HP
3: druid: 9 = 6+2(Con)+1(FC) HP, 1 feats, FC: HP

Achievements:
...

Statistics:
Ability Scores
STR: 15 (+2) = 15
DEX: 15 (+2) = 13 +2(race)
CON: 14 (+2) = 14
INT: 12 (+1) = 12
WIS: 18 (+4) = 16 +2(race)
CHA: 9 (-1) = 11 -2(race)
Creation: dice rolls

Size: Medium
Speed: walk: 30' / 30', climb: 20'
Vision: Normal, Darkvision: 120', Bright light: blinding

Deity: Nature
Home territory: Waeld (particular Ang Varshon)
Association/tribe: Torukaro (Keepers of Ang Varshon)

Languages: Koroku(r), Tradespeak(r), Druid(f), Sylvan(a)

Favoured class: Druid
Animal Companion: None
Familiar: None

Archetypes used: Storm Druid (class)

Skills:
+Acrobatics: 4 = 0(ranks) +2(Dex) +2(race)
+Appraise: 1 = 0(ranks) 1(Int)
+Bluff: -1 = 0(ranks) -1(Cha)
*+Climb: 14 = 1(ranks) +2(Str) +8(race) +3(class)
*+Craft (Untrained): 1 = 0(ranks) +1(Int) [1sp / day]
+Diplomacy: -1 = 0(ranks) -1(Cha)
Disable Device: --
+Disguise: -1 = 0(ranks) -1(Cha)
+Escape Artist: 2 = 0(ranks) +2(Dex)
*+Fly: 2 = 0(ranks) +2(Dex)
*Handle Animal: --
*+Heal: 8 = 1(ranks) +4(Wis) +3(class)
+Intimidate: -1 = 0(ranks) -1(Cha)
*Knowledge (nature): 9 = 3(ranks) +1(Int) +3(class) +2(druid)
*Knowledge (geography): 5 = 1(ranks) +1(Int) +3(class)
Linguistics: --
*+Perception: 12 = 3(ranks) +4(Wis) +3(class) +2(race)
+Perform: -1 = 0(ranks) -1(Cha)
*Profession (none): --
*+Ride: 2 = 0(ranks) +2(Dex)
+Sense Motive: 4 = 0(ranks) +4(Wis)
Sleight of Hand: --
*Spellcraft: 7 = 3(ranks) +1(Int) +3(class)
+Stealth: 6 = 0(ranks) +2(Dex) +4(race)
*+Survival: 11 = 2(ranks) +4(Wis) +3(class) +2(druid)
*+Swim: 6 = 1(ranks) +2(Str) +3(class)
Use Magic Device: --
* = class skill
+ = untrained

Skill ranks per level
Druid: 4 + Int

Special qualities and feats:
Racial abilities
  • Ability Scores: +2 Dex, +2 Wis, -2 Cha
  • Armour Proficiency: No armour or shield proficiency
  • Claws: natural weapons that deal 1d4 damage.
  • Darkvision: See up to 120 feet
  • Keen Senses: +2 bonus on Perception checks.
  • Languages: Start: Koroku, Tradespeak (Common); Additional: Aratheël, Arglondaran
  • Light blindness:
  • - Condition: Abrupt exposure to bright light (sunlight or daylight spell); Effect: blind for 1 round
  • - Condition: Continued exposure to bright light; -1 penalty to all attack rolls, saves, and checks
  • Size: Medium: no bonuses or penalties
  • Speed: walk 30'
  • Stealth Expert: +4 bonus on Stealth checks
  • Treetop Acrobat: Effect: Climg speed of 20', +8 bonus on Climb checks, +2 bonus on Acrobatics
  • Type: Humanoid, Reptilian
  • Weapon Proficiency: Claws as natural weapons

Class abilities

  • 1: Armour Proficiency: Light and medium armour, and no shield proficiency excluding towershields. Armour and shield may not be made of metal.
  • 1: Bonus Language: Add Sylvan as additional choice language. Add Druidic as known free language, only known by druids. Druid are forbidden to teach language to non-druids
  • 1: Chaotic, Evil Good and Lawful Spells: Effect: can't cast spells that opposed druid's own alignment or deities alignment.
  • 1: Domain powers (air): Gain the following powers
  • - Lightning Arc (Sp): Effective cleric level: druid level. Condition: standard action, Effect: unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. Uses: per day = 3 + Wisdom modifier
  • 1: Domain spells (air): 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—sair walk, 5th—control winds, 6th—chainlightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air only).
  • 1: Nature Sense (Ex): Effect: +2 bonus on Knowledge (nature) and Survival checks
  • 1: Nature's Bond (Ex): Normally a choice of two options. Effect 1: Gaining domain powers and bonus spells. Valid cleric domain are: Air, Animal, Earth, Fire, Plant, Water or Weather. Also choose from Animal and Terrain Domains, and also sub-domains of any of the valid domains. Domain spell slot can't be used to cast spontaneous spells. Effect 2: Gain animal companion, which is enhanced version of the normal animal version
  • 1: Orisions (Sp): Effect: they have unlimited use for each prepared 0-level spells
  • 1: Spells: Condition: To cast spells, wisdom score equal 10 + spell level. Effect: cast divine spells from the druids spell list. May not cast spells of opposite alignments. Must choose and prepare spells in advance. DC of spell is 10 + spell level + Wis mod. Daily spell allotment is given on table, and receives bonus spells for high Wisdom score (see table). Preparation requires 1 hour trance-like meditation, and prepare any spell on the druid list for that spell level.
  • 1: Spontaneous Domain Casting: Replaces Spontaneous Casting. Effect: Loose a prepared spell to cast domain spells of same or lower level.
  • 1: Weapon Proficiency: Proficient only with club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling and spear. Proficient also with all natural attacks while using wildshape.
  • 1: Wild Empathy (Ex): Condition: affects animals, druid and animal must be able to study each other and be within 30' of each other under normal conditions. Duration: generally 1 min, depending on current situation. Effect: Functions like Diplomacy check made to improve attitude of a person. Roll 1d20 + druid level + Cha mod to determine wild empathy check result. Domestic animal starts off with indifferent. Wild animals starts off usually unfriendly. Magical beast with Int score of 1 or 2, have -4 penalty on check result.
  • 2: Windwalker (Ex): Effect: penalties from natural or magical wind effects are treated as one step less severe.
  • 3: Stormvoice (Ex): Effect: storm druid’s voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level.

Feats

  • 1: Combat Casting: Condition: Casting on the defense or while grappled; Effect: +4 bonus on concentration checks
  • 3: Death From Above: Condition: full-round action; Effect:

Traits

  • 1: Air-Touch: Gain Dr 1/- (against creatures and attacks with ait type)
  • 1: Elemental Enfowment: Activate: Immediate action; Condition: Cast spell with air, earth, fire or water descriptor; Effect: Gain temporary hit points equal spell's level; Duration: 1 min.

Special

  • None

Limited use abilities:
Daily:
Domain power (Lightning Arc): 4 / 7
Domain spell 1 (Obscuring Mist): 1 / 1
Domain spell 2 (Wind wall): 1 / 1
Spell Energy: 8 / 17

Defences:
HP: 30
AC: 15 = 10 +4(defence) +0(shield) +1(Dex) +0(size)
FF: 14
Touch: 11
Initiative: +2 = +2(Dex)
CMD: 16 = 10 +2(BAB) +2(Str) +2(Dex) +0(size)

Extras:
Defence bonus: +4
Armour: +2 leather
Damage Reduction: 2 / -

Saves
Fort: +5 = 3(base) + 2(Con)
Ref: +3 = 1(base) + 2(Dex)
Will: +7 = 3(base) + 4(Wis)

Offence:
BAB: +2
CMB: +4 = +2(BAB) +2(Str) +0(size)
Attacks (melee): +4 = +2(BAB) +2(Str) +0(size)
Attacks (range): +4 = +2(BAB) +2(Dex) +0(size)

Melee
Unarmed Strike: 1d3 +2(str); x2; type: B; nonlethal
Claws: 1d4 +2(str); x2; type: S
Scimitar: 1d6 +2(str); 18-20/x2; type: S
Sickle: 1d6 +2(str); x2; type: S; trip

Range
Sling: 1d4; x2; type: B; range: 50'

Spells:
Domain Spells Air
Power
Lightning Arc (Sp): Activate: standard. Condition: range attack. Uses: (3 + Wis mod) per day. Effect: unleash lightning arc up to 30' targetting any foe. Electricity does 1d6 + 1/2 druid level.

Spells
1: Obscuring Mist
2: Wind wall

Prepared spells

Level 0 4; unlimited uses per day; DC: 14
Guidance
Flare
Detect Magic
Resistance

Spell DC
Level 1 2 + 1; DC: 15
Level 2 1 + 1; DC: 16

Known spells

Level 0:
Create Water
Detect Magic (Divination)
Detect Poison (Divination)
Flare
Guidance (Divination)
Know Direction
Light
Mending
Purify Food and Drink (Transmutation)
Read Magic (Divination)
Resistance
Spark
Stablize (Conjuration)
Virtue

Level 1:
All known listed spells (see www.d20pfsrd.com)

Level 2:
All known listed spells (see www.d20pfsrd.com)

Equipment:
Encumbrance
Light: 86 (66 backpack masterworks)
Medium: 173 (133 backpack masterworks)
Heavy/Overhead: 260 (200 backpack masterworks)
Max lift: 520
Push/Pull: 1300

Weight calculations done in spreadsheet

Body
Outfit: Traveler's Outfit
Armour (over outfit): None
Back: Backpack
Hand: Scythe (also acts as walking aid)

Outfit
Dagger
Pouch

Armour
Sling (left side)
Bullets 10 (left side)
Scimitar (right side)

Backpack
Bullets 10
Sickle
Chalk 5
Mirror, small steel
Rations, trail per day 1
Canteen
Fishhook 2
Flint and Steel
Sack (small)

Pouch
Coin, copper pieces 5
Coin, gold pieces 2
Coin, platinum pieces 0
Coin, silver pieces 4

Total weight carried: 60.05 lbs
Current load: Light

Storage (camp, room, wagon, etc)
None

Special items

  • None

Notes

  • None

Group equipment
None

Description:
Height: ?
Weight: ? lbs
Gender: Female
Eyes: large yellow orange
Ears: Hidden
Nose: Pointed black beak
Hair: Long light grey feathers
Skin: Mostly covered in soft short feathers, moltly coloured of drak and light greys
Dominant Hand: Right
Age: ?

Appearance
Looking upon her only reveals a hidden humanoid form resides within the mottle coloured cloak of greens, browns and greys typically found in the forest of Wyvernweald.
She lifts her head up to stand straight, and her lightly grey feather coloured hands appears out her cape displaying long black claw nails, before moving upwards to shift her hood backwards. Revealing a pair of striking large yellow orange eyes set against dark grey feathered head with light longer feather rising above. Closing looking at her head one quickly notices a large pointed black beak separating the eyes.

Personality
Generally always serious (rarely laughs or smiles), determined, stern, frank (to the point), respectful to leaders of other allied tribes, show little emotion (except for major loss of loved ones), pragmatic, loyal and honourable.