Earthfather

Barrack Saltstone's page

31 posts. Alias of pdprong.


Race

Male, Dwarven Storm Druid: 1 | Hp: 14 /14 | AC:18 T:12 FF:16 | CMD: 14 | Fort:+3 ,Ref:+2 ,Will:+6 ,(+1 will vs god, -1 vs shamans) | Init:+2 | Perc:+8

About Barrack Saltstone

Male Dwarven Storm Druid 1
Neutral Medium Humanoid(Mountain Dwarf)
Init: +2; Senses;Perception:+8

Defense
AC: 18; Touch 12; Flat-Footed 16 ; (+4 armor, +2 Dex, +2 Shield)
HP: 14 (1d8+6)
Fort: +3; Ref: +2; Will: +6
Defensive Abilities: (+1 will vs. divine God worshiper Sources, -1 will vs shamanistic divine sources)

Offense
Speed: 20 ft.
Melee : Cold-iron Battle-axe +2 (1d8+2 x 3)
Melee : Silvered Sickle +2 (1d6+1)
Ranged: Short-spear +2 (1d6+2) 20ft.
Special Attacks: Storm Burst:(7/day) +2 ranged touch (1d6 nonlethal, –2 att 1/rnd) 30 ft.
Spells Prepared:(CL 1)(+5 Concentration)
At will— Spontaneous Cast:Lose a prepared spell in order to cast any domain spell of the same level or lower.
1st (2+[1 domain]/day)— Cure light, Good-Berry, [obscuring mist]
0 (3 at will)— Create Water, Purify food and Drink, Light

Statistics
Str 14, Dex 14, Con 16, Int 10, Wis 18, Cha 8
Base Atk +0; CMB 2; CMD +14 ( vs. trip)
Languages:Common, Druidic, Dwarven
Skills: +6 Climb, +8 Perception, +8 Sense Motive, +10 Survival
Feats: Toughness
Traits: Blade of the Resistance, Spirit talker
Special Qualities: Spontaneous Domain Casting, Nature Bond, Nature Sense (Ex), Wild Empathy (Ex)

Gear:

Gold: 63 gp
Armor: Hide armor (15gp), Heavy Wooden shield (7gp)
Weapons: Cold-iron Battle-axe (20 gp), Silvered Sickle (26 gp), shortspearx5 (5 gp)
Druids Kit: backpack, belt pouch, blanket, flint and steel, holly, mistletoe, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin. (14 gp)
Masterwork Survival Kit: flint and steel, mess kit, two waterskins, very basic maps showing major landmarks, small utility knife. A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather. (50gp)

Reference
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Special Abilities:

Spontaneous Domain Casting This replaces spontaneous casting.
A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.

Nature Bond (Ex)
A storm druid may not choose an animal companion. A storm druid must choose the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.

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. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

Skills:

Trained5
+6: Climb [1]Rank (+2 Str), +3 Trained
+8: Perception [1]Rank,(+4 Wis),+3 trained,
+8: Sense Motive[1]Rank,(+4 Wis),+3 trained,
+10:Survival [1]Rank,(+4 Wis),+3 trained, +2 Druid

Untrained
-1: Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, Use Magic Device
+0: Appraise, Craft, Knowledge's(untrained), Linguistics, Spellcraft
+2: Acrobatics, Disable Device, Escape Artist, Fly, Knowledge (Nature) Ride, Sleight of Hand, Stealth, Swim
+4: Heal, Profession


Feats:

Toughness: 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).

traits:

•Blade of the Resistance [Gate Pass] Fed up with the oppression of the Ragesians and Shahalesti, you wage a discreet war against them. Benefit: You gain Sense Motive as a bonus class skill. Additionally, once per encounter you can select an intelligent creature who has dealt damage to you or your allies as your preferred foe. That creature need not have dealt damage to your or your allies during the current encounter; a previous encounter will suffice. Until the end of the encounter, you gain a +2 bonus to weapon or ray damage rolls against your preferred foe.

Special: You gain this feat as a bonus feat if your character begins at 1st level affiliated with the Gate Pass resistance.

•Spirit Talker( Religion) You gain a +1 racial bonus on Will saves against divine spells and spell-like effects employed against you by clerics or paladins of non-shamanistic gods or faiths but you suffer a -1 penalty on Will saves against divine spells cast by devotees of shamanistic faiths.

Dwarven Racial Traits
•Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.

•Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.

•Type: Dwarves are humanoids with the dwarf subtype.

•Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

•Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Racial Traits
•Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.

•Spiritual Support: Dwarves greatly value loyalty in faith, and their gods readily reward them for it. They gain a +1 racial bonus to their caster levels when casting conjuration (healing) spells upon allies. This racial trait replaces greed and hardy.

•Surface Survivalist: Some dwarves have dwelt so long above ground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe. This racial trait replaces darkvision.

•Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

•Lasting Grudge: Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces defensive training and hatred.

•Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Background:

As a young dwarf Barrack was miserable. He had weaker eyes that required more light than other dwarves and suffered terribly from an everlasting depression. What's more is he was sensetive to the voices of long past ancestors. He could hear the influence of spirits, and would often stare off at things others couldn't see. His parents thought him sickly and debated for a long time what to do with him. It was decided that he would stay home where it was safe...and dark. For years he lingered in the dark damp caves of his people always feeling like something was missing...

When he was a mere 20 Barracks great uncle passed away and it was decided Barrack would be allowed to leave the family hold for the first time in his life. This would involve a journey to another dwarven city and a quick passage above ground. This short time above ground changed Barracks life. As soon as he was above ground he felt like he could breathe, not to mention see. The cold crisp air breathed a life into the young dwarf that his family had never seen before. He had never imagined a sight so beautiful as the golden sun floating above silver clouds in an azure blue sky. The wind blowing across his brow was not the smoke laden dank air he had grown up with . It was clear and crisp and spoke of places far away. Barrack knew in that moment that what he desired more than anything was to live outside in the open air.

AS soon as he reached the age of Adulthood Barrack left home never planning on returning. He left for the mountains where the air is clear and crisp, and the only sound in his ears is that of the voices carried on the wind. In time he came to call the mountains outside of Gate Pass home, and occasionally would stop in the city looking to trade... and perhaps make the occasional contact with another human.

When he had heard the news of possible war, from a local trapper, Barrack knew better then to ignore what he heard. The last thing he wanted was entire armies camping in the foot hills and doing who knows what to the wilds in the area. He would be glad to see neither the Ragesians or Shahalesti anywhere near the mountains he calls home.

For this reason the dwarf has left his home in the mountains to come and see how much truth there is to the rumors.

Storm Druid Archetype:

While most druids focus their attention upon the rich earth and the bounty of nature that springs forth from it, the storm druid’s eyes have ever been cast to the skies and the endless expanse of blue, channeling the most raw and untamed aspects of nature.

Spontaneous Domain Casting This replaces spontaneous casting.

A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.

Nature Bond (Ex)

A storm druid may not choose an animal companion. A storm druid must choose the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.

Windwalker (Ex) This ability replaces woodland stride.

At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid.

Stormvoice (Ex) This ability replaces trackless step.

At 3rd level, a 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.

Eyes of the Storm (Ex) This ability replaces resist nature’s lure.

At 4th level, a storm druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th.

Windlord This ability replaces venom immunity.

At 9th level, a storm druid can select another domain or subdomain from those available to her through her nature bond.

Storm Lord (Ex) This ability replaces a thousand faces.

At 13th level, a storm druid is unaffected by natural and magical wind effects. She also becomes immune to deafness and gains +2 bonus on saving throws against sonic effects.

Weather domain:

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.