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About "Botanist" Olek Molotva GM's rolls:
09 13 08 10 18 18 Traits:
Deep One:
Prerequisite: Spellcasting ability (Druidic). You belong to a new secret sect of Druids called the Deep Ones, a group of like-minded Druids that are trying to unravel the great mysteries of the endless oceans. Years of trying to reconnect to the divine currents of the world have yielded fleeting, if not frustrating, successes. You are making progress into tapping into the world through it's oceans and are convinced there is something secret that lurks underneath it's churning currents that could restore balance to yourself and your 'wave' of Druids. Plot hook: You are currently on pilgrimage to Land's End to meet in secret with the Deep Ones and show them you have unraveled a small piece of the puzzle, and prove the naysayers wrong. Benefit: You have regained your ability to cast/convert Summon Natures Ally spells (aquatic variants only) while in contact with oceans or large bodies of water. You have also discovered that you can fuel your first level spells by bleeding yourself. For each point of temporary constitution damage you inflict upon yourself, you can regain the ability to cast a 1st level spells for that day. Temporary ability damage is healed with a day of rest, and you need not expend more than 1 point per day to regain 1st level spell casting. Bleeding more than 1 point per day does not have any additional effects. Please note, stat damage is regained with a 'complete' day of rest, not adventuring. This could lead to multiple points of con drain. Channeling and studying the power of the Deep Ones has expanded your Druidic powers and you have shifted slightly in form to reflect this. You can choose to gain the Aquatic and Amphibious template and the Scent(ex) ability while underwater and can use this to track as if on land. Special: You can also gain a companion from the following expanded list: Sea Cat, Manta Ray, Water Elemental(small), or a Water Mephit(small). Sea Cat's and Manta Rays can be outfitted with harnesses to accommodate a rider. Hitpoints:
3d8+0 = 8+8+8 = 24 hp Animal Companion:
Lijin (Manta Ray) Attacks:
BAB +2; Melee +3, Ranged +6. Defenses:
AC 22; Fort +3, Ref +5, Will +7. Magic:
Spells per day: 4/3/2
Druid Spells: 0-Level Druid Spells (Orisons) Create Water: Creates 2 gallons/level of pure water. Cure Minor Wounds: Cures 1 point of damage. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Flare: Dazzles one creature (-1 penalty on attack rolls). Guidance: +1 on one attack roll, saving throw, or skill check. Know Direction: You discern north. Light: Object shines like a torch. Mending: Makes minor repairs on an object. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 bonus on saving throws. Virtue: Subject gains 1 temporary hp. 1st-Level Druid Spells
2nd-Level Druid Spells
Background:
Olek the River Spirit Like elves, the river spirit folk of the great Molotva River, which runs into the ocean near Land's End, has a much longer lifespan than humans, and thus Olek Molotva has been around for almost two centuries and have watched with his people in sorrow as the world deteriorated. When it only got worse and never got better, Olek decided that he had to do something more than just watch and wait, so he left the Molotva River and sought out the sect of druids who calls themselves the Deep Ones, and became part of the wave that was based in Land's End. Olek the Deep One He became an extraordinary Deep One, one of the best, mostly because of his river spirit inheritance which allowed him to move and breath in water just as naturally as an aquatic animal. When the situation worsened and it began to look like there was no hope left, Olek Molotva became a key-speaker in his Wave for the idea of an interplanar sea voyage, that someone very clever had suggested, in an attempt to escape the doomed world and set up shop in another. He enlisted to the voyage as a botanist and expert in sea navigation and oceanic animals. Description, Appearance and Possessions:
Description Description: Olek Molotva is silent, serene and wise, attunned to his surroundings and at peace with the himself about the undeniable doom of his former homeworld. His ancestry gi/ves him a strange awareness of the spirit world and he manifests a deep love for lifeforms such as plants and aquatic animals. He tends to keep to himself and the privacy of his cabin below deck which he has made into a study and a storage room for plants and cages of small animals from the doomed world. Olek's cabin is almost like a garden aboard the ship. Appearance: It is easy to see that Olek is neither human or elf. He is closer to human than elf, as his people are descendants of humans and the guardian spirits of the River Molotva. His skin is very pale as he tends to spend most of his time below the water and his eyes are black. He has no facial or body hair, but the dair hair on his head is thick and luxurious. Possessions (3000 gp): +1 Hide Armor (1015), +1 heavy Wooden Shield (1020), scimitar (15), Quarterstaff (-), 8 Javelins (8 gp). Character Sheet:
Olek Molotva Init +8; Senses Low-Light Vision, Listen +5, Spot +5 Defense AC 22, touch 14, flat-footed 18 (+5 Armor, +3 Shield, +4 Dex) hp 24 (3d8+0=8+8+8) Fort +3, Ref +5, Will +7 Offense Spd 30 ft. Melee Scimitar +3 (1d6+1, 18-20/x2) Quarterstaff +3 (1d6+1, x2) Ranged Javelin +6 (1d6+1, x2) Statistics Str 13, Dex 18, Con 10, Int 8, Wis 18, Cha 9 Base Atk +2 CMB +6; CMD 21 Feats Agile Maneuvers, Improved Initiative SQ Nature Bond, nature sense, orisons, wild empathy, Woodland stride, Trackless step Skills:
Skills Olek Molotva has 18 skill points (4 - Int x4 + 4 - Int x2). Trained Class Skills: Concentration (Con) +1 (1 rank, +0 Con) Diplomacy (Cha) +1 (2 ranks, -1 Cha) Heal (Wis) +5 (1 rank, +4 Wis) Handle Animal (Cha) +1 (2 rank, -1 Cha) Listen (Wis) +5 (1 rank, +4 Wis) Knowledge (nature) (Int) +2 (3 rank, -1 Int) Profession (botanist) (Wis) +6 (2 rank, +4 Wis) Ride (Dex) +5 (1 rank, +4 Dex) Spellcraft (Int) +1 (2 rank, -1 Int) Spot (Wis) +5 (1 rank, +4 Wis) Survival (Wis) +5 (1 rank, +4 Wis) Swim (Str) +10 (1 rank, +1 Str, +8 Racial bonus) Untrained Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). |