Namdrin Quinn

"Botanist" Olek Molotva's page

31 posts. Alias of this guy ate my previous avatar.


Full Name

Olek Molotva

Race

River Spirit

Classes/Levels

Druid 3

Gender

Male

Size

Medium

Age

130

Alignment

True Neutral

Languages

Aquan/Druid (Deep One), Common, Sylvan

Occupation

Deep One

Strength 13
Dexterity 18
Constitution 10
Intelligence 8
Wisdom 18
Charisma 9

About "Botanist" Olek Molotva

River Spirit Folk, Racial Traits (From Forgotten Realms: Unapproachable East):

- Medium-size.
- Land speed 30 feet.
- River spirit folk have a base swim speed of 30 feet. They do not need to make Swim checks to swim normally. They gain a +8 racial bonus on any Swim check to perform some special action or avoid a hazard, and they can always choose to take 10 on these checks, even if distracted or endangered when swimming. They can use the run action while swimming, provided they swim in a straight line.
- Water Breathing: River spirit folk can breathe water as easily as they breathe air.
- Low-Light Vision: Spirit folk can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- +2 racial bonus on saving throws against spells and spell-like effects with the word "water" in the name of the effect.
- Once per day, a river spirit folk can use speak with animals to speak with any fish. This ability is innate to river spirit folk. It has a duration of 1 minute (the spirit folk is considered a 1st-level caster when using this ability, regardless of actual level). See the speak with animals spell description in the Player's Handbook.
- Automatic Languages: Common and Sylvan. Bonus Languages: Aquan, Auran, Giant, Goblin, Mulan, Rashemi, Shou, Tuigan.
- Favored Class: Any. A multiclassed spirit folk's highest-level character class does not count when determining whether she suffers an XP penalty.

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
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.

2nd-Level Druid Spells
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire Trap M: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.

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).