"Carpenter" Nerine Waverider's page

86 posts. Alias of Dragonborn3.




Druid 3








Neutral Good


The Vast Seas and Oceans


Aquatic, Common, Druidic, Halfling


Carpenter of The Brotherhood

Homepage URL


Strength 10
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 14
Charisma 13

About "Carpenter" Nerine Waverider


Original Scores:
str 12
dex 16
con 14
int 13
wis 14
chr 13

Hit Dice: 3d8+6
Hit Points:30

Fortitude: +6 =3+2+1
Reflex: +6 =1+4+1
Will: +5 =2+2+1

BAB: +2

Armor Class: 17 =10(Base)+4(Dex)+1(Size)+2(Wis)
Touch AC: 15 Flat-Footed AC: 13
Speed: 30ft

Masterwork Shortspear(1d4, x2, 20ft., 1.5lbs, P)+4M or +9R (301gp)
Masterwork Net(Ranged Touch Attack, 10ft, 3lbs)+9R (320gp)
Cold Iron Dagger(1d4, 19-20/x2, 10ft, 1/2lbs, P or S)+3M or +7R (4gp)
Sling(1d3, x2, 50ft, 0lbs, B)+8 w/10 sling bullets(1sp)

Knowledge(Nature): +7 =1(Int)+5(Ranks)+2(Nature Sense)
Survival: +9 =2(Wis)+5(Ranks)+2(Nature Sense)
Swim: +9 =0(Str)+5(Ranks)+4(Aberrant Blood) +8 to perform special action/avoid hazard
Spot: +6 =2(Wis)+4(Ranks)
Listen: +6 =2(Wis)+4(Ranks)
Profession(Carpenter): +7 =2(Wis)+5(Ranks)
Heal: +4 =2(Wis)+2(Ranks)

Feats: Aberrant Blood(Webbed Hands)(Lv1),Track(Bonus) Exotic Weapon Proficiency(Net)(Lv3)

Halfling Abilities:
+2 Dexterity, -2 Strength.
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.

Variant Druid Abilities: Unarmored AC Bonus(As Monk), Fast Movement(As Monk), Favored Enemy +2(as Ranger, Animals), Animal Companion, Nature Sense, Wild Empathy(1d20+3+1), Woodland Stride, Trackless Step

Deep One(Trait):
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/traits and the Scent(ex) ability while underwater.

Equipment: Backpack(2gp), Artisan's Outfit(Free), Masterwork Artisan's Tools(55gp), Belt Pouch(1gp), Whetstone(2cp), Holly&Mistletoe(Shell? Free), Signal Whistle(8sp), Waterskin(1gp), 50ft of Silk Rope(10gp), Grappling Hook(1gp), Spyglass(1000gp), Sack(1sp), 2 Days of Trail Rations(1gp), Healer's Kits(10 uses, 50gp), Healer's Kit(10 uses, 50gp)

Magical Gear: Universal Solvent, Dust of Dryness

203 gold
009 silver
008 copper

Spells Per Day
Lv0(Dc12): 4

Lv1(Dc13): 3

Lv2(Dc14): 2

Spells prepared/bled
Lv0: Light, Cure Minor Wounds, Know Direction, Flare

Lv1: Cure Light Wounds(1d8+3), Cure Light Wounds(1d8+3) used, Speak With Animals

Lv2: Faerie Fire, Entangle