Celestial Gnome

Clubsen D'veetch's page

95 posts. Alias of Toodles or summat.


Full Name

Toikie Clubsen D'veetch

Race

Gnome

Classes/Levels

Storm Druid/2 | hp:6/18 | ac:17 t:13 ff:15 (+2 while on, near or in water) cmd:12 | F:5 R:2 W:6 | initiative:+2| Perc:+10 ; lowlight vision |

Gender

Active Spells and Conditions:
destroying a kitchen

Size

small

Alignment

Chaotic Neutral

Languages

Common, Gnome, Sylvan, Druidic, Dwarf

Strength 9
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 16

About Clubsen D'veetch

Skills:
Climb=4
K. Nature=8
Perception=10
Profession Cook=10 (12 w/ obsession log)
Spellcraft= 6
Survival=10
Swim=5
(stealth=6)

Racial Features:
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Bond to the Land: (water) Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.

Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Class Features:
Nature Bond: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.

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 (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Windwalker (Ex): At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid. This ability replaces woodland stride.

Traits & Feats:
Sea-Souled (Coastline or Island): You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.

The Forgotten Past: You remember your childhood but for some reason there is a span of 10 years of your life you just can't remember. Though, you seem to have innate knowledge and expert appraising skills on just about everything. You are considered trained in all knowledge skills and treat Appraise and all Knowledge skills as class skills. Once per week you may gain a flash of insight on any one knowledge or appraise skill check. Automatically succeeding on such check as if it had been the only thing you have ever known your entire life, potentially revealing more than originally intended. (DM has final verdict on amount of and quality of information known.)

lvl 1 Feat: scribe scroll

Offense:
Club: att 0, dam 1d4-1, c x2, r 10'
Sling: att +3, dam 1d3 (nl) or 1d6+1 (w/ magic stone), r 20'
Stormburst: range touch +3 6/day 1d6+1 (nl) and -2 to target's att for 1 round

Background:
D'veetch was known around the docks as, if not one of the best shipboard cooks around, at least one of the most creative. That can mean quite a lot to a bored crew toward the end of a voyage when stocks are running low and variety is worth its metaphorical weight in gold. That was just fine with D'veetch as it made him a popular commodity and that kept him working which in turn kept him riding the salt. He loved the ocean, the ceaseless motion, the unending expanse and the animals which grew more and more bizarre the further from shore he was, and each had such stories to tell.

It's true that not every voyage revealed some oceanic wonder or mystery to him, in fact some voyages were just plain boring no matter what, but it's at those times it's still always at least interesting to speculate about how long it will take that one sailor who inexplicably finds himself tasting horse piss at five minutes past midday every day to go mad.

But sometimes, sometimes there is no distraction. Sometimes he's left alone with his thoughts no matter what he does and at those times... at those time he wonders and frets, "where was I then? what happened to me? I was barely old enough to trick the farmer's dog, a cabin boy on a spice trading vessel and then I was floundering at sea, 10 years older and with a head full gods know what... HOW?"

Current Spells:
4/3
0:Detect Magic; Mending; Purify Food & Drink; guidance
1:Magic Stone; Touch of the Sea; Cure Light Wounds; *Obscuring Mist

Gear:
Leather Lamellar
Sling
Belaying Pin (club)
Scroll of hydraulic push
Cooking Kit
Coffee Pot
Waffle Iron
Coffee, lots and lots
assortment of herbs and spices, lots
Fishing Rod
Net
Bore
adventurer's kit
Obsession Log