Fighter

Conner Nuadha's page

102 posts. Alias of Desriden.


Full Name

Conner Nuadha

Race

Human

Classes/Levels

Druid 3

Gender

Male

Size

Medium

Age

24

Special Abilities

Favored Class: Druid +1 HP per level

Alignment

Neutral good

Deity

Gozreh

Location

Cedarwood

Languages

Common, Druidic, Sylvan

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 19
Charisma 10

About Conner Nuadha

Conner Nuadha CR 1
Male Human Druid 2
NG Medium Humanoid (Human)
Init +2; Perception +9
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+4 armor, +1 shield, +2 Dex)
hp 23 (3d8+9)
Fort +5, Ref +3, Will +7
- 2 Armor Check Penalty
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OFFENSE
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Spd 20 ft.
Melee Dagger +2 (1d4/19-20/x2) and
. . Club +2 (1d6/20/x2) and
. . Sling +3 (1d4/20/x2, 50 foot range) and
. . Unarmed Strike +2 (1d3/20/x2)
Druid Spells Known (CL 3, +2 melee touch, +4 ranged touch, Cast check +7/+11 defensive):
Orisons DC 14 (Create Water, Detect Magic, Light, Stabilize)
1st-level DC 15 (Cure Light Wounds 1d8+2, Entangle, Produce Flame 1d6+2, Obscuring Mist*)
2nd-level DC 16 (Flaming Sphere, Heat Metal, Fog Cloud*)
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.

Magical Effects Expended:
Wand charges left 41/50
Storm Bursts left 6/7
Spells remaining: Orisons DC 14 (Create Water, Detect Magic, Light, Stabilize)
1st-level DC 15 (Entangle, Obscuring Mist*)
2nd-level DC 16 (Flaming Sphere, Heat Metal)

Scrolls gained:
1 Scroll of Water Breathing (Druid 3) Requires Caster Check DC 6 (1d20 + caster level) to avoid a Scroll Mishap.
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STATISTICS
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Str 10, Dex 14, Con 14, Int 12, Wis 19, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Spell Focus (conjuration), Augment Summoning, Combat Casting
Skills Acrobatics +0, Climb -2, Escape Artist +0, Fly +0, Handle Animal +6, Heal +12, Knowledge(nature) +9, Perception +10, Ride +0, Spellcraft +7, Stealth +0, Survival +12, Swim -2
Languages Common, Druidic, Sylvan
Combat Gear Holly and Mistletoe, Dagger, Sling, Masterwork Hide, masterwork light wooden shield
Other gear: Healer's Kit, 50-foot silk rope, backpack, bedroll, tent, 50 cold-iron bullets.
Money: 39 gold left
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SPECIAL ABILITIES
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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.
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 able to study each other, which means that they 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.
Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
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.
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.