Dashki

Dalgar Carver's page

89 posts. Alias of nightdeath.


Full Name

Dalgar Carver

Race

HP: 36/36| AC: 18/14/15| Fort: +7| Ref: +8| Will: +9| Init: +3| Perc: +13| CMB: +6| CMD: 18| Sling: +6;1d4| Scythe: +6;2d4+4| Hero:3

Classes/Levels

Skills:
Acro:+3| App:+3|Bluff:+0|Althe:+2| Diplo:+1|Disg:+0|E.A:+0|H.A:+4|Heal:+19|Inti:+0|K.Nat:+11|K.Reli:+11|K.Geo+ 11|K.Pla:+7|Ling:+7|Ride:+0|SM:+5|Sleight:+0|Spell:+8|Stealth:+2|Sur:+10|UM D:+0|Prof:Farm:+8|

Gender

Male Half Elf Druid (Nature Priest) 4

Size

Medium

Age

21

Special Abilities

Spells, Wild shape

Alignment

Neutral Good

Deity

Earth mother

Languages

Common, Elven, Druidic, Sylvan, Giant

Strength 16
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 18
Charisma 10

About Dalgar Carver

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[Url]Submission[/url]
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Dalgar Carver

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Character Crunch
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Male Half Elf Druid (Nature Priest) 4
Neutral Good Medium Humanoid
Init +3; Senses Low light vision Perception +13

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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +0 Shield, +3 Dex, +0 natural, +1 Deflection, +0 Dodge)
hp 36 (4d8+8)
Fort +7, Ref +8, Will +9
Resist None

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Offense
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Speed 30 ft.
Ranged Sling +6 (1d4+3 20/x2)
Melee Silversheen Scythe +6 (2d4+4 20/x4) Trip
Melee
Special Attacks Wild Shape 1/day, Channel Energy 2d6 7/day
Spell-Like Abilities

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Statistics
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Str 16, Dex 16, Con 14, Int 16, Wis 18, Cha 10
Base Atk +3; CMB +6; CMD 18
Languages Common (Chondathan), Elven, Druidic, Sylvan, Giant, Illuskan

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Feats
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Skill Focus (Heal) (Racial)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Healer's Hands (1)
You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).

Exile's Path (3)
Once per day, when you fail a Will save against an enchantment spell or effect, you may reroll that saving throw, but must take the reroll result even if it’s worse.

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Traits
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Devotee of the Green (Faith) Reskinned as Devoted of the Earth Mother
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

Outcast's Intuition (Magic)
You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

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Class Features
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Weapon and Armor Proficiency:
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

A nature priest is proficient with her deity’s favored weapon in addition to a druid’s typical weapon proficiencies.

This alters the druid’s weapon proficiencies.

Faithful:
Like a cleric, a nature priest must worship a deity and her alignment must be within one step of her deity’s (Pathfinder RPG Core Rulebook 166).

Class Skills:
A nature priest adds Knowledge (religion) to her list of class skills instead of Knowledge (geography).

This alters the druid’s class skills.

Spells:
A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting:
A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons:
Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages:
A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex):
At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.

Chosen Druid (Ex):
If a nature priest chooses a domain for her nature bond, she must choose one of her deity’s domains (or subdomains) in place of those typically available to a druid.

This ability alters nature bond.

Nature Sense (Ex):
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Studious Piety (Ex):
A nature priest gains a +1 bonus on Knowledge (religion) checks. This bonus increases to +2 when attempting checks that involve knowledge of her deity or her faith.

This ability replaces nature sense.

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.

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.

Shepherd of the Faithful (Su):
At 4th level, a nature priest and all allies within 60 feet that can see or hear her gain a +2 insight bonus on skill checks to notice or avoid natural hazards, difficult terrain, and rough winds or water, as well as on saving throws against natural hazards. This ability offers no protection against the abilities of creatures or the effects of spells or items.

This ability replaces resist nature’s lure.

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Adventuring Skills
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Acrobatics +3 (+3 Rank, +0 trained, +3 Ability, -3 Armor)
Bluff +0 (+0 Rank, +0 trained, +0 Ability)
Athletics +2 (+2 Rank, +0 trained, +3 Ability, -3 Armor)
Diplomacy +1 (+1 Rank, +0 trained, +0 Ability)
Disable Device +0 (+0 Rank, +0 trained, +3 Ability, -4 Armor)
Disguise +0 (+0 Rank, +0 trained, +0 Ability)
Escape Artist +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Fly +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Heal +19 (+4 Rank, +3 trained, +4 Ability, +3 Feat, +5 Competence)
Intimidate +0 (+0 Rank, +0 trained, +0 Ability)
Knowledge (Religion) +11 (+4 Rank, +3 trained, +3 Ability, +1 Trait (+1))
Knowledge (Nature) +11 (+4 Rank, +3 trained, +3 Ability, +1 Trait)
Knowledge (Plane) +7 (+4 Rank, +0 trained, +3 Ability)
Perception +13 (+4 Rank, +3 trained, +4 Ability, +2 Racial)
Ride +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Sense Motive +5 (+0 Rank, +3 trained, +4 Ability, +1 Trait)
Spellcraft +8 (+2 Rank, +3 trained, +3 Ability)
Stealth +2 (+2 Rank, +0 trained, +3 Ability, -3 Armor)
Survival +10 (+3 Rank, +3 trained, +4 Ability)
Use Magic Device +0 (+0 Rank, +0 trained, +0 Ability)

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Background Skills
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Appraise +3 (+0 Rank, +0 trained, +3 Ability)
Artistry +3 (+0 Rank, +0 trained, +3 Ability)
Craft (Alchemy) +3 (+0 Rank, +0 trained, +3 Ability)
Handle Animal +4 (+1 Rank, +3 trained, +0 Ability)
Knowledge (Geography) +11 (+0 Rank, +3 trained, +3 Ability, +1 trait, +4 Background) Background
Knowledge (Enginneering) +3 (+0 Rank, +0 trained, +3 Ability)
Linguistics +7 (+0 Rank, +0 trained, +3 Ability, +4 background) Background
Lore +3 (+0 Rank, +0 trained, +3 Ability)
Perform +0 (+0 Rank, +0 trained, +0 Ability)
Profession (Farmer) +8 (+1 Rank, +3 trained, +4 Ability)
Sleight of Hand +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)

*Class Skills in Bold*
*Background Skill points spent as Background in Skill section.*

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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd: 1)
Caster Level:
Spells (4) Level 0 DC 14
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Light: Object shines like a torch.

Spells (3+1) Level 1 DC 15
Blend: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Snowball: Throw a conjured ball of snow at a target

Spells (2+1) Level 2 DC 16
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Beastspeak: Speak normally while in animal form.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

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Special Abilities
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Wild Shape
1/day

Campaign Special
Channel Energy (Su):
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric.
Channel 2d6 healing.
3+Wis/day

Speak with Wood (Sp):
You can talk to wood and learn what it knows. You must spend 1 minute meditating on and communing with the wood. At the end of this time, you can speak with the wood. This functions as the stone tell spell, except with wood instead of stones. You can use this ability for 1 minute per Druid level. This duration does not need to be consecutive, but it must be used in 1-minute increments. You can speak with natural or worked wood.

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Equipment
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Equipment list
Melee Weapons Sliversheen Scythe
Ranged Weapons Sling, 20 bullets
Armor Hide
Other Gear
Cleric’s kitt:
This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Cold Weather Outfit
Explorer's Outfit (Free)
Folding Ladder
Grappling hook (common)
Crowbar
Folding Pole
Smelling salts
Healer's Kit (10/10)
Healer's Kit (10/10)
Boline
Surgeon's tools

Magic Item
Healer's Gloves
Initial equipment he's had since his early days as a soldier. Being the designated healer.

Ring of Protection +1
Looted from Lycanthrope camp

Cloak of Resistance +1
Looted from Lycanthrope camp

Wand of Cure Light Wounds (50/50)
A fellow priest of the Earthmother passed this to him for helping with the harvest.

Wealth 62 GP 6 SP

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Racial Traits
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+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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Background Story
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Dalgar Carver came to attention rather easily being a half elf. A liaison born from the unity of a ffolk druid and a Llewyrr elf warrior.

He first came of note when reports stated that he broke out of prison for being a deserter and lead the troops sent to capture him towards en campment of evil Lycanthropes where his captured patrol was held. The resulting skirmish ended with the encampment destroyed and a majority of the patrol being saved.

Reports state that he was part of a patrol that took part in skirmishes against evil lycanthropes back in the Moonshaes Isles.
He was credited for having evaded their hunt when his patrol unit was ambushed and captured.
However he was charged for being a deserter and thrown into the dungeon prison of the fort he had managed to escape to. This did not deter him and his attempts to escape involved him 'accidently' knocking the commander unconscious and rousing enough of the garrision to give chase in an attempt to bring him in.

The events of his deed had reached far and wide in his native Moonshae Isles and towards Sword Coast.
Rumors that the Garrison Commander in question denies vehemently.

As for the man himself, apparently during his trial his own testimony got him exiled.

Since then, Dalgar has being working his way as a caravan guard and farm hand along Sword coast keeping a low profile as he mingles among the common folk. With blessings of the Earth Mother, he shares them with grateful recipients and is usually a welcome sight among the villages and small towns he visits.

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Physical Appearance
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Dark Grey eyes peer from beneath shaggy locks as the fur swathed man lumbers up, his outfit not hiding the mottled scales that makes up part of his armor.
A Wicked looking Scythe, its blade gleaming though sheathed in the light. A symbol of the Earthmother hangs about his neck and it's clear he his attire marks him as a rather seasoned traveller of sorts or a poor one.
A rather large man standing at 6ft nearing 7ft, his bulk brings to mind one suited for endurance and power but not of speed. His smile though is a gentle as a summer breeze and able to put one at ease despite the imposing figure he presents.

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General Personality
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Having a heart bigger then his physical body, Dalgar Carver is gentle though as firm as the earth that supports his bulk.
The Half Elf is a quiet man though his willingness to get down and dirty with farmers and common laborers will likely endear him to such. Despite his rather fierce looks, the man himself possesses a sweet temper though his face is the first to betray his emotions when he sees someone simply disrespecting nature at its very core and abusing it.

His voice is deep and his manner of speaking is makes one feel at ease when speaking to him.

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Posting Rate
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Generally at GMT +8 timing but i check fairly often.