Lord-Mayor Haldmeer Grobaras

Deluge-Core's page

1,088 posts. Organized Play character for miteke.


Full Name

Deluge (Core 141936-11)

Race

| Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft

Classes/Levels

| Active Conditions: Longstrider (extended), Barkskin (extended)

Gender

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14

Size

Medium

Age

Middle Aged, fat, and balding

Alignment

True Neutral

Deity

This one or that one. Depends on the day he's having.

Languages

Common, Druid, Sylvan, Skald

Homepage URL

Google Docs for Deluge

Strength 10
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 22
Charisma 14

About Deluge-Core

Resource Tracking:

**************************************
Loot:
Character Portfolio reroll (1/session):
Timelost Chronicler, +1 morale bonus to any one roll (1/session):
Kassen’s Blessing reroll (1 time):
Azlanti Wonders (+1 to 2 of AC, attack roll, ST, or skill check, 1 time):
Magic Boon (regain spell, 1 time):
Enlightened Ambassador (bonus to mind affecting ST, add speed, or ignore concealment, 1 time):
Tanbaru's Respect (cast dispel magic, fog cloud, invisibility, or stone shape 1 time):
Wand of Resist Energy charges used:
Wand of Summon Nature's Ally uses: 5
Wand of CLW charges used: 2
Wand of Stone Call used:
Storm Burst used (8/day, +4/1d6+3):
Wild shape used (2/day):
1st level spells used: Longstrider, Faerie Fire.
2nd level spells used: Barkskin
3rd level spells used: Poison
4th level spells used: Flame Strike
Lesser Metamagic Rod of Extend uses (3/day): Longstrider, Barksin
Pearl of Power 2 (1/day):
Goodberries used (12/12):
Expendable uses:

**************************************


Content to live in his cave by the sea, sip fermented goat's milk, and record tides and weather, Deluge has made little of his life. The higher druids, noticing his scholarly bent (only a bent, not an ambition, mind you) decided that he should be put to use. Besides, he was such a promising young man. He should be encouraged to develop his skills, skills needed in these troubling times.

Then there are these upstart Pathfinders, constantly meddling with artifacts of dangerous power. They should be kept under watch! Particularly with the rise of that Dark Archive faction. They will meddle with just about anything.

Solution - have Deluge join the Pathfinders and watch for any dangerous developments.

Deluge does not particularly like people and these Pathfinders can be especially annoying with all their violent prey and predator games. Quite unsettling and unpeaceful. Then, to make matters worse, they gave him a pack goat which promptly ate his garden. To help with all the traveling they make you do in the organization, they said. Just because he's been holed up in a cave for 40 years doesn't mean he doesn't know how to travel, does it? Best not to argue though. It's very hard to argue with a druid much less a pack of them, even if you are a druid yourself.

*sigh*

At least the goat was freshened and gives good milk, though he vastly prefers to buy it fermented and not have the bother of milking it twice a day.

Main Stats:

Deluge (141936-11, Core) N/N Male Human Druid (Weather)/7
Faction Dark Archive

Str 10, +0 {10[race] +0[0 points]}
Dex 10, +0 {10[race] +0[0 points]}
Con 12, +1 {10[race] +2[2 points]}
Int 10, +0 {10[race] +0[0 points]}
Wis 22, +6 {12[race] +7[13 points] +1[level 4 bonus] +2[headband]}
Cha 14, +2 {10[race] +2[5 points]}

Init +2 {+0[dex] +2[Reactionary]}
Senses Normal
Perception +8
Speed 30 ft. (in armor, longstrider)
Base Attack +5
Languages Common, Druid {bonus language for druids}, Skald {human dialect}, Terran {linguistics}

Defense:

CMD 14 {10 +5[BAB] +0[str] +0[dex]}

AC 20, flat-footed 20, touch 10 {10 +0[dex] +7[+1 bplate] +3[+1 shield] (+3)[barkskin]}

HP 59 {+38[7d8] +7[con] +7[favored class] +7[toughness]}
Fort +8 {+1[con] +5[druid] +2[cloak]}
Ref +4 {+0[dex] +2[druid] +2[cloak]}
Will +14 {+6[wis] +5[druid] +1[ind faith] +2[cloak]}

Special Saving Throw Bonuses:

  • +4 vs. fey and plant targetted spells[Resist Nature's Lure]

  • Offense:

    CMB +4 {+5[BAB] +0[str]};

    Normal Attacks

  • +5/1d6+0 Club[crit x2; B) {+5[BAB] +0[str]/1d6 +0[str]}
    [dice=to hit club]1d20+5[/dice]
    [dice=damage]1d6[/dice]
    [dice=to hit club, iterative]1d20+5-5[/dice]
    [dice=damage]1d6[/dice]

  • +6/2d6+1 Shillelagh [crit x2; B) {+5[BAB] +0[str] +1[enh]/2d6 +0[str] +1[enh]}
    [dice=to hit club]1d20+6[/dice]
    [dice=damage]2d6[/dice]
    [dice=to hit club, iterative]1d20+6-5[/dice]
    [dice=damage]2d6[/dice]

    Ranged

  • +5/1d4+0 Sling [rng: 50 ft;crit x2; B] {+5[BAB] +0[dex]/1d4 +0[str] +1[enh]}
    [dice=to hit sling]1d20+5[/dice]
    [dice=damage]1d4[/dice]
    [dice=to hit sling, iterative]1d20+5-5[/dice]
    [dice=damage]1d4[/dice]

    Specials

  • storm burst +5/1d6+3;20x2;30' range;non-lethal and -2 to attack rolls {+5[BAB] +0[dex]/1d6 +3[1/2 lvl]}
  • [dice=to hit]1d20+5[/dice]
  • [dice=damage, non-lethal]1d6+3[/dice], -2 to attack rolls if it hits

  • Spells:

    Special
  • Concentration +13 {+7[class], +6[stat]}
  • Spontaneously Cast Summon Nature's Ally spells
  • +2 DC Transmutation
  • +1 DC Conjuration

    Orisons 4/day, DC 16 {0 +6[wis]}

  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Detect Poison: one creature, one object, or a 5-ft. cube
  • Guidance: +1 bonus to attack, saving throw, or skill roll. 1 min
  • Purify Food and Drink

    Level 1 7/day {4 +2[stat] +1[weather domain]/day}, DC 17 {1 +6[wis]}

  • D - Obscuring Mist; +1 DC[spell focus, conjuration]
  • Entangle; +2 DC[spell focus, transmutation]
  • Faerie Fire
  • Goodberry; +2 DC[spell focus, transmutation]
  • Goodberry; +2 DC[spell focus, transmutation]
  • Longstrider; +2 DC[spell focus, transmutation]
  • Produce flame
  • Produce flame

    Level 2 6/day {3 +2[stat] +1[weather domain]/day}, DC 18 {2 +6[wis]}

  • D - Fog Cloud; +1 DC[spell focus, conjuration]
  • Barkskin; +2 DC[spell focus, transmutation]
  • Barkskin; +2 DC[spell focus, transmutation]
  • Bull's Strength; +2 DC[spell focus, transmutation]
  • Flaming Sphere
  • Warp Wood; +2 DC[spell focus, transmutation]
  • Heat Metal; +2 DC[spell focus, transmutation]

    Level 3 4/day {2 +1[stat] +1[weather domain]/day}, DC 19 {3 +6[wis]}

  • D - Call Lightning
  • Greater Magic Fang; +2 DC[spell focus, transmutation]
  • Poison
  • Protection from Energy
  • Spike Growth; +2 DC[spell focus, transmutation]
  • Stone Shape; +2 DC[spell focus, transmutation]

    Level 4 3/day {1 +1[stat] +1[weather domain]/day}, DC 20 {4 +6[wis]}

  • D - Sleet Storm; +1 DC[spell focus, conjuration]
  • Atavism Not in core!
  • Flame Strike
  • Wall of Thorns; +1 DC[spell focus, conjuration]
  • Open Slot

  • Skills:

    Skill Ranks: 35 (4 +0[int] +1[human]) * 7[Druid level]}

    Acrobatics -4 {+0 ranks, +0[dex], -4[ACP]}
    Appraise +0 {+0 ranks, +0[int]}
    Bluff +2 {+0 ranks, +2[cha] (+2)[orcs]}
    Climb +4(+0) {+1 ranks, +0[str], +3[class], -4[ACP]}
    Craft +0 {+0 ranks, +0[int], +3[class]}
    Diplomacy +3 {+1 ranks, +2[cha] (+2)[orcs]}
    Disable Device N/A {+0 ranks, +0[dex], -4[ACP]}
    Disguise +2 {+0 ranks, +2[cha] (+2)[orcs]}
    Escape Artist -4 {+0 ranks, +0[dex], -4[ACP]}
    Fly +6(+2) {+3 ranks, +0[dex], +3[class], -4[ACP]}
    Handle Animal +7 {+2 ranks, +2[cha], +3[class]}
    Heal +10 {+1 ranks, +6[wis], +3[class]}
    Intimidate +2 {+0 ranks, +2[cha] (+2)[orcs]}
    Knowledge
    - arcana N/A {+0 ranks, +0[int] (+1)[glodge]}
    - dungeoneering N/A {+0 ranks, +0[int] (+1)[glodge]}
    - engineering N/A {+0 ranks, +0[int] (+1)[glodge]}
    - geography +4 {+1 ranks, +0[int] (+1)[glodge], +3[class]}
    - history N/A {+0 ranks, +0[int] (+1)[glodge] +1[Timelost Chronicler]}
    - local N/A {+0 ranks, +0[int] (+1)[glodge]}
    - nature +10 {+5 ranks, +0[int] (+1)[glodge], +3[class], +2[natsen]}
    - nobility N/A {+0 ranks, +0[int] (+1)[glodge]}
    - planes N/A {+0 ranks, +0[int] (+1)[glodge]}
    - religion N/A {+0 ranks, +0[int] (+1)[glodge]}
    Linguistics N/A {+1 ranks, +0[int] - terran}
    Perception +16 {+7 ranks, +6[wis], +3[class]}
    Profession
    - Brewer +10 {+1 ranks, +6[wis], +3[class]}
    Ride +1 {+2 ranks, +0[dex], +3[class], -4[ACP]}
    Sense Motive +7 {+1 ranks, +6[wis]}
    Sleight of Hand N/A {+0 ranks, +0[dex], -4[ACP]}
    Spellcraft +4 {+1 ranks, +0[int], +3[class]}
    Stealth -4 {+0 ranks, +0[dex], -4[ACP]}
    Survival +17 {+7 ranks, +6[wis], +3[class], +2[natsen]}
    Swim +4(+0) {+1 ranks, +0[str], +3[class], -4[ACP]}
    Use Magic Device N/A {+0 ranks, +2[cha]}

    Notes:

  • [natsen] - Nature Sense druid ability
  • [glodge] - Friend of Janira Gavix boon: +1 to all knowledge checks while in grand Lodge
  • [orcs] - Legend of Urglin: +2 with charisma based check in Varisia or countries bordering it
  • Gear:

  • Explorer's Outfit
  • Club
  • Sling
  • 20/20 Cold Iron Sling Bullets
  • Red Dragonhide Breastplate, +1 (30 lbs, as per breastplate)
  • Darkwood Shield, +1 (5 lbs, as per heavy woodend shield with no ACP)
  • Cloak of Resistance, +2
  • Handy Haversack (Halls of Dwarven Lore)
  • Travellers Anytool (Halls of Dwarven Lore)
  • Spell Component Pouch
  • Belt Pouch
  • Headband of Inspired Wisdom (+2)
  • Pearl of Power, 2
  • Lesser Metamagic Rod of Extend
  • Wand of Cure Light wounds (24 charges)
  • Wand of Cure Light wounds (50 charges)
  • Wand of Summon Nature's Ally 1 (50 charges)
  • Wand of Resist Energy (4 ch) (Unseen Inclusion)
  • Wand of Stone Call (6 ch) (Tapestry's Toil)
  • 0 Potion of Monkeyfish not core
  • 1 Scroll of Endure Elements
  • 2 Scroll of Speak with Animals
  • 1 Scroll of Summon Swarm
  • 1 Scroll of Delay Poison
  • 1 Scroll of Gust of Wind
  • 1 Scroll of Spider Climb
  • 1 Scroll of Speak with Plants
  • 1 scroll of Daylight
  • 1 Scroll of 5 Lesser Restoration
  • 0 Antiplague not core
  • 2 Antitoxin
  • Silk rope, 50'
  • 2d4 goodberries x5 (cast once at the beginning of each day)

  • Pack Goat - Everything below is carried by the goat.
  • - Sadlebags
  • - Bedroll
  • - Lantern, Hooded
  • - Survival Kit
  • - Waterskin (empty)
  • - 5 Waterskin with fermented goats milk
  • - 10 days Trail Rations, including lots of snacks.
  • - 10 Oil
  • - 10 days Goat feed
  • - Fresh berries for use with goodberry
  • - Courtier's outfit

    See Balance Sheet

  • Traits:

    Race Traits
  • +1 Feat
  • +1 Skill/level

    Starting Traits

  • Reactionary (Combat), +2 initiative
  • Indomitable Faith, +1 Will saving throw

  • Class Abilities:

    Class Abilities
  • Restoration time: A druid regains spells and abilities at the same time each day. For Deluge this is at Sunrise.
  • 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.
  • Spells
  • - Spontaneous Casting: May Spontaneously cast summon spells
  • - Can't cast spells with opposing alignment.
  • - Orizons
  • 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.
  • 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.
  • Nature Sense: +2 Knowledge Nature, +2 Survival
  • Wild Empathy: 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.
  • 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.
  • Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
  • Wild Shape (Su): Turn into any Small or Medium animal and back again once per day. This ability functions like the beast shape I spell with some differences. 1 hour/level.
  • - At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
  • - At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
  • - At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

  • Feats:

    Feats
  • 1H) Toughness
  • 1) Spell focus (Transmutation)
  • 3) Greater Spell focus (Transmutation)
  • 5) Natural Spell
  • 7) Spell Focus (Conjuration)
  • 9) Augment Summoning or Spell Penetration
  • 11) Heavy Armor Proficiency or Hover

  • Chronicles and Boons:
    Chronicles
  • The Confirmation
  • - Confirmed Field Agent: 1 PP for an engraved wayfinder, reduce cost of wayfinder enhancement by 1.
  • - Explore, Report, Cooperate: Cross off to ask whether action is beneficial
  • - Friend of Janira Gavix: +1 to all knowledge checks while in grand Lodge
  • Among the Living
  • The Sky Key Solution
  • - Azlanti Wonders: When in very old ruin, cross off for +1 to 2 of AC, attack roll, ST, or skill check.
  • - Champion of Time/Councilor of Time: Bonus trait to another character (Mrs. book)
  • - Timelost Chronicler: +1 knowledge history; +1 morale bonus to any one roll during each chronicle.
  • Blood Under Absalom
  • - Magic Boon: As a standard action, you may recall one spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability once. On using this ability, check the box and line through this boon.
  • Crypt of the Everflame
  • - Kassen’s Blessing: You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle.
  • Mask of the Living God
  • - Inside Connection: You are familiar with the cult of Razmir and receive a +2 bonus on all Charisma-based skill checks against the faithful of Razmir.
  • - Stolen Deeds: Purchasing any property in Absalom costs 1 less PP than normal (minimum 1).
  • Test of Tar Kuata
  • - Enlightened Ambassador: Even in your short time at Tar Kuata, you have learned a few practical tricks from the Iroran monks. As a move action, you can enter a meditative trance that makes your senses more acute, your reflexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it (no action) at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10 feet for 1 round, or ignore concealment when making attacks for 1 round. When your trance ends, cross this boon of your Chronicle sheet.
  • The Unseen Inclusion
  • Tapestry's Toil
  • - Sky Key's Component: tag line thing
  • - Tanbaru's Respect: cross off to cast dispel magic, fog cloud, invisibility, or stone shape
  • - Wayang's Favor: tag line thing and +2 to influence Wayangs
  • Overflow Archive
  • - Upstanding Archivist: Cross boon off to get item on THIS chronicle at 75% off.
  • Valley of Veiled Flame
  • - Master Smith's Service: Repair a broken item or repair Gamin the Misforged
  • - Oread's Favor: Get Oread only boon
  • Tower of the Ironwood Flame
  • - aegis of recovery, lesser bouncing metamagic rod on scenario
  • Glories of the Past, Part I: Halls of Dwarven Lore
  • - non-core equipment
  • Glories of the Past, Part II: The Price of Friendship
  • - Legend of Urglin: +2 with charisma based check in Varisia or countries bordering it