Lord-Mayor Haldmeer Grobaras

Deluge-Core's page

619 posts. Organized Play character for miteke.


Full Name

Deluge (Core 141936-11)

Race

| Diplo+3, HaAni+7, Heal+9, KnGeo+4, KnNat+8, Perc+13, SMot+5, Surv+15 | Speed 20 ft

Classes/Levels

| Active Conditions: longstrider (after entering village), bless

Gender

Male N/N Human Weather Druid/5 | HP: 34/43| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMB: +3, CMD: 13 | F:7, R:2, W:10

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 20
Charisma 14

About Deluge-Core

Resource Tracking:

**************************************
Loot:

  • Storm Burst used (8/day, +3/1d6+2):
    Wild shape (1/day):
    Wand of CLW charges used:
    Sling Shots used:
    1st level spells used:
    2nd level spells used:
    3rd level spells used:

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


  • 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)/5
    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 20, +5 (12[race] +7[13 points] +1[level 4 bonus])
    Cha 14, +2 (10[race] +2[5 points])

    Init +2 (+0[dex] +2[exile])
    Senses Normal
    Perception +8
    Speed 20 ft. (in armor)
    Base Attack +3
    CMB +3 (+3[BAB] +0[str]);
    CMD 13 (10 +3[BAB] +0[str] +0[dex])
    Languages Common, Druid, Sylvan, Skald

    Defense:

    AC 20, flat-footed 20, touch 10 (10 +0[dex] +7[+1 bplate] +3[+1 shield])
    Deinonychus AC 14, flat-footed 14, touch 10 (10 +4[mage armor] +0[dex] +2[+2 natural armor] +2[barkskin])
    HP 43 (+28[5d8] +5[con] +5[favored class] +5[toughness])
    Fort +7 (+1[con] +4[druid] +1[resilient] +1[cloak])
    Ref +2 (+0[dex] +1[druid] +1[cloak])
    Will +10 (+5[wis] +4[druid] +1[cloak])
    Special Saving Throw Bonuses:
  • None
  • Offense:

    Normal Attacks
  • +3/1d6+0 Club[crit x2; B) (+3[BAB] +0[str]/1d6 +0[str])
  • +4/2d6+1 Shillelagh [crit x2; B) (+3[BAB] +0[str] +1[enh]/2d6 +0[str] +1[enh])

    Ranged

  • +3/1d4+0 Sling [rng: 50 ft;crit x2; B] (+3[BAB] +0[dex]/1d4 +0[str] +1[enh])

    Specials

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

  • Spells:

    Special
  • Concentration +10 (+5[class], +5[stat])
  • Spontaneously Cast Summon Nature's Ally spells
  • +2 DC Transmutation

    Spells Available per day:

  • Level 0: 4
  • Level 1: 5 (3 +1[stat] +1[weather domain])
  • Level 2: 4 (2 +1[stat] +1[weather domain])
  • Level 3: 3 (1 +1[stat] +1[weather domain])

    Orisons 4/day, DC 15 (0 + 5[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 5/day, DC 16 (1 + 5[wis])

  • D - Obscuring Mist
  • Entangle
  • CLW
  • CLW
  • Longstrider

    Level 2 4/day, DC 17 (2 + 5[wis])

  • D - Fog Cloud
  • Bull's Strength
  • Barkskin
  • Flaming Sphere
  • Warp Wood, DC 19
  • Heat Metal, DC 19

    Level 3 3/day (1 +1[wis] +1[domain]/day), DC 18 (3 + 5[wis])

  • D - Call Lightning
  • Call Lightning
  • Sleet Storm long range, 40' radius, 1 rd/lvl, Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details). The sleet extinguishes torches and small fires.

  • Skills:

    Skill Ranks 25(5[4+0[int] +1[human]] * 4[Druid level])

    Acrobatics -4 (+0 ranks, +0[dex], -4[ACP])
    Appraise +0 (+0 ranks, +0[int])
    Bluff +2 (+0 ranks, +2[cha])
    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])
    Disable Device N/A (+0 ranks, +0[dex], -4[ACP])
    Disguise +2 (+0 ranks, +2[cha])
    Escape Artist -4 (+0 ranks, +0[dex], -4[ACP])
    Fly +4(+0) (+1 ranks, +0[dex], +3[class], -4[ACP])
    Handle Animal +7 (+2 ranks, +2[cha], +3[class])
    Heal +9 (+1 ranks, +5[wis], +3[class])
    Intimidate +2 (+0 ranks, +2[cha])
    Knowledge
    - arcana N/A (+0 ranks, +0[int] (+1)[Friend])
    - dungeoneering N/A (+0 ranks, +0[int] (+1)[Friend])
    - engineering N/A (+0 ranks, +0[int] (+1)[Friend])
    - geography +4 (+1 ranks, +0[int] (+1)[Friend], +3[class])
    - history N/A (+0 ranks, +0[int] (+1)[Friend] +1[Timelost Chronicler])
    - local N/A (+0 ranks, +0[int] (+1)[Friend])
    - nature +8 (+3 ranks, +0[int] (+1)[Friend], +3[class], +2[natsen])
    - nobility N/A (+0 ranks, +0[int] (+1)[Friend])
    - planes N/A (+0 ranks, +0[int] (+1)[Friend])
    - religion N/A (+0 ranks, +0[int] (+1)[Friend])
    Linguistics N/A (+0 ranks, +0[int] - lng)
    Perception +13 (+5 ranks, +5[wis], +3[class])
    Profession
    - Brewer +9 (+1 ranks, +5[wis], +3[class])
    Ride +1 (+2 ranks, +0[dex], +3[class], -4[ACP])
    Sense Motive +6 (+1 ranks, +5[wis])
    Sleight of Hand N/A (+0 ranks, +0[dex], -4[ACP])
    Spellcraft N/A (+0 ranks, +0[int], +3[class])
    Stealth -4 (+0 ranks, +0[dex], -4[ACP])
    Survival +15 (+5 ranks, +5[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
  • 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, +1
  • Backpack, Masterwork
  • Spell Component Pouch
  • Belt Pouch
  • Wand of Cure Light wounds (27 charges)
  • Wand of Resist Energy (6 ch) (Unseen Inclusion)
  • Wand of Stone Call (6 ch) (Tapestry's Toil)
  • 1 Potion of Monkeyfish not core
  • 1 Scroll of Endure Elements
  • 1 Antiplague
  • 1 Antitoxin
  • 1 Air Crystals

  • 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
  • - 10 Oil
  • - 10 days Goat feed
  • - Courtier's outfit

    See Balance Sheet

  • Racial Traits, Traits, Class Abilities, and Feats:

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

    Starting Traits

  • Exile, +2 initiative
  • Resilient, +1 Fortitude saving throw

    Class Abilities

  • 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.

    Feats

  • 1H) Toughness
  • 1) Spell focus (Transmutation)
  • 3) Greater Spell focus (Transmutation)
  • 5) Natural Spell

    Planned Items

  • Feats: 7 - Improved Initiative, 9 - Spell Penetration
  • Class Abilities: 9 - Venom Immunity
  • 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
  • - 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 relexes 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 beneits: gain a +4 insight bonus on a saving throw against a mind-afecting efect, 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