![]()
About Eianar DrudssonConsumables:
Spells cast today: Call Cold 7 left of 7 per day Slingshot .... 44 Level 2 Druid:
Eianar Drudsson Human (Ulfen) druid (arctic druid) 2 (Pathfinder RPG Advanced Player's Guide 98) N Medium humanoid (human) Gold 333 gp, 4 sp + .91gp Init +2; Senses Perception +9 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 20 (2d8+7) Fort +5, Ref +2, Will +7 Resist cold 2 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee handaxe -3 (1d6/×3) or . . mwk dagger +2 (1d4/19-20) or . . quarterstaff +1 (1d6) Ranged sling +3 (1d4) Druid (Arctic Druid) Spells Prepared (CL 2nd; concentration +8) . . 1st—frostbite[D,UM], nauseating dart[ACG] (DC 16), produce flame, CLW . . 0 (at will)—detect magic, guidance, light, read magic . . D Domain spell; Domain Arctic domain -------------------- Statistics -------------------- Str 10, Dex 14, Con 13, Int 9, Wis 19, Cha 10 Base Atk +1; CMB +1; CMD 13 Feats Spell Focus (conjuration), Toughness Traits focused mind, northern ancestry Skills Acrobatics -1 (-5 to jump), Handle Animal +5, Heal +8, Knowledge (nature) +6, Knowledge (planes) +1, Perception +9 (+10 in cold or icy terrain), Spellcraft +5, Stealth -1 (+0 in cold or icy terrain), Survival +10 (+11 in cold or icy terrain) Languages Common, Druidic, Skald SQ arctic native, call cold, nature bond (Arctic domain[UM]), nature sense, wild empathy +2 Other Gear hide armor, handaxe, mwk dagger, quarterstaff, sling, sling bullets (50), arctic kit, candle (10), cleats[APG], cold weather outfit, masterwork backpack[APG], pot, shovel, signal whistle, snowshoes[APG], spell component pouch, tindertwig (5), winter blanket, alchemists fire x5, flask of oil x5, 246.94 gp -------------------- Special Abilities -------------------- Arctic Native (+1) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in aquatic terrain, and cannot be tracked there. Call Cold (7/day, DC 11) (Su) Channel as cleric to heal/command cold subtype targets. Druid (Arctic Druid) Domain (Arctic) Granted Powers: You master the might of the endless, snowcovered wastes beneath the midnight sun, where icy polar winds blow. Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy. Level 1 Druid:
Eianar Drudsson Human (Ulfen) druid (arctic druid) 1 (Pathfinder RPG Advanced Player's Guide 98) N Medium humanoid (human) Init +2; Senses Perception +8 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 13 (1d8+5) Fort +4, Ref +2, Will +6 Resist cold 2 -------------------- Offense -------------------- Speed Melee handaxe -4 (1d6/×3) or . . masterwork dagger +1 (1d4) or . . dagger +0 (1d4) or . . quarterstaff +0 (1d6) Ranged sling +2 (1d4) Druid (Arctic Druid) Spells Prepared (CL 1st; concentration +7) . . 1st—frostbite[D,UM], Goodberries, obscuring mist . . 0 (at will)—detect magic, guidance, light . . D Domain spell; Domain Arctic domain -------------------- Statistics -------------------- Str 10, Dex 14, Con 13, Int 9, Wis 19, Cha 10 Base Atk +0; CMB +0; CMD 12 Feats Spell Focus (conjuration), Toughness Traits focused mind, northern ancestry Skills Handle Animal +4, Knowledge (nature) +5, Perception +8, Survival +10 Languages Common, Druidic, Skald SQ call cold, nature bond (Arctic domain[UM]), nature sense, wild empathy +1 Other Gear hide armor, handaxe, quarterstaff, sling, sling bullets (50), arctic kit, candle (10), cleats[APG], cold weather outfit, masterwork backpack[APG], pot, shovel, signal whistle, snowshoes[APG], spell component pouch, tindertwig (5), winter blanket, 52 gp, 5 sp -------------------- Special Abilities -------------------- Call Cold (7/day, DC 11) (Su) Channel as cleric to heal/command cold subtype targets. Druid (Arctic Druid) Domain (Arctic) Granted Powers: You master the might of the endless, snowcovered wastes beneath the midnight sun, where icy polar winds blow. Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy. Background:
Little is spoken of Eianar's birth and infancy, it remains a mystery to the man. An only child of aged parent's he was able to continue the family tradition of nurturing the homeland around Heldren. Tending the icy wastes, unlike his father though, Eianar has developed a deeper understanding, enough for him to have journeyed far from his home and studied the ways of the druids. His studies under the druid ******** (is there a named druid who might do), took him to the icy fey stronghold of Feyfrost and the frozen forest of Hoarwood, among many wonders of the arctic lands. He has returned home to protect the lands around Heldren, having become a strong novice druid. With him by his side a young white bear travels at his side. Has been on several expeditions with Ingrit in the past, ....
Description:
White hair, the colour of the snow hangs long around a young weathered bronze face, deep emerald coloured eyes above a bush of beard and moustache. The rest of his body is covered with furs and other warm clothing, a worn and part rusty curved sword hangs by his side, a large wooden shield strapped to his back. In his hands he hold a strong hard wood pole, as he leans on it against the chilly winds that blow across the square. Level 1 Druid, rejected 2:
Eianar Drudsson Male human (Ulfen) druid (arctic druid) 1 (Pathfinder RPG Advanced Player's Guide 98) N Medium humanoid (human) Init +2; Senses Perception +5 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 shield) hp 14 (1d8+6) Fort +4, Ref +2, Will +3; +2 vs. death -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +3 (1d4+3/19-20) or . . dagger +3 (1d4+3/19-20) or . . dagger +3 (1d4+3/19-20) or . . dagger +3 (1d4+3/19-20) or . . dagger +3 (1d4+3/19-20) or . . handaxe -1 (1d6+3/×3) or . . quarterstaff +3 (1d6+4) or . . scimitar +3 (1d6+3/18-20) Ranged sling +2 (1d4+3) Druid (Arctic Druid) Spells Prepared (CL 1st; concentration +2) . . 1st—endure elements, ice armor . . 0 (at will)—create water, detect magic, light -------------------- Statistics -------------------- Str 17, Dex 14, Con 14, Int 12, Wis 13, Cha 8 Base Atk +0; CMB +3; CMD 15 Feats Fey Foundling[ISWG], Toughness Traits dirty fighter, restless wayfarer Skills Acrobatics -1 (-5 to jump), Handle Animal +3, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +7, Perception +5, Survival +7 Languages Aklo, Common, Druidic, Skald, Sylvan SQ nature bond (bear named white ghost), nature sense, wild empathy +0 Combat Gear scroll of cure light wounds; Other Gear leather armor, heavy wooden shield, dagger, dagger, dagger, dagger, dagger, handaxe, quarterstaff, scimitar, sling, sling bullets (50), arctic kit, candle, cleats[APG], cold weather outfit, pot, pot, shovel, signal whistle, snowshoes[APG], tindertwig, winter blanket, 5 gp, 5 sp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Fey Foundling Magical healing works better on you (+2 per dice) Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy. -------------------- White Ghost
Draft Crunch - rejected:
Eianar Drudsson Human (Ulfen) druid (arctic druid) 1 (Pathfinder RPG Advanced Player's Guide 98) N Medium humanoid (human) Init +2; Senses Perception +5 -------------------- Defense -------------------- AC 14, touch 12, flat-footed 12 (+2 Dex, +2 shield) hp 14 (1d8+6) Fort +4, Ref +2, Will +3; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters. -------------------- Offense -------------------- Speed 30 ft. Melee dagger +3 (1d4+3/19-20) or . . dagger +3 (1d4+3/19-20) or . . dagger +3 (1d4+3/19-20) or . . dagger +3 (1d4+3/19-20) or . . dagger +3 (1d4+3/19-20) or . . quarterstaff +3 (1d6+4) or . . scimitar +3 (1d6+3/18-20) Druid (Arctic Druid) Spells Prepared (CL 1st; concentration +2) . . 1st—ice armor, snowball (DC 12) . . 0 (at will)—detect magic, know direction, light -------------------- Statistics -------------------- Str 17, Dex 15, Con 14, Int 10, Wis 13, Cha 8 Base Atk +0; CMB +3; CMD 15 Feats Endurance, Toughness Traits warded against witchery Skills Handle Animal +3, Perception +5, Spellcraft +4 (+5 to identify spells cast by evil arcane spellcasters.), Survival +7, Use Magic Device +0 Languages Common, Druidic, Skald SQ nature bond (bear named white ghost), nature sense, wild empathy +0 Other Gear hide armor, heavy wooden shield, dagger, dagger, dagger, dagger, dagger, quarterstaff, scimitar, cold weather outfit, 45 gp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy. -------------------- White Ghost
|