Joran Vhane

Elon Steelkeg's page

213 posts. Alias of rpblue.


Full Name

Elonkorjuu Steelkeg

Race

| HP: 39/39 | AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +8, R: +3, W: +7; (+4 spells/SLAs) (+2 poisons) | Init: +2 | Perc: +7, SM: +3

Classes/Levels

| Speed 20ft | Hero: 3/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: None.

Gender

Dwarf God of Pastry Magicks 4

About Elon Steelkeg

Elonkorjuu Steelkeg
Male Dwarf Druid 4
N Medium Humanoid (Dwarf)
Initiative +2;

Defense::

AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
HP 39 (4d8+16)
Fort +8, Ref +3, Will +7
Defensive Abilities

Offense::

Speed 20 ft.
Melee +1 scythe +6 (2d4+3 | x4) (S)
Melee morningstar +5 (1d8+2) (B/P)
Ranged sling +5 (1d4+2) (B)

Spells Prepared::

Druid - CL 4
0th: 4/day - Create Water; Detect Magic; Detect Poison; Purify Food and Drink
1st: 4/day - Cure Light Wounds (x3); Empty
2nd: 3/day - Cure Moderate Wounds (x2); Empty

Statistics::

Str 15, Dex 14, Con 16, Int 8, Wis 16, Cha 10
Base Attack +3; CMB +5; CMD 17
Feats: Steel Soul; Power Attack
Skills (12 Ranks)
Climb +6; Handle Animal +5 (+9 to Barley); Heal +8; Knowledge(Nature) +8; Perception +7; Profession(Brewer) +7; Sense Motive +3; Survival +11; Swim +6
Languages Common, Dwarven, Druidic
Traits Resilient - Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves; Child of Nature - The wild places are your home, and provide everything you need to be happy. You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.
Racial Traits Slow and Steady: 20’ move speed, never changed by armor or encumbrance; Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype; Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities; Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground; Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones; Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking; Darkvision: Dwarves can see perfectly in the dark up to 60 feet; Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
SQ Nature Sense; Wild Empathy; Woodland Stride; Trackless Step; Resist Nature’s Lure; Wild Shape (1/day)
Combat Gear Hide Armor +1, Light Wooden Quickdraw Shield, Scythe +1, Morningstar, Sling, Sling Bullets (x20)
Other Gear Druid’s Kit 14 GP (Animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.); Hammock 1 SP; Alchemist's Kindness (x10) 10 GP; Fishing Tackle 20 GP (More than a mere fishhook, this set includes birch poles, silk line, sinkers, hooks, lures, and tackle box. It grants a +1 circumstance bonus on Survival checks when gathering food around bodies of water that contain fish.);
Remaining Gold: 657 GP, 7 SP

Special Abilities::

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.

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

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.

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 target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Nature Bond - Barley the Yak:

Aurochs
N Medium beast
Init +1; Senses low-light vision, scent; Perception +1

DEFENSE
AC 17, touch 11, flat-footed 16 (+3 armor, +1 Dex, +3 NA)
hp 22 (4d8+4)
Fort +5, Ref +5, Will +1

OFFENSE
Speed 40 ft.
Melee gore +7 (1d6+4)

STATISTICS
Str 16, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +5; CMD 16
Feats (2) Weapon Focus (Gore); Power Attack
Skills (4) Acrobatics* +1, Climb* +6, Escape Artist +1, Fly* +1, Intimidate -3, Perception* +0, Stealth* +5, Survival +4, and Swim* +6.
Items: Studded Leather Barding, MW (325 GP)

SPECIAL ABILITIES
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Possible Dice Rolls:

[dice=Scythe] 1d20+6 [/dice]
[dice=Damage] 2d4+4 [/dice]

[dice=Scythe-Power Attack] 1d20+6-1 [/dice]
[dice=Damage] 2d4+4+3 [/dice]

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[dice=Gore] 1d20+7 [/dice]
[dice=Damage] 1d6+4 [/dice]

[dice=Gore-Power Attack] 1d20+7-1 [/dice]
[dice=Damage] 1d6+4+3 [/dice]

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[dice=CLW] 1d8+4 [/dice]
[dice=CMW] 2d8+4 [/dice]

Background:
Elonkorjuu, or Elon, Steelkeg is a branch descendant of the great Steelkeg brewers from the Mindspin Mountains. About fifty years ago, two of the brothers from the main line of the Steelkeg clan decided to open their own brewery and founded it with two branch lines cousins in the precarious town of Trunau. It was widely known that there was some significant dispute between the brothers and their father that led them to abandon the primary brewery in the Mindspin Mountains, but details are still kept secret by all parties involved.

Either way, Torgan and Jorgan Steelkeg invited any Steelkegs to come join them in their venture. They would provided food, shelter and work for any Steelkegs that came to help them at the brewery as well as feed for their lineal yaks. (Yaks are given to young dwarves as a rite of passage in the Steelkeg clan.) Elon was ecstatic at the chance to escape his overbearing parents and see the world as he was very much in love with the pastries and pies that were brought by visitors to the Steelkeg enclave. Surely, there must be wonderful baked goods in the world that couldn't survive the trip! he thought to himself as he decided on leaving the enclave.

Elon, having never left the dwarven enclave, has a pretty bad sense of direction. He departed from the Mindspin Mountains towards Trunau, but eventually ended up in Varisia, enamored with the colors and tastes of the region, but he continued to trudge along towards Trunau, losing his way every time.

He found a beached rowboat in the Mwangi Expanse and congratulated himself at the luck. Eventually, he started sailing/rowing the sea and rivers to try and find the elusive Trunau. All of this exposure to the elements and nature has made him a bit of a low-level expert on things that occur naturally.

His last area of exploration was the island of Hermea where he discovered a message in a bottle.

Gear Provided by Captain Barbarosa:

5,000 GP Investment
Snake, Viper; Straw Basket; Flute (-50 GP)
Three Anchor Feather Tokens (-150 GP) (-50 GP FF)
Two Swan Boat Feather Tokens (-900 GP) (-100 GP FF)
Two Fan Feather Tokens (-400 GP) (-100 GP FF)
Bag of Tricks, Grey (-3,400 GP) (-100 GP FF)
Tony Wonder Rebate (400 GP)
Goods and Sundries (-100 GP)

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Remaining Money: 0 GP

Provision on the Ship:

20 15 casks of Galtan Pale
10 casks of Gebbite Quadrupel
5 kegs of Steelkeg
50 days worth of the finest barley from the Keleshite Empire and the freshest wheat from Cassomir's outer farms. 40-60 mix.
Ceramics, water from the shores of Razmir's lakes and seeds of most vegetables
Ten Eight white rats