Harrower

Eochaidh Roidal's page

181 posts. Alias of Shadow Dragon.


Full Name

Eochaidh Roidal

Race

N Male Human Druid 3 (Menhir Savant/Saurian Shaman) | HP 30 / 30 | AC 19 / 13 T / 16 FF | CMD 17 | Fort + 6 / Ref + 5 / Will + 8

Classes/Levels

Init + 3 | Perception + 10 (Low-light vision) | Speed: 30 ft. | Conditions: None| Effects: None | Place Magic: 7/7 | Spells: 1st Level (3/3), 2nd level (2/2) | Totemic Transformation: 3/3 | AC 19 (No shield currently)

Gender

Male

Size

6'2" 210 lbs.

Age

18

Special Abilities

Spellcasting, Spontaneous Casting, Domain, Spirit Sense, Place Magic, Totemic Transformation

Alignment

Neutral

Location

Andoran - Arthfell Forest

Languages

Common, Druidic, Sylvan, Elven

Occupation

Druid

Strength 16
Dexterity 16
Constitution 15
Intelligence 14
Wisdom 18
Charisma 15

About Eochaidh Roidal

About Eochaidh Roidal [Ah-chaid Ride-el] [Achaius would be the Taldan version]

Eochaidh Roidal
Male Human Druid 3 [Menhir Savant and Saurian Shaman]
CG Medium humanoid
Init + 5; Senses: Perception + 10 (Low-light vision)

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Defense

AC = 19, touch 13, flat-footed 16 (+ 4 armor, + 2 shield, + 3 Dexterity)
HP = 30 (2d8 (8,7,6) + 6 + 3)
Saves: Fort + 6, Reflex + 5, Will + 8

BAB = + 2 CMB = + 5 CMD = + 18

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Offense

Speed 30 ft.

Melee

MW Scimitar (+ 6 to hit, + 3 to damage, 1d6 / 18-20x2), Deals S damage
Club (+ 5 to hit, + 3 to damage, 1d6 / x2), Deals B damage
Cold Iron Dagger (+ 5 to hit, + 3 to damage, 1d4 / 19-20x2), Deals P or S damage

Ranged
Sling (+ 5 to hit, + 3 to damage, 1d4/x2), Deals B damage, 50' range
Cold Iron Sling Bullets [10] (3)

Cold Iron Dagger (+ 5 to hit, + 2 to damage, 1d4 / 19-20x2), Deals P damage, 10' range

Space: 5 ft.; Reach: 5 ft.

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Skills

Climb (1 rank, + 3 Str, + 3 class skill) = 7
Heal (1 rank, + 4 Wis, + 3 class skill) = 8
Knowledge (Nature) (3 ranks, + 2 Int, + 3 class skill) = 8
Perception (3 ranks, + 4 Wis, +3 class skill) = 10
Ride (1 rank, + 3 Dex, + 3 class skill) = 7
Sense Motive (2 ranks, + 4 Wis, +3 class skill) = 9
Spellcraft (3 ranks, + 2 Int, + 3 class skill) = 8
Survival (2 ranks, + 4 Wis, +3 class skill) = 9
Swim (1 rank, + 3 Str, + 3 class skill) = 7
Use Magic Device (1 rank, + 2 Cha, + 3 class skill) = 6

Background Skills

Craft (Armor) (1 rank, + 2 Int, + 3 class skill, + 1 trait bonus) = 7
Handle Animal (1 rank, + 2 Cha, + 3 class skill) = 6
Knowledge (Geography) (1 rank, + 2 Int, + 3 class skill) = 6
Linguistics (1 rank, + 2 Int) = 3
Profession (Herbalist) (1 rank, + 2 Wis, +3 class skill, + 1 trait bonus) = 8
Profession (Scribe) (1 rank, + 2 Wis, +3 class skill, + 1 trait bonus) = 8

Languages: Common, Druidic, Sylvan, Elven

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Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternate Racial Traits

Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks.
This racial trait replaces humans’ bonus feat.

The following three alternate racial traits replace Skilled.

Fey Magic
Source: Heroes of the Wild pg. 5
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.
Terrain Selected: Forest
Orisons Selected: Create Water, Purify Food & Drink, Guidance
1st Level Druid Spell Selected: Cure Light Wounds

Fey Thoughts
Source: Heroes of the Wild pg. 5
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
Skills selected: Sense Motive and Use Magic Device

Low-Light Vision
Source: Heroes of the Wild pg. 5
Many feyborn have low-light vision. Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).

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Traits:

Craft All (Campaign): You've always been a crafter. You have a deep passion for your profession. Supplies in your shard may be scarce, but you've had nothing but time to practice your trade. You have managed to learn new tricks and take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital with craft or profession you add 1 to the capital earned.

Reactionary (Basic, Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Feats:

Scribe Scroll (1st Level Feat):

You can create magic scrolls.

Prerequisites: Caster level 1st.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

3rd Level Feat

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Class Features:

[spoiler=Druid Class Features]

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:

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):
: A saurian shaman who chooses an animal companion must select a dinosaur. If choosing a domain, a saurian shaman must choose from the Animal, Destruction, Strength, and War domains.

Domain Chosen: Strength with the Resolve subdomain.

Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.

Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Bestow Resolve (Su): At 8th level, you can bless creatures with the boldness of your deity. You can bestow a number of temporary hit points equal to your level + your Wisdom modifier to all allies within 20 feet. The temporary hit points remain for 1 minute. You can use this ability once per day at 8th level, plus one additional time per day for every 4 levels you possess beyond 8th.

Domain Spells: 1st — Bless, 2nd — Bull's Strength, 3rd — Magic Vestment, 4th — Spell Immunity, 5th — Righteous Might, 6th — Heroes' Feast, 7th — Grasping Hand, 8th — Clenched Fist, 9th — Crushing Hand.

Spirit Sense (Sp): At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.

Place Magic (Su): At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus. This ability replaces woodland stride and trackless step.

Totemic Transformation (Su):
: At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, a saurian shaman may speak normally and can cast Speak with Animals (reptiles and dinosaurs only) at will.
Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The dragon shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

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Spell List:

Orisons [4]

Detect Magic
Light
Purify Food & Drink
Stabilize

1st Level Spells [3]

Cure Light Wounds
Faerie Fire
Goodberry

2nd Level Spells [2]
1
2

Domain Spells: Strength with the Resolve subdomain

1st Level: Bless
2nd Level: Bull's Strength

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Inventory Tracking Sheet

Mundane Gear:

Lamellar (Leather) Armor
Sling bullets, Cold Iron (10) [3]

Alchemical Gear:

Magic Items:

Scrolls:

Cure Light Wounds [5]
Deadeye's Lore
Read Weather
Endure Elements
Air Bubble
Touch of the Sea
Monkeyfish
Entangle
Shillelagh [X]
Obscuring Mist
Faerie Fire

Mundane Gear not on Item Tracking Sheets:

Explorer's Outfit
Shield, Heavy wooden
Scimitar
Sling
Club
Cold Iron Dagger
Bedroll
Blanket
Soap
Rope, hemp (50 ft.)
Whetstone
Candle [10]
Oil, lamp [2]
Torch [2]
Rations, trail [6]
Backpack, common
Sack [4]
Poncho
Pouch, belt
Pouch, spell components
Waterskin
Chalk [10]
Flint & Steel
Weapon Cord [2]
Bandolier [2]
Canvas (square yard) [5]
Grooming Kit
Mess Kit
Parchment (sheet) [15]
Holy Symbol, wooden

Granted/Found Items:

Masterwork Scimitar

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Backstory: If possible Eochaidh will hail from the Arthfell Forest in Andoran. His family would have lived in the forests in the druidic tradition and would be from the 'barbarian' stock that existed in the area before Taldor conquered it. Before the Sundering he spent his days trying to protect and preserve what's left of the Arthfell Forest, indignant at the depredations of the Lumber Consortium. He sees the Sundering as a colossal example of the folly of mortals interfering with the natural order.