Seltyiel

Finch of the Breeze's page

100 posts. Alias of Cydrius.


Race

Male Half-Elf

Classes/Levels

Storm Druid 2 | HP: 17/17 | AC: 16 T: 12 FF: 14 | F: +5 R: +3 W: +8 | Init: +6 Perc: +10 | Magic

About Finch of the Breeze

Finch of the Breeze
Male Half-Elf Storm Druid
NG Medium Humanoid(Human & Elf)
Init +6; Senses Perception +10, Low-Light Vision
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Appearance
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Appearance:

Age : 24
Size : Medium, 5‘9", 140 lbs.
Type : Humanoid (Human & Elf)

This athletic young half-elf stands proud and tall, bearing a serene smile. His silvery hair is wild but well cared for, and his bright blue eyes sparkle with life.

He prefers to go bare-chested and generally wears a necklace strung with beast fangs and wild feathers; presumably hunting trophies. At the middle of it hangs his hopeknife, as an open sign of courage and challenge.

Finch walks with great, lively strides, and appears extremely alert, never faltering as he walks. He is often heard whistling or humming under his breath.

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Background
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Spoiler:

Chief Defender Halgra of the Blackened Blades has many claims to fame in Trunau, amongst which figure her many children.

Born of a short-lived tryst uniting the adventurer-turned-town-leader and the elven wizard known as Jorael, Finch spent much of his youth on the road, following his mother on her adventures, and being one of her many children to settle in Trunau as she did.

Finch was a wild, rambunctious soul. Some went as far as to call him a force of nature, and many in town were infuriated with his pranks and his flighty ways. Hoping to teach him a lesson and give the town, Halgra sent Finch on a trip to see his father. Perhaps his elven roots could teach him to calm down and think for a second or two.

Learn he did, but not what his mother had hoped: His elven father taught him the art of archery, and the minor basics of arcane magic. Finch could have gone further, but, as his father often said, he could not sit still enough to cast anything but the most basic of cantrips.

His father quickly lost patience, and Finch returned to Trunau with the next trade caravan, returning to his (now prestidigitation-assisted) pranks, to his mother's great irritation.

One day, as he sought to surprise the town by releasing a flock of folded-paper ducks down the hopespring, Finch met the mysterious druid known as Silvermane. Relishing a chance to have some fun at the expense of such a fascinating man, Finch hid and observed the man for a while, looking for some means or another of getting to the druid.

Soon, however, he found himself entranced by the old elf's rituals, and how water and plants seemed to follow his meditation. Intrigued, he watched Silvermane for hours, and returned the next day. Before long, he had abandoned his pranks entirely, instead spending part of his days watching, now openly, as the druid practiced his magic, and the rest of the time attempting such magic on his own.

The practice of meditation had a great effect on the boy, focusing his boundless energy into productive work. It was not long before, to Halgra's relief, Finch became a productive member of Trunauan society. In the spring and the fall, he joined the farmers and helped sow and reap the fields. In the summer and the winter, he joined the hunters and honed his skills in the wilderness. In times of plenty, he sometimes opted to throw his lot with groups of mountaineers curious to see the high peaks of the Mindspin peaks.

Through it all, however, he continued to observe Silvermane's teachings by example. Occasionally, the druid would take an interest in his impromptu student, and opt to wordlessly teach him a few spells fit for a druid-in-learning.

In time, Finch found himself in tune with nature. One day, sweltering under the sun as he helped till one of the town's fields, he held a silent wish for a refreshing breeze, and was rewarded with the same.

On that day, Finch smiled, for he knew he had found his way.


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Personality
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Personality:

Finch is an easygoing sort, having traded the boundless energy of his childhood years for a more properly channeled spark for life. He is eager to help friend and stranger alike, and prefers to avoid conflict where it is unnecessary.

He cares passionately for his homelands and its surroundings, and even more so for his family.

In his pursuit of harmony with nature, Finch has learned to channel his mischievous and impulsive tendencies to more progressive uses, granting him the gift of long-lived patience.

That said, as the proverbs warn, beware the fury of a patient man.


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Defense
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AC 16, Touch 12, Flat 14
HP 17
Fort +5; Ref +3; Will +8 (Immune to sleep effects, +2 saves vs. Enchantment)
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Offense
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Speed 30 ft
BAB +1
Ranged
Longbow +3 (1d8, x3, 100 ft)
Storm Burst +3 (1d6+1 nonlethal, -2 to attacks for 1 round, 7/day)
Melee
Scythe +2 (2d4+1, x4)
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Statistics
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Statistics:

Str 13; Dex 14; Con 14; Int 12; Wis 18; Cha 10
Feats

  • Improved Initiative

Traits
  • Trunau Native
  • Two-World Magic (Prestidigitation)
  • Youthful Mischief
  • Drawback: Family Ties

Racial Traits:
  • Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Favored: Druid and ranger.
  • Ancestral Arms Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. (Weapon Proficiency: Longbow)

Domain Powers:

  • 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 druid 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

Class Features
  • Spontaneous Casting: Domain Spells
  • Nature Bond: Storm Domain
  • Nature Sense
  • Windwalker (Ex): At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid.

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Magic
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Spells:

Magic
Domain Spells Known
1: Obscuring Mist
Save DC: 14 + Spell Level

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Skills
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Skills:
Trained Skills: +1 favored class bonus
  • Climb +6 (-1 with armor)
  • Handle Animal +5
  • Knowledge (Nature) +8
  • Perception +11
  • Survival +11
  • Swim +6

Spoken Languages: Common, Elven, Sylvan, Druidic, Sign Language

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Equipment
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Equipment:

Gear worn or readied

  • Longbow
  • 20 common arrows
  • Hopeknife
  • Scythe
  • Masterwork Lamellar Darkleaf Cloth Armor
  • Holly and mistletoe
  • Spell component pouch
  • Chalk (10 pieces)
  • Waterproof bag
  • Falconry Gauntlet
  • Backpack
  • Bedroll
  • Belt pouch
  • Flint and steel
  • Iron pot
  • Mess kit
  • Rope
  • Soap
  • Trail rations (5 days)
  • Waterskin
  • 36,4 gp