Arlindil

Fulmen's page

267 posts. Alias of shumpal.


Full Name

Fulmen Striker

Race

Half-elf

Classes/Levels

Druid 3 Monk 2

Gender

Male

Size

Medium

Age

31

Alignment

Lawful Neutral

Languages

Common, Elven, Druidic, Sylvan, Undercommon

Strength 14
Dexterity 12
Constitution 12
Intelligence 13
Wisdom 18
Charisma 7

About Fulmen

STATS
HPs: 45
AC: 15

Base Atk: 4
Fort Save: 4
Will Save: 7
Reflex Save: 4

RACE:

Half-Elf Racial Traits
+2 to One Ability Score(Wis): Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Low-Light Vision:[/b] Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Adaptability(Survival): Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
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. See Classes for more information about favored classes.
Druid: (optional favored class choice for half-elf) Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power.

TRAITS:

Exchange Agent(campaign)(Linguistics)(Eye of Abednego): Although you’re a relative newcomer to Magnimar, you’re not some naive stranger. You’ve been sent by the Pathfinder Society lodge in your home country to learn more about Varisia by experiencing the frontier firsthand. After arriving, you reported to the Magnimar lodge and placed your expertise at the venture-captain’s disposal. To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language (see Pathfinder Campaign Setting: The Inner Sea World Guide). Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.
Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you must have a level of monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this character trait. However, that doesn't prevent you from selecting this trait. You simply cannot make use of it until a later point if you do.
Favored Class: Druid/Monk

ABILITIES:

Nature Bond: Weather Domain
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 (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.
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.
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.

Weather Domain
Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
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.
Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.

FEATS:

Combat Casting
Flurry of Blows
Stunning Fist
Unarmed Strike
Improved Grapple
Evasion
Deflect Arrow
Scorpion Strike
Toughness

SKILLS:

Linguistics: 6
Handle Animal: 2
Survival: 15
Perception: 13
Heal: 11
Acrobatics: 6
Climb: 8
Stealth: 7
Sense Motive: 10
Spellcraft: 6
Escape Artist: 5
Knowledge(nature): 1

SPELLS:

Level 0 (4)
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Stabilize: Cause a dying creature to stabilize.

Level 1 (3 + domain)
Obscuring Mist: Fog surrounds you.
Cure Light Wounds x2: Cures 1d8 damage + 1/level (max +5).
Shillelagh : Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.

Level 2 (2 + domain)
Fog Cloud: Fog obscures vision.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage
Hold Animal: Paralyzes one animal for 1 round/level.

EQUIPMENT
Money: 2996gp, 17sp

Weapons
Quaterstaff
Dagger
Dart X 12

Worn
Cat Burglar Boots
Monk Outfit

Items Carried:

Handy Haversack
Backpack
Rope 50ft (silk)
5 Sunrods
5 thunderstones
Healer's kit
Climber's Kit
Grappling Hook
Glass Bottle
2x chalk
Fishooks x5
3 Flasks
Flint and steel
Belt pouch
Waterskin
Whetstone
Spell Comp Pouch
Belt pouch
Rations

Items on Susan:

Bedroll
Blanket
Glass Bottle
Bucket
10 candles
Map Case X2
10 pieces of chalk
Common Lamp
Clay Jug
Mug
Rations X 2
50ft hemp rope
Sack
Soap X2
Torch X5
Waterskin
Whetstone
Travelers Outfit
Cold-weather Outfit
Donkey (Susan)
Pack Saddle

BACKGROUND:
Fulmen hails from Port Peril in the Shackles region. His human mother had a long term relationship with a prominent elf ship captain from one of the nearby islands. It looked like the relationship was going somewhere when his father disappeared one day. No one knows what happened to him. Pregnant and unwed Fulmen's mother was treated very poorly and with no help from friends or family she fell into a deep depression. Shortly after Fulmen was born she turned to prostitution to make a living. She did her best to raise Fulmen and teach him the ways of the world including the Elven language she learned from his father.

However, most of Fulmen's life growing up was on the streets of Port Peril while his mother was working. He was often bullied by Brodor and his friends, all sons of ship captains or port workers. He would attempt to fight back but that only got him beat up worse.

One day he fell in love with a beautiful young elven girl that would hang around the port watching ships sail in and out. Little did he know that she was actually Brodor's girlfriend and was talked into tricking Fulmen. Heartbroken, Fulmen was walking the streets one day on a errand for his mother when Brodor came by to pick on him again. Fulmen lost his temper and in a rage took out a knife he was carrying and killed Brodor. Fear of punishment from the law, Fulmen fled the city to take his chances in the wilderness.

He managed to survive on his own for months when one day he stumbled upon a large wild boar. Surprised and frightened the boar charge Fulmen badly injuring him. It was then that Gust, a local druid, found him and took pity on him and nursed him back to health. Gust took special interest in Fulmen for he could see there was something special about this lost boy and he could sense his potential to do great things.

Gust offered to teach Fulmen in the ways of nature, but first he would have to tell Gust why he was in the woods in the first place and he would only continue if Fulmen told the complete truth. Fulmen debated with himself, but finally decided to trust Gust, afterall he owned him his life.

After hearing Fulmen's story, Gust decided that Fulmen needed to turn himself into the authorities. He assured Fulmen that no harm would come to him as he had some connections with those in power in Port Peril. However, Fulmen would still need to serve a penance, but Gust would continue to teach him.

It turned out his penance was to work at the port helping load/unload ship cargo until for several years. He gained strength and endurance while doing manual labor. When finished with the daily work at the port he would venture out of town where Gust had a dwelling in the woods. They would work together for a couple hours each night. It was grueling and tiring work.

When Fulmen was free of his duty for the port authority Gust told him about the Pathfinder Society. Together they would travel great distances in the Shackles area even among the islands. Part of his duties with the Pathfinder Society was to study the Eye of Abendego. It found that Fulmen had a knack for weather and began earning respect for his studies of the Eye. The money earned from his adventures was largely given to his mother who was able to retire from whoring and was able to fine more meaningful work in the city.

Fulmen, despite his new status and friendship with Gust, was never able to forget his rough childhood. When the opportunity came up to serve as an exchange agent for the Pathfinder Society he took it. For him, this was the opportunity for new beginnings and way for him to earn a name for himself.