Kalig's page

963 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14


| Goodberries 7/7

About Kalig

N half-orc druid (urban druid) 6
Init +1; Senses darkvision 60 ft., scent; Perception +10 (+2 to find hidden objects, traps, and secret doors; determine food is spoiled, and to ID potions by taste)

Kalig's Homestead (once complete)

AC 16 T 11 FF 15 (+1 Dex +4 Armor +1 shield) | CMD 17
hp 42 (6d8+6)
Fort +6 (Base 5 + 1 Con), Ref +4 (Base 2 + 1 Dex +1 trait), Will +8 (Base 5 + 3 Wis) (+1 vs death and to Con checks to stabilize; +2 vs divinations and enchantments)

Orc Ferocity (Ex): Once per day, when she is brought below 0 hit points but not killed, she can fight on for one more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins dying.

Resist Temptation (Ex): At 4th level, an urban druid gains a +2 bonus on saves vs. divinations and enchantments. This replaces the resist nature's lure ability.

BAB +4; CMB +6
Melee Light Flail +6 (1d8+2/x2) (disarm, trip)
Melee Dagger +6 (1d4+2/19-20x2)
Ranged Sling +5 (1d4+2) (50 ft. range)
Ranged Dagger +5 (1d4+2/19-20x2) (10 ft. range)

A Thousand Faces (Su): An urban druid gains this ability at 6th level; she can change her appearance at will, as if using the alter self spell, but only while in her normal form.

=Druid Spells (Caster level 2; Concentration +5)=
Prepared Per day: Orisons: 4; Level 1: 4+D; Level 2: 3+D
Druid Spell List

Spells prepared
Orisons (DC 13) (prepare 4/day)
Create Water: Creates 2 gallons/level of pure water.
Mending: Makes minor repairs on an object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Stabilize: Cause a dying creature to stabilize.

Level 1 (DC 14) (prepare 4/day + domain)
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
: You can communicate with animals. [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Magic%20Stone]Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Domain Spell: Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).))

Level 2 (DC 15) (4/day + domain)
Aspect of the Bear: gain a +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. You can also perform bull rush, grapple, and overrun combat maneuvers without provoking attacks of opportunity.
Barkskin: Grants a +3 bonus to existing natural armor bonus. (+2 + 1/3 levels after 3rd)
Spider Climb : Grants ability to walk on walls and ceilings.
Tar Ball: Burning tar harms target and penalizes its Dex.
Domain Spell: Fog Cloud: Fog obscures vision.

Level 3 (DC 16) (3/day + domain)
Sleet Storm: Hampers vision and movement.
Soothing Mud: Create restorative mud that heals hit point and ability damage.
Stone Shape: Sculpts stone into any shape.
Domain Spell: Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.

Spontaneous Casting: An urban druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This ability replaces the ability to spontaneously cast summon nature's ally spells.

=Nature’s Bond (Ex):=
Weather Domain (Seasons Subdomain)

Untouched by the Seasons (Su): By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per druid level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (6x/day).

Domain Spells: 1st—goodberry, 2nd—fog cloud, 3rd—call lightning, 4th—blight, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—sunburst, 9th—storm of vengeance.

Str 14 Dex 12 Con 12 Int 13 Wis 17 Cha 8
(15 point buy, half-orc bonus +2 to Wisdom, 4th level boost to Strength)
BAB +4

Orc Blood (Ex): Half-orcs count as both humans and orcs for any effect related to race.

Combat Expertise (L1): Lose +1 to hit for +1 dodge to AC

Improved Trip (L3): +2 to trip maneuvers and trip attempts do not provoke AOOs.

Keen Scent (L5): You gain the scent special ability.

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Greater Purpose: You are convinced you're alive to achieve a great purpose. You gain a +1 trait bonus on all saving throws to resist death effects and a +1 trait bonus on Constitution checks made to stabilize while dying.

Weapon and Armor Proficiencies: (Druid + Chain Fighter alternate racial ability) club, dagger, dart, flail, heavy flail, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, and natural attacks gained from wild shape. Light and medium armor and shields; no metal armor or shields or she loses spellcasting, supernatural, and spell-like abilities. She treats dire flails and spiked chains as martial weapons.

Skills (4 + Int 1 | + 2 background skills*/level)(+4 favored class)
Diplomacy 4 ranks + -1 Cha +3 class +2 lorekeeper = +8
Handle Animal* 6 ranks + -1 Cha + 3 class = +8
Heal 4 ranks + 3 Wis + 3 class = +10
Knowledge (geography)* 4 ranks +1 Int + 3 class = +8
Knowledge (history)* 6 ranks +1 Int + 3 class + 2 lorekeeper = +12
Knowledge (local) 1 rank + 1 Int +3 class + 2 lorekeeper = +7
Knowledge (nature) 6 ranks + 1 Int + 3 class + 2 Nature Sense = +12
Knowledge (nobility) 2 rank +1 Int +3 class + 2 lorekeeper = +8
Linguistics 1 rank +1 Int = +2 (bonus: Sylvan)
Perception 6 ranks + 3 Wis + 3 class = +12 (+2 to find hidden objects, traps, and secret doors; determine food is spoiled, and to ID potions by taste)
Survival (Wis) 6 ranks + 3 Wis + 3 class + 2 Nature Sense = + 14

Languages: Common, Orc, Hallit, Druidic, Sylvan

Scavenger (Ex): Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating racial trait.

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

Lorekeeper (Ex): At 2nd level, an urban druid adds Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) skills to her list of class skills. She also receives a +2 bonus on these skill checks. This ability replaces a druid's woodland stride and trackless step abilities.

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.

Explorer’s Outfit (free)
Mwk Backpack (50 gp) (4 lbs)
Light flail (1d8 x2, disarm, trip) (8 gp) (5 lbs)
Mwk light darkwood quickdraw shield (+1 armor, 0 ACP) (363 gp) (3 lbs)
Mwk Leather Lamellar (+4, max Dex +3, -1 ACP, speed 30 ft.) (210 gp) (25 lbs)
Wooden Holy Symbol (1 gp) (-) (lighting-struck wood that is divine focus)

=Hanging from Belt=
Sling (1d4x2, 50 ft range) (no cost) (-)
Sling bullets x17 (1 sp) (10 lbs)
Waterskin (1 gp) (4 lbs)
Belt Pouch (1 gp) (1/2 lb)
Dagger (2 gp) (1 lb)
Spell component pouch (5 gp) (2 lbs)

=In Belt Pouch=
Potion of cure light wounds x3 (50 gp each, -)
Potion of shield of faith +2
Vial of antiplague x1 (50 gp)
Vial of antitoxin x1 (50 gp)

=In Backpack=
5 candles (5 cp) (-)
String (50 ft) (2 cp) (0.5 lb)
Oil x1 (1 lb)
Hooded Lantern, waterproof (12 gp) (2 lbs)

Wealth (distributed in pockets, boots, etc.): 108 gp, 2 sp, 3 cp

Weight carried: 58 lbs (max light load 58 lbs with mwk backpack; 50 lbs without)

Donkey (named Matilda) (8 gp)

=On Matilda=
Harness (2 gp) (2lbs)
Pack Saddle (5 gp) (15 lbs)

=In or clipped to Matilda's Pack Saddle=
50 ft. string (0.5 lb)
Healer's Kit (50 gp) (1 lb)
Blanket (5 sp) (3 lbs)
Grooming kit (1 gp) (2 lbs)
Mess Kit (2 sp) (1 lb)
Bucket (5 sp) (2 lbs)
Crowbar (2 gp) (5 lbs)
Oil x3 (3 sp 3 lbs (1 each)
Rope 25 ft (1 gp) (5 lbs)
Wandermeal (2 days) (2 cp) (1 lb)
Feed (2 days) (1 sp 5 cp) (20 lbs)

(Matilda's Load: 53 lbs out of 100 lbs light load)

===In Kalig's Camp===
Canvas (2 sq yards) (2 sp) (2 lbs) (Being used as a tent)
25 feet of rope - (used as part of the tent)
Pot (8 sp) (4 lbs)
Shovel (2 gp) (8 lbs)
A mostly empty bottle of Oldlaw Whiskey (- lb)
Fishing Kit (5 sp) (3 lbs)
Firewood (1 day's worth) (1 cp) (20 lbs)
Gear Maintenance Kit (1 gp) (2 lbs)

Kalig has always been of two worlds, human and orc, civilized and wild, wanderer and hearth-warden—belonging everywhere and none. Her earliest memories are of traveling, raised by a man named Taig who found her at the side of the road. Taig was a traveling tinker, who moved about with a handful of other merchants and drifters. They lived on what they had, and sang songs as if they were joyful, even when they had nothing. While some in Taig's company were distrustful of the half-orc mite, she felt safe with them, and Taig was a good storyteller and told her of much of the world. Traveling with Taig’s caravan, she saw the depths and power of nature, and the fantastic structures made by humanoids in the cities, and loved them both. It was all essential, all of it together, and beautiful. She was often found talking to plants, birds, and even bugs and rats as if she could speak to them. Taig encouraged her faith in nature, in Gozreh, and also in Desna, who guarded their travels, and Erastil, who kept them fed, and told her all that he knew about them.

The gods’ protections were not enough. Kalig was only about seven years old when orc raiders attacked and slaughtered their little caravan. One of the raiders, a female, saw Kalig, and halted her sword, mid-swing. The orc picked up the crying child, and carried her back to camp, claiming no other prizes of the raid. Kalig barely understood the orc language at the time, but came to understand that the female orc warrior, Brung, had lost her own children in battle. Brung had thus decided to spare Kalig to raise her as her own. Kalig could do little but go with her, even though it meant living among the savages who killed her adoptive father. Brung, for what it was worth, treated Kalig about as kindly as an orc is capable of, though the other orcs did not accept her. Many bullied and beat her when Brung was not nearby to protect her. The only other member of their tribe who didn’t abuse her was the orcs’ shaman, a weather-witch called Thoom, who noticed Kalig’s inclination toward the natural world. He gave her a charm which became the focus of her prayers—which mostly were for escape. Some power grew within her as she prayed, but she was careful to keep this hidden.

Opportunity to flee came when the tribe moved to attack a village, raiding it for food and supplies. Kalig made her way into a hut where an orc warrior—one who had often been cruel to Kalig—was terrorizing a Varisian woman and her child; one young woman, a cook, already had been killed. Carrying manacles the orcs had brought with them to take prisoners, Kalig swung the chains around the orc’s throat, strangling him until he was dead.

“Please,” Kalig said to the woman in what she remembered of Taig’s tongue, “I have been their prisoner, please help me.”

As Kalig had saved her and her youngest child’s life—or perhaps because she was too terrified not to--the woman agreed to help. Throwing the body of the dead cook into the kitchen fire, Kalig also added to the remains her skull-charm and her cloak, and put the dead orc’s sword in her chest. She fled with the woman and child out the kitchen door, and up into the hills. She heard a shriek come from the hut as she fled—the grief-stricken cries of Brung, who found the burning body and believed it to be Kalig.

A great storm came, pouring down rain upon the raided village, turning the fires in the village to acrid smoke. Some of the orcs remained plundering the village, others chased the survivors who were also fleeing into the hills. Right next to Kalig, a bolt of lightning struck a young tree, sundering it in half. The lightning, rather than immediately going into the ground, arced toward the other orc raiders and burned them to death, the chief included. Strangely unafraid, Kalig took a charred piece of wood from the tree and took it as her new charm—the gods’ promise she would remain free from now on.

She left the village, who distrusted her as she had arrived with the invasion. Only 14, she traveled from town to town, seeking shelter or food when she couldn’t find it adequately in the wilderness; hiding in the wilderness when “civilization” was even more dangerous. At one point, she ran into a traveling circle of druids, who called her one of their own, and taught her their secret language. She spent some time with them, learning their rituals and of her own burgeoning power, before moving on. The circle named her “the Tireless,” for her wandering never ceases.

She traveled through Galt, as its endless revolution gave her plenty to do: to restore wild places wrecked by fighting, to fight monsters in human and other form, to heal the innocent, to slay the wicked. Unfortunately, she got caught in the middle of a fight in a small town where she was simply trying to get a drink, and may have, half-drunk, ended up accidentally burying her flail into the eye socket of the local leader’s son. She decided gray gardens were not the kind she wanted to cultivate and moved on post-haste.

Now she has joined another caravan. There is song, and enjoyment of the road, and she hears echoes of her foster father’s voice in their songs. There is danger, and the threat and wonder of the unexpected, as was life in Brung’s tribe. The caravan is taking her to a new place, where a new town will be settled. She will see the new place built—see that it maintains a balance between wilderness and civilization respected. Perhaps it will at last be a place she might belong.

Kalig is tall (about 5’10”) with broad shoulders, wide hips, and a frame that, while healthy enough, has an oddly bony appearance, as if her bones were too big for her flesh and thus jut out at her joints. She is protected by piecemeal armor of hide and leather. Over her armor she wears a thick grey wool cloak, patched with many colored scraps, some of which are turned into pockets. Her skin is a strange grey color, always making her stand out even if others did not notice her unusually flat nose or stunted tusk-like teeth jutting from her lower jaw. Some half-orcs have a rough sort of attractiveness to them; Kalig just looks "off": too delicate to be orcish, too wide-faced and bestial to be attractive to most humans. Her irises are as black as her pupils and reflect a feral glint in darkness, but the sclera is white, like a human’s. She wears her black hair in a long braid that reaches to her waist. Despite her traveling for days and sometimes weeks at a time, she does her best to keep herself very clean, never wanting to be reminded of or associated with the filth the orcs lived in when she was among them. She is a young adult (21 at most), but appears older due to her travel-weathered skin. She wears the lightning-burnt wood, which she roughly carved into a charm, as an amulet. Most of her possessions—kept in a haversack—reflect gifts from those she has provided services to, or prizes taken from those who have attacked her.

Kalig speaks almost always in a even, matter-of-fact tone of voice. Its cool rasp is like sand flowing over stone. True outbursts of emotion of her are rare and startling; on the uncommon times when she is truly angry, it is obvious, for she bares her teeth and snarls like a beast, and barks brief thoughts rather than speak in her usual elongated, musing ways. Likewise laughter and wonder are uncommon, but she grows quiet and wide-eyed at these times, and lets forth a low, rhythmic chuckle.