Kiango's page

131 posts. Organized Play character for Gummy Bear.


Race

HP: 12/12 | AC: 17 T: 11 FF: 16 CMD: 11 | F+3 R+1 W+6 +2 vs death, negative energy, negative levels, stabilize | Init +3 | Perception +8, Low-Light |

Classes/Levels

Tracked Resources:
Spells 1st 2/2; Arcane Bond 1/1

Gender

Male Samsaran Halcyon Druid 1|

About Kiango

PFS REBUILD TO DIFFERENT CHARACTER BEFORE BEING PLAYED AT LEVEL 2. NEW CHARACTER UTILIZES ALIAS Vosk Lazav

Statistics:
Male Samsaran Halcyon Druid 1
NG Medium Age 147
Init +3; SensesPerception +8, Low-Light
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DEFENSE
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AC 17, touch 11, flat-footed 16
hp 12
Fort +3, Ref +1, Will +6, +2 vs death, negative energy, negative levels, stabilize
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OFFENSE
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Speed 30 ft.

Melee None

Ranged None
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STATISTICS
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Str 10, Dex 12, Con 12, Int 16, Wis 18, Cha 8
Base Atk +0; CMB +0; CMD 11
Traits Empathic Diplomat, Reactionary
Feats Toughness
Skills
Ranks = 4 + FCB + 3 int = 8/level
Diplomacy +9 (1 rank, +4 wis, +3 class, +1 ability)
Local +8 (1 rank, +3 int, +3 class, +1 ability)
Nature +7 (1 rank, +3 int, +3 class)
Perception +8 (1 rank, +4 wis, +3 class)
Planes +7 (1 rank, +3 int, +3 class)
Religion +7 (1 rank, +3 int, +3 class)
Spellcraft +7 (1 rank, +3 int, +3 class)
Survival +8 (1 rank, +4 wis, +3 class)

Languages Common, Samsaran, Druidic, Sylvan, Polyglot, Celestial

Special Abilities:

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SPECIAL ABILITIES
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Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light.

Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.

Mystic Past Life (Su, Shaman List: Remove Paralysis, Breath of Life, Fly, Restoration, Overland Flight): You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

Bonded Mask (Su): A halcyon druid forms a powerful bond with a mask, which functions identically to a wizard’s bonded object except that it can be used to cast druid spells (including those gained from class abilities) instead of wizard spells. A bonded mask must be worn to have an effect, and it occupies the head slot. A halcyon druid can enhance her mask with abilities appropriate for a head slot item, and can designate an existing head slot item as her bonded mask (but only if it covers her face).

Magaambya-Trained (Ex): A halcyon druid adds Diplomacy and all Knowledge skills to her list of class skills.

Peacekeeper (Ex): A halcyon druid adds half her class level (minimum 1) to Diplomacy and Knowledge (local) checks.

Spontaneous Casting (prot evil, align weapon, magic circle against evil, holy smite, dispel evil, blade barrier, holy word, holy aura, summon monster IX): A halcyon druid adds all spells from the Good cleric domain to her druid spell list, and she can focus stored spell energy into spells from the Good domain that she hasn’t prepared ahead of time. She can lose a prepared spell to cast any spell of the same level or lower from the Good domain.

Spells:

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Spells Prepared
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0th (3) Detect Magic, Create Water, Light

1st (2) Produce Flame, Entangle

Gear/Possessions:

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GEAR/POSSESSIONS
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Wand of...
Spoiler:

Cure Light Wounds 48

Scroll of...

Spoiler:

No scrolls yet


2gp
Druid's Kit (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)
Acid Flask (3)
Leather Lamellar Armor
Heavy Wooden Shield
Quarterstaff
Dagger
Light Crossbow

Build Notes:

Samsaran Halcyon Druid
STR: 10 DEX: 12 CON: 12 INT: 15 WIS: 18 CHA: 10
Mystic Past Life (Shaman) - Remove Paralysis, Breath of Life, Fly, Restoration, Overland Flight
Traits - Friend in Every Town (+1 local/diplomacy), Reactionary

Skills (5+FCB)
Diplomacy 6
Perception 8
Spellcraft 6
Local 8
Planes 6
Nature 6
(Survival with level 4 int bonus)

Feats (I don't even know what to focus on here)
1 Toughness
3 Improved Initiative
5
7
9 Quicken Spell
11

Spells add to spell list:
Good Cleric Domain - Prot evil, align weapon, magic circle against evil, holy smite, dispel evil, blade barrier, holy word, holy aura, summon monster IX
Wizards Spells (2@4 +2/2lvls) - 4 1st Grease/Mage Armor, 6 2nd Mirror Image/Invisibility, 8 3rd Haste/Displacement, 10 4th Greater Invisibility/Dimension Door I want buff/utility spells here that aren't replicable by druids or shamans like haste, teleportation effects, etc

Languages: Common, Samsaran, Druidic, Sylvan, Polyglot

Items I want: Rush circlet of persuasion, then focus on scrolls, rods, stat boosters (Con and Wis), and survivability.

RP Notes:

"Give the characters enough attributes to reveal them as individuals"

Old Mage Jetembe and related stuff. This archetype is his belief when a druid follows it.

Has spent substantial time in Nantambu (effectively a home base), learning from the mages of the Magaambya. Kiango has adopted much of the Zenj culture and has spent at least two incarnations among these people. Travels the Mwangi Expanse from village to village helping the locals and keeping the peace. While not a pacifist, Kiango prefers to solve issues through conversation over combat. In combat, he does his best to control the battlefield and support his allies.

Fills the role of a wizened village elder. He has been a peacemaker and conflict resolver his whole life. Is wise, approaches things logically, and strives to be fair while maintaining the dignity of all involved.

Quirks/Personality Traits (with rationale if applicable):
No alcohol (must maintain a clear head at all times)
Enjoys oral history and stories, will seek them out (seeking knowledge of all peoples)
Prayers for all corpses
Very leery about swarms and unnatural/magical darkness (is reminiscent of the King of Biting Ants and his weapon that could "eat the sun")
Values peace, learning, and culture
Carries a wind chime made of ten pieces of different colored glass (for good luck, to Kiango it represents Jetembe and his Ten Magic Warriors)
Magic should be used for the greater good and shared with all who are willing to learn
Helps the weak/down trodden/oppressed
Does not like water/swimming
Antislavery
Venerates the healing and strength of magic and nature through a blended worship of Gozreh and Nethys
Exceptional patience
No fear of death