| Active Conditions: Longstrider, Hunter's Blessing (giants/cold), fly
Gender
Male N/N Half Orc Druid (Goliath)/10 | HP: 139/139 (+8 if elemental body) | AC Norm/FF/Tch: 24/23/11 26/25/13 | CMD: 24 25 +1 if troll | F/R/W: +16/10/16 | Init: +0 |Darkvision, Speed 30 ft
Size
M
Age
Young
Alignment
N/N
Location
Trunau
Languages
Common, Druidic, Orc, Giant, Aklo
Strength
20
Dexterity
13
Constitution
18
Intelligence
10
Wisdom
18
Charisma
10
About Little Ben PBP
Resource Tracking:
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Wand of CLW uses:
Goodberry uses (50/10 days, 5/day regeneration):
Wand of Endure Elements uses:
Enlarge Person (1/day):
Volatile Conduit 1/day (+1d4 to energy attack):
Wild Shape (4/Day, Troll Fury):
Earth Elemental Belt - Elemental Body III (1/day):
Level 1 Spell uses: Longstrider
Level 2 Spell uses:
Level 3 Spell uses:
Level 4 Spell uses:
Level 5 Spell uses:
Lesser metamagic rod of extend uses (3/day): Longstrider
Pearl of Power 1 (1/day):
Consumable uses:
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Little Ben is a mountain of a half-orc, though he appears more like an ugly man than a half-orc. He was given his name as a form of light-hearted irony. He grew up in Trunau, but left at an early age to apprentice with a Shaman/Goliath Druid by the name of Talon Treesplitter (also giant-blooded) that recognized the potential in him. He returns to his home town if at all possbile for the Hopeknife festival. His mentor is tasked with keeping an eye on the giants in the nearby mountains and making sure they do not disrupt the balance of nature.
Little Ben is still a bit wet behind the ears as far as using his druidic abilities, but he is well traveled, and is mostly sent on spying or information gathering missions but has a lot of freedom in where he chooses to go. He has a profound distrust and even hatred for orcs and the like, having lost family, including his father, to the invasive species. He likes to visit taverns whenever possible, being somewhat gregarious, and to collect information for his druidic task masters, though he is considering breaking off and making a name for himself.
He returns to his home town if at all possible for the Hopeknife festival.
Quirks:
- Runs flat-footed
Main Stats:
Little Ben N/N Half Orc Druid (Goliath)/10
Age 25
Height 7' 2"
Weight 350 lbs
HP 139 {+80[10d8/max] +40[con] +10[favored class] +10[toughness]}
- Signature skill survival: You reduce all nonlethal damage you take from heat, cold, starvation, or thirst by 1 point for every 5 ranks you possess in Survival.
Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
Detect Poison: close range, one creature, object, or 5' cube, detect if poisonous, type on a DC 20 wisdom or craft(alchemy), detects trhough 1' stone, 1" metal, thin lead, or 3' wood or dirt.
Guidance: +1 bonus to attack, saving throw, or skill roll. 1 min
Light: 10 minutes/level as per torch (20' radius), only one active at a time
Stabilize: Close range, cause a dying creature to stabilize.
Level 1 DC 15 {1 +4[wis]}
May spontaneously cast Summon Nature’s Ally I: Compsognathus
Acid Maw: 1 animal companion, close, +1d4 acid damage +1d4 each round afterward for 1 +lvl/4 rounds, 1 minute per level. Example: 4th level gets +1d4 acid on the round of the attack and an additional 1d4 acid for 2 rounds afterwards.
Entangle: Long range, 40' radius, 1 min/lvl, Reflex ST or entangled, damage if thorns
Goodberry, 2d4 fresh berries, 1 hpt healing each, food for one day.
Resinous Skin: personal, 10 minutes/level, DR 5/piercing, sticky bonuses
Siphon Might: close, one creature, 1 round/level, fort ST for half. You drain the might of the target and transfer that power to another creature. The subject takes a penalty to Strength equal to 1d6 + 1 per 2 caster levels (maximum 1d6 + 5). This effect can’t cause the subject’s Strength score to drop below 1. A successful Fortitude save halves this penalty. This penalty doesn’t stack with itself or the penalty applied from ray of enfeeblement. You can grant any one creature adjacent to you (including yourself) an enhancement bonus to Strength equal to the Strength penalty imposed by this spell.
[signature skill]You can track creatures that leave no tracks, including flying and swimming creatures and creatures using trackless step or pass without trace, taking a –20 penalty on your Survival check.
Gear:
1 Explorer's Outfit
1 Weapon Cord
1 Butchering Axe, +1 giant Bane
1 Spring-loaded Wrist Sheath (with hopeknife in it)
1 Ornate Hopeknife (100 gp value)
1 Sling
4 10 Cold iron sling bullets
2 Acid flasks
1 Dragonhide (blue) Plate armor, +1 giant defiant
1 Lamellar (leather, velociraptor)
1 Beast Bond brand (10 charges, on Little Buddy)
1 Amulet of Might Fists, +1 (on Little Buddy)
1 Earth Elemental Belt - may cast Elemental Body III 1/day
1 Lesser Metamagic Rod of Extend
1 Pearl of Power, level 1
1 Evergreen Seed Pouch (no resale value)
3 Potion of CLW
1 Wand of CLW (47 ch)
1 Wand of Cat’s Grace (6 charges)
1 wand of greater magic fang (7 charges)
2 Scroll of call lightning
1 Scroll of summon nature’s ally IV
3 Scrolls of speak with animals
2 Scrolls of protection from evil
2 Scrolls of command undead
2 Scrolls of spider climb
1 Scroll of delay poison
4 Wanted: Scrolls of brightest night
4 Wanted: Scrolls of resist energy
2 Wanted: Scrolls of warp wood
1 Potion of fly
1 Potion of alter self
1 Alchemically treated coals (blinding cinders)
1 Universal Solvent
1 Antitoxin
2 Alchemist Fire
1 Minor Bag of Holding with
1 Druid's Kit (animal feed (5 days), 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)
1 Cold Weather Outfit (worn if cold)
1 Survival Kit
1 Surgeon's tools
2 Healer's Kit (2 charges used)
15 Leechwort
1 50' Silk rope
1 Bedroll
1 Sack
1 Tent, large
2,628.702 gp
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice (strength) at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks
due to their fearsome nature.
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with great axes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Favored Class Bonus: Add +1/3 to the druid's natural armor bonus when using wild shape.
Traits:
Starting Traits
Volatile Conduit: You discovered a secret that enhances the energy of some spells. Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.
Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Giant-Blooded: Your family has always been dogged by rumors that a bit of giant blood got into the family’s veins at some point. Whether this was through alchemical or magical experimentation, or because your great-great-grandfather married a giant, it has made you big for your race, and may have given you other minor cosmetic features of giants, such as flaming red hair, a bluish tinge to your skin, or oversized hands. When you wield a weapon that is larger than your size, the penalty on attack rolls for using inappropriately sized weapons is reduced by half. In addition, you gain a +2 trait bonus to your CMD against awesome blow combat maneuvers. If you’re a dwarf, your stability racial trait applies to awesome blow combat maneuvers as well.
Class Abilities:
Druid Abilities
Restoration time: A druid regains spells and abilities at the same time each day. For Ben this is at sunrise.
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: You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used 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): Animal companion, altered by archetype
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. replaced by Primal Size
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.
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.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature's Lure (Ex): replaced by Face Nature's Might
Wild Shape 4/day
- Archtype: as per Alter Self to large creature except the goliath druid gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus
- Archtype: Upgrades at level 12 to giant form I
Venom Immunity (Ex) replaced by Primal Summons
A Thousand Faces (Su) replaced by Primal Summons
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
Goliath Druid: Goliath druids hone their spiritual and magical connections to nature's largest creatures, especially dinosaurs, giants, and megafauna, revering these massive creatures as living relics of a primeval time when all creatures were more in harmony with nature. Despite this respect, a goliath druid doesn't hesitate to infiltrate giant groups who defile nature and destroy them from within.
A goliath druid gains Bluff, Diplomacy, and Knowledge (local) as class skills, but does not gain Craft, Profession, and Ride as class skills.
Bonus Languages: A goliath druid with an Intelligence bonus can select Giant as a bonus language.
Primal Size: A goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself. She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person. This ability replaces nature sense.
Primal Bond: When a goliath druid forms a nature bond, if she selects a cleric domain, she must selected from the Animal, Destruction, or Strength domains, or the Ferocity, Growth, or Rage subdomains. If the goliath druid selects an animal companion, she must select a dinosaur or megafauna. If she has a dinosaur or megafauna animal companion, she can target it with enlarge person even though the companion isn't of the humanoid type. This ability alters nature bond.
Primal Empathy (Ex): A goliath druid's wild empathy functions only with creatures that are Large or larger. This ability alters wild empathy.
Primal Summons: A goliath druid adds the following creatures to the list of creatures she can normally summon using summon nature’s ally spells. This ability replaces venom immunity and a thousand faces.
Face Nature’s Might (Ex): At 4th level, a goliath druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of giants. This ability replaces resist nature’s lure.
Wild Shape (Su): Druids’ ability to wild shape into a creature of the animal type allows a goliath druid to assume only the form of a dinosaur or megafauna. She doesn’t gain the ability to become an elemental or plant.
At 6th level, the goliath druid can use wild shape to become a Large humanoid of the giant subtype. This functions as the alter self spell, except the goliath druid gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus. If the Large humanoid form she takes has rock throwing, she gains rock throwing (range 40 feet, 1d8 damage). If the form has the aquatic subtype, she gains the aquatic and amphibious subtypes.
At 12th level, when taking the form of a giant, the goliath druid’s wild shape functions as giant form I.
At 14th level, the goliath druid can also use wild shape to change into a Huge giant. When taking the form of a giant, the goliath druid’s wild shape functions as giant form II.
1T - Endurance (Shaman's Apprentice Half-Orc trait): +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
1 - Toughness
1B - Animal Soul: You can choose not to allow spells and effects to effect you if they would not be capable of affecting both your original creature type and the animal creature type.