Harsk

Magni Stonebow's page

228 posts. Organized Play character for Rogar Valertis.


Full Name

Magni Stonebow

Race

Dwarf

Classes/Levels

Druid 02 HP 19/19 AC: 17 (15 without shield) /T: 12 /FF: 15 - Perception +10 - F: +5 / R: +2 /W: +8 - CMB +0 - CMD +13 - Speed 20 - Init. +4 - Storm Burst per Day: 8/8

Gender

Male

Size

Medium

Age

51

Alignment

N

Deity

Green Faith

Strength 10
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 20
Charisma 5

About Magni Stonebow

Pathfinder's Society notes:

PFS ID: # 100733-10
Scenarios played:#07-14 Faithless and Forgotten part 1-Let Bygones Be; #07-16 Faithless and Forgotten part 2-Lost Colony of Taldor; #07-18 Faithless and Forgotten, Part 3-The Infernal Inheritance; #08-00 The Cosmic Captive; #09-04 The Unseen Inclusion;
Gold:2.483,7gp
Experience:5
Presige:7
Fame:10
Boons:Ally of the Green (○○○), Archaeological Expert, Imperium Initiate, Delvehaven Star (○), Elemental Conquest - Earth (○) and Water (○), Ranginori’s Debt (○○), Veshtahz’s Favors, Secrets Beyond Sight,

Background:
Young by dwarven standards, Magni has already made a name for himself as one of the most talented druids from the circle near Kraggodan, the Sky Citadel in Nirmathas.
A foundling, Magni was raised by the circle archdruid and became an apprentice since he was first able to talk.
The Kraggodan circle has an agreement with the city and patrols the mountains slopes and forest near its approaches, making it easier for friendly envoys and merchants to reach the citadel while covering the roads with thick fogs, calling down landslides, packs of wolves or even powerful storms on enemies. The druids of the circle tehrefore are experts at channelling the powers of earth, wind and lightning and Magni excelled at it and showed great promise in mastering the deepest mysteries of the Green Faith. Yet the dwarf felt he was missing something and voiced his concerns to the archdruid. The elder dwarf told him he understood his longing. He needed to see the world for himself before committing to a life as a guardian of the wilderness. So he suggested Magni left Kraggodan with the expedition the dwarves were sending north to support the retaking of Jormurdun, a lost sky citadel infested wit Duregar and worse things. Magni followed this suggestion and took part to the siege and the eventual recovery of Jormurdun. He also learnt to appreciate the dwarves' allies, the people from the Pathfinder's Society (of which the third prince of Kraggodan was also a member), eventually deciding that if he was going to learn more about the world, he could do worse than joining them. Having shown his abilities on the field of battle, gaining acceptance as a field agent wasn't all that difficult for Magni, who then started his new career as a Pathfinder...

Personality:
As many dwarves Magni is usually taciturn and dry in his comments to the point of rudeness. Yet he's also loyal and willing to do whatever required ensure his companions survive a mission.
Magni is fashinated with urban environment and its social norms, he constantly tries to understand it in terms relatable to his druidic culture, though, which could cause some misundertandings...

Appearance:
A short dwarf with blonde hair and beard, wearing leather armor, usually carrying animal pelts, feathers and a cap made of badger pelts.

Character Sheet:

Magni Stonebow

Dwarf Druid 02 (Fav. Class = Druid)
N Medium humanoid (dwarf)
Init +4; Perception +10; Caster Lvl 2; Concentration +9

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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex, +0 Dodge)
hp 19 (2d8)
Fort +5, Ref +2, Will +8

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Offense
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Speed: 20 ft.
Melee: Club +1 (1d6/x2)
Melee: Dagger +1 (1d4/19-20/×2)
Ranged: Sling +3 (1d4/x2/50ft)
Special Attacks:

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Statistics
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Str 10, Dex 14, Con 14, Int 10, Wis 20, Cha 05
Base Atk +1; CMB +1; CMD 13

Feats:Spell Focus (conjuration)
Class features:Nature bond (Domain-Weather), nature sense, orisons, wild empathy, woodland stride,
Traits: Reactionary; Focused Mind.
Skills: Acrobatics -1; Bluff -3; *Climb -3; *Craft +0; *Fly -1; *Handle Animal -3; *Heal +5; *Knowledge (geography) +0; Knowledge (Local) +1; *Knowledge (nature) +6; *Perception +10; *Profession(Hunter) +10; *Ride -1; Sense Motive +5; *Survival +12; *Spellcraft +0; *Swim -3;
Languages: Common, Druidic.
Other Gear: Backpack (2gp), Bedroll (1sp), Belt Pouch (1gp), Flint and Steel (1gp), Iron Pot (8sp), Rope (1gp), Soap (5sp), 10 Torches (1sp), Trail Rations-5 days (2,5gp), Waterskin (1gp), Studded Leather Armor (25 gp), Heavy Wooden Shield (7gp), Club, Sling, Dagger (2gp), 30 bullets (3sp), Holly and Mistletoe, Cold-Weather Outfit (free), Pearl of Power (lvl 01), Wand of Cure Light Wounds (50 charges - 2PP),
Valuables:2.483,7gp
Orisons Prepared:Detect Magic, Guidance, Purify Food and Drink, Light,
Spells Prepared:-lvl 1Entangle, Produce Flame X2, Faerie Fire, (D)Obscuring Mist
Weather Domain: Storm Burst 8/day

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Special Abilities
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Weather Domain 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.

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

Nature Bond: At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

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

Wild Empathy: 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. 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 able to study each other, which means that they 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.

Reactionary: You gain a +2 trait bonus on initiative checks.

Focused Mind: You gain a +2 trait bonus on concentration checks.

Spell Focus (conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Magni keeps out of melee and blasts opponents with his spells (whatever seems more useful at the moment), left with no other choices he will resort to his sling.

[dice=Ranged attack roll (Sling)]1d20+3[/ dice] -> [dice=Damage roll]1d4[/ dice]