Hakon

Matheus Winterglade's page

418 posts. Alias of Kirsdrake.


Race

Human Arctic Druid 6| HP: 29/39 | AC: 11 (11 Tch, 10 Fl) (16/11/15 with Ice Armor) | CMD: 15 | F: +7 R: +4 W: +10 | Init: +1/+4 | Perc: +13/+16 SM: +14 |

Classes/Levels

Active Effects:
Spells: 1st 3+1/4+1, 2nd 3+1/4+1, 3rd 1+1/3+1, Pearl 3/3, 1/1, Rod 3/3, Domain 6/7

About Matheus Winterglade

Build:

Human Arctic Druid 6
NG medium humanoid
Init +1/+4 in Cold or Icy terrain
Senses Perception +13/+16 in Cold or Icy terrain
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Defense
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AC 11 (+1 Dex), touch 11 (+1 Dex), flat-footed 10
CMD 15
HP 39 (6d8 + 6)
Fort +7 (+1 Con, +1 Resistance), Ref +4 (+1 Dex, +1 Resistance), Will +10 (+4 Wis, +1 Resistance)
Special +1 bonus on all Will saves made to resist enchantment effects

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Offense
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Speed 30 ft.
Melee

Dagger +4 1d4 19-20/x2 P/S

Ranged

Dagger +5 1d4 19-20/x2 P/S 10ft

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Statistics
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Str 10, Dex 12, Con 12, Int 14 (+1 levels), Wis 18 (+2 race), Cha 13
Base Atk +4; CMB +4

Feats
Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Harrowed You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Ref lex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

Harrowed Summoning When you cast a conjuration (summoning) spell or use a spell-like ability to summon one or more creatures, you can draw two random cards from a complete harrow deck you own. Doing so adds both a somatic component (if the spell does not already have one) and a focus component (the harrow deck) to the spell, but does not increase the spell’s casting time. For the duration of the spell, each summoned creature gains a +4 enhancement bonus to the corresponding ability scores of the drawn card’s suits. If both cards are the same suit, each summoned creature gains a +6 bonus to that ability score instead. If either card’s alignment is a true match for the summoned creatures’ alignment, the duration of the spell is doubled, while drawing an opposite match halves the duration of the spell. If both a true match and an opposite match are drawn, the spell’s duration is unchanged.

A creature summoned in this way is distinctly altered by the cards drawn. Its physical appearance ref lects the visual elements of the cards (for example, a creature summoned with The Publican might have only one eye). The creature’s personality is also inf luenced by the cards, but not so much as to alter its alignment (for example, The Snakebite might summon a creature that likes to gossip).

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

Traits
Affable You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

World Traveler Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Skills 57 (24 class, +9 int, +6 race, +6 favored class, +12 background)
ACP 0

Acrobatics +1 (+1 Dex)
Climb +1 (+3 class, +0 Str, +1 ranks)
Craft (Herbalism) +10 (+3 class, +2 Int, +5 ranks)
Diplomacy +12 (+3 class, +1 Cha, +6 ranks, +2 competence)
Handle Animal +5 (+3 class, +1 Cha, +1 ranks)
Heal +13 (+3 class, +4 Wis, +6 ranks)
Knowledge (Local) +6 (+3 class, +2 Int, +1 ranks)
Knowledge (Geography) +11 +14 (+3 class, +2 Int, +6 ranks, +3 Arctic Native)
Knowledge (Nature) +13 (+3 class, +2 Int, +6 ranks, +2 Nature Sense)
Linguistics +3 (+2 Int, +1 ranks)
Perception +13 +16 (+3 class, +4 Wis, +6 ranks, +3 Arctic Native)
Profession (Cooking) +9 (+3 class, +4 Wis, +2 ranks)
Ride +5 (+3 class, +1 Dex, +1 ranks)
Sense Motive +14 (+3 class, +4 Wis, +6 ranks, +1 trait)
Spellcraft +6 (+3 class, +2 Int, +1 ranks)
Stealth +3 (+1 Dex,, +2 rank)
Survival +15/+17 +18/+20 (+3 class, +4 Wis, +6 ranks, +2 Nature Sense, +2 circumstance, +3 Arctic Native)
Swim +4 (+3 class, +0 Str, +1 ranks)

In Cold or Icy terrain only

Languages Common, Druidic, Hallit, Skald, Sylvan

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Special Abilities
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Arctic Endurance (Ex) At 4th level, an arctic druid ignores the effects of a cold climate as if using endure elements. She is also immune to being dazzled.

Arctic Native (Ex) At 2nd level, an arctic druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in cold or icy terrain, and she cannot be tracked in cold or icy terrain.

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.

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.

Icewalking (Ex) At 3rd level, an arctic druid suffers no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through.

Nature Bond (Ex) Weather domain 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 (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Orisons (Sp) Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spells A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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.

Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Weather domain 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.

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.

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. 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.

Wild Shape (Su) At 6th level, an artcic druid gains the ability to turn herself into any small or Medium animal and back again once per day at -2 her druid level. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

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Spells
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Orisons DC 14: Create Water, Light, Mending, Spark
1st 4+1/day, DC 15: Cure Light Wounds, Ice Armor, Nature's Paths, Obscuring Mist (d), Whispering Lore
2nd 4+1/day, DC 16: Barskin, Burst of Radiance, Flaming Sphere, Fog Cloud (d), Gozreh's Trident
3rd 3+1/day, DC 17: Call Lightning (d), Rain of Frogs, Sylvan Hideaway, Tailwind

Gear:

Dagger (2gp)

Clothes (Trousers, rabbit fur kilt, heavy girdle, 4" wide leather belt w. copper buckle, Fur-lined boots, fox fur sash) (-)
Cloak of Resistance +1 (1000gp)
Belt sheath (2) (-)
Pouch, spell components (5gp)
Holy Symbol (Silver) (25)
Bag of Holding (Type 1) (2500gp)
Bedroll (1s)
Blanket (5sp)
Waterskin (1g)
Trail rations (2 days) (1g)
Flask, hip (w. Oldlaw Whiskey) (21gp)
Kit, mess (2cp)
Healer's Satchel (1500gp)
Flint and steel (1gp)
Harrow deck (100gp)
Wayfinder (500gp) (Hidden away outside town gates)
Pearl of Power (1st) (2) (2000gp)
Pearl of Power (2nd) (1) (4000gp)
Ioun Stone, Magenta Prism, cracked (800gp)
Wand of Cure Light Wounds (29) (750gp)
Rod of Giant Summoning (lesser) (3000gp)
Traveler’s Any-Tool (250gp)
Potion of Draconic Reservoir
Wand of Longstride (50)
Bandages of Rapid Recovery (3)

Coin purse (7,63Gp)

Appearance & Personality:

Matheus is a big man – 6’6” tall, weighting 240lbs, wide of shoulder, thick of waist. His light brown hair is wild and free, reaching down to his shoulders with half a dozen thin braids decorated with raven’s feathers and weighted down by rune-stone charms mixed in. His full beard hides a mouth almost permanently fixed in a merry smile, and green eyes twinkle under bushy eyebrows. Despite his bulk he can still move pretty quickly when the situation demands. He is also an extremely loud person: his normal voice can be clearly heard on the other side of a noisy tavern and his shout booms like thunder.

His taste in clothes remains inspired by a youth spent among the Ulfen clans – wool and leathers and furs, a rabbit fur kilt worn over heavy trousers, a wide leather belt straining against his bulging stomach, soft fur-lined boots and a fox fur sash over his shoulders, over his hooded cloak. His torso is left bare to the elements, showing pale skin covered with shamanistic tattoos and chest hair. His sickle and dagger are sheathed on his belt, while most of the rest of his worldly possessions are carried in his magical shoulderback.

Despite being a man of average looks, Matheus's easy manner, friendliness and helpfulness help him make lasting friends quickly. He is a jovial, almost aggressively happy man on the outside. Inside he’s brighter than he looks like, preferring to play the part of a fool. However, he’s problem with alcohol is real (Well, other people call it a problem; Matheus is happy with things the way they are). Good thing that his natural endurance, coupled with a large amount of body mass and lots of practice have helped him develop a considerable tolerance for the stuff over the years. That means he’s usually a lot less drunk than he appears to be. He’s also a hopeless romantic when the opportunity presents itself. He prefers to avoid violence but when forced into battle or when protecting others, he’ll fight with all his might. If someone manages to truly anger him, he is a fearsome opponent who doesn’t waste time with issuing threats or playing nice.

One of his more irritating points is his habit of singing: he has an impressive basso voice but he simply can’t keep the tune. But that doesn’t stop Matheus: he simply substitutes his lack of talent by singing loudly, and in his case that is loudly indeed. When he’s at full blow, cats run for their lives, small items tremble on their shelves, glass cracks and gentle people reach for their weapons.

Background:

- Matheus was born in Almas, in Andoran
- His mother Adine was a Pathfinder. His father passed away before Matheus's birth due to natural causes
- Life of a single mother whiling her time in the city did not suit her, so as soon as Matheus was old enough to travel Adine begged and pestered her superiors for a mission. Eventually she wore down their resistance and she was sent to the Land of the Linnorm Kings
- While Adine busied herself with her diplomatic mission (and taught the Ulfen to respect her cold-iron will and blazing hot temper) Matheus was left to run with the Ulfen children, taking to them all too well... not that his mother objected
- 8 years later, Adine was finally recalled back to Andoran, and she dragged her son with her, kicking and screaming all the way to the harbor, for the youth did not want to part with the only companions he had ever known
- Once back in the southern lands, Adine decided to sort out her now-half-feral son and put him to school. Matheus, however, would have none of that since he had grown used to playing and fighting and exploring during the days and listening to the tales of the shamans and wise ones during the long, dark evenings, not sitting silently in a classroom taking notes while tutors and teachers droned on
- Exasperated, his mother turned to her kindred Pathfinders, called in some favors and got Matheus apprenticed to Master Stefan Covary, a well-respected druid and a Master in the Cathedral of Aroden
- This time, the elder druid's approach worked and Matheus paid attention to the much more practical lessons that more often than not took place in the wilds, as the pair ranger far and wide across Andoran and neighboring countries. He proved a quick student as the druidic magic opened worlds of new possibilities to the frustrated youngster
- Matheus had lost his soul to the wind-swept snow plains of the North, though, and yearned to one day return to the Land of the Linnorm Kings. Such a trip was not easy nor cheap, though, and far beyond a young druid's means.