| Race |
CG Rainkin Druid 1 | AC 17 | HP 16/16 | P +7 F +3 R +5 W +9 | Def. Expl.: Investigate | |
About Natak Korsuk
Natak Korsuk
Druid 1 (Storm)
CG Medium Human Half-Orc Humanoid
Perception +7; Low-Light Vision
Languages Common, Druidic, Orcish, Mwangi
Skills
Acrobatics +5, Athletics +4, Deception +4, Diplomacy +4, Lore: Orc +4, Lore: Warfare +4, Nature +7, Society +4, Stealth +5, Survival +7
Str +1, Dex +2, Con +0, Int +1, Wis +4, Cha +1
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Repair Kit, Wooden Shield (Hardness 3, HP 12, BT 6)
Money 6.9gp
AC 17 (+19 with shield raised), Fort +3, Ref +5, Will +9
HP 16
Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Speed 25 feet
Melee Club +4 (Thrown 10 ft.), Damage 1d6+1 (B)
Melee Longspear +4 (Reach), Damage 1d8+1 (P)
Melee Spear +4 (Thrown 20 ft.), Damage 1d6+1 (P)
Primal Prepared Spells DC 17, attack +7 1st Shillelagh, Heal; Cantrips Gouging Claw, Scatter Scree, Produce Flame, Guidance, Stabilize
Focus Spells (2 points) Tempest Surge Range 30 feet; Targets 1 creature Saving Throw Reflex You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. The storm deals {v1}d12 electricity damage. The target must attempt a basic Reflex save. On a failure, the target also is clumsy 2 for 1 round and takes {v1} persistent electricity damage. Heightened (+1) The initial damage increases by 1d12, and the persistent electricity damage on a failure increases by 1.
Additional Feats Half-Orc, Lengthy Diversion, Orc Lore, Storm Born
Additional Specials Anathema, Druidic Language, Druidic Order (Storm Order), Wild Empathy