Mystic Theurge

Peter Caffrey's page

70 posts. Alias of Decimus Observet.


Full Name

Peter Caffrey

Race

| HP: 20/20 | AC: 15 (15 Tch, 10 Fl) | CMB: +2, CMD: 12 | F +6, R +3, W +8, -2 vs evil spells | Init: +4 | Per +8, SM +10

Classes/Levels

| Speed 30ft | Spells: Orisons: 4, 1st 4/4, 2nd 2/2 | Active conditions: None.

Gender

Male Human Druid (VMC Monk, Urban Druid) 3

Size

5' 4"

Age

33

Languages

Druidic, English, Irish, Sylvan

Occupation

Wanderer

Strength 10
Dexterity 12
Constitution 15
Intelligence 15
Wisdom 19
Charisma 14

About Peter Caffrey

Name Peter Caffrey
Male Human Druid (urban druid) 3
VMC Monk
Medium Humanoid (human)
Init +4; Senses Perception +8, Sense Motive +10

5' 4"

Vanara FCB Add a +½ bonus on wild empathy checks and a +½ bonus on Handle Animal skill checks.

Automatic Bonus Progression
Elephant in the Room Feat Tax
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Defense
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AC 15, touch 10, flat-footed 15 (10 +4 defense, +1 Dex, +1 Armor attunement, +0 natural)
hp 20 (1d8+2 per level)
Fort +6 = +3 +2 +1
Ref +3 = +1 +1 +1
Will +8 = +3 +4 +1
Resist None

–2 penalty on saves against spells with the evil descriptor

Resistance +1
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Offense
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Base Atk +2; CMB +2; CMD 13
Speed 30 ft.
Melee
Unarmed +3 (1d6+1/x2)

Weapon attunement +1

Ranged

Special Attacks

Spell-Like Abilities
[/spoiler]

Spells Known (Druid CL 3):

Orisons (4/day)
Detect Magic
Guidance
Purify Food and Drink
Stabilise

Level 1 (4/day)
Cure Light Wounds
Entangle
Obscuring Mist
Produce Flame

Level 2 (2/day)
Delay Poison
Soften Earth and Stone

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Statistics
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Abilities:

Str 10 = +0 12 -2 background
Dex 10 = +2
Con 15 = +2
Int 15 = +2
Wis 19 = +4 17 +2 racial
Cha 14 = +2 12 +2 background

Feats:

Human: Combat Casting
L1: Improved Initiative
L2: None
L3: VMC - Improved Unarmed Strike

Traits:

Conspiracy Hunter (campaign trait)

Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you. - Stealth

Fast-Talker (social trait)
You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.

Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Haunted
Something from your past—or a dark secret you presently hold—makes it difficult for you to ever be at peace, and your chronic worry that you might fall to evil influence has become a self-fulfilling prophecy.

Effect You take a –2 penalty on saves against spells with the evil descriptor.

Skills:

Class Skills
The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

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

Knowledge Domain: you treat all Knowledge skills as class skills.

Emissary Background: Diplomacy and Sense Motive are class skills.

Conspiracy Hunter (campaign trait): Stealth as class skill. +1 trait bonus

Fast-Talker (social trait): Bluff as class skill. +1 trait bonus

Lorekeeper (Ex): At 2nd level, an urban druid adds Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) skills to her list of class skills. She also receives a +2 bonus on these skill checks.

Background Skills List: Appraise, Artistry, Craft, Handle Animal, Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (nobility), Linguistics, Lore, Perform, Profession, Sleight of Hand

Skill Ranks Per Level:

7 (4 class + 2 intelligence bonus +1 racial +0 favoured class)
+2 background skill ranks

Acrobatics +1 |+1 Dex
Appraise +2 |+2 Int
+Athletics +6 |+2 Str +1 rank +3 class skill
+Bluff +7 |+2 Cha +1 rank +3 class skill +1 trait
+Craft (clothing) +6 |+2 Int +1 rank +3 class skill
+Diplomacy +5 |+1 rank +2 Cha +2 lorekeeper bonus
Disable Device* -- |+1 Dex untrained
Disguise +2 |+2 Cha
Escape Artist +1 |+1 Dex
Fly +1 |+1 Dex
+Handle Animal* +7 |+2 Cha +1 rank +3 class skill +1 FCB
+Heal +8 |+4 Wis +1 rank +3 class skill
Intimidate +2 |+2 Cha
+Knowledge Arcana* +6 |+2 Int +1 rank +3 class skill
+Knowledge Dungeoneering* +6 |+2 Int +1 rank +3 class skill
+Knowledge Engineering* +6 |+2 Int +1 rank +3 class skill
+Knowledge Geography* +8 |+2 Int +1 rank +3 class skill +2 bonus
+Knowledge History* +8 |+2 Int +1 rank +3 class skill +2 lorekeeper bonus
+Knowledge Local* +8 |+2 Int +1 rank +3 class skill +2 lorekeeper bonus
+Knowledge Nobility* +8 |+2 Int +1 rank +3 class skill +2 lorekeeper bonus
+Knowledge Nature* +8 |+2 Int +1 rank +3 class skill +2 Nature's Bond bonus
+Knowledge Planes* +6 |+2 Int +1 rank +3 class skill
+Knowledge Religion* +6 |+2 Int +1 rank +3 class skill
Linguistics* +3 |+2 Int
+Perception +8 |+4 Wis +1 rank +3 class skill
Perform +2 |+2 Cha
+Profession +4 |+4 Wis
+Ride +4 |+1 Dex +1 rank +3 class skill
+Sense Motive +10 |+4 Wis +3 rank +3 class skill
Sleight of Hand* -- |+1 Dex untrained
+Spellcraft* +6 |+2 Int +1 rank +3 class skill
+Stealth +6 |+1 Dex +1 rank +3 class skill +1 trait
+Survival +10 |+4 Wis +3 rank +3 class skill +2 Nature's Bond bonus
Use Magic Device* -- |+2 Cha untrained

Wild Empathy (Ex): +6 = 3 level + 2 Cha +1 FCB

Languages:

Druidic, English, Irish, Sylvan

Special Qualities:

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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.

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
An urban druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.

This ability replaces the ability to spontaneously cast summon nature’s ally spells.

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 (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.

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)
An urban druid may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather.

Knowledge Domain
You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Granted Powers
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

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

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.

Lorekeeper (Ex)
At 2nd level, an urban druid adds Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) skills to her list of class skills. She also receives a +2 bonus on these skill checks.

This ability replaces a druid’s woodland stride and trackless step abilities.

Monk
A character who chooses monk as his secondary class gains the following secondary class features.

Armor: At 1st level, he loses all his secondary monk abilities when wearing armor, using a shield, or carrying a medium or heavy load.

Unarmed Strike: At 3rd level, he gains the Improved Unarmed Strike feat and the unarmed damage of a monk of his character level – 2.

Evasion: At 7th level, he gains evasion.

Ki Pool: At 11th level, he gains the ki pool class feature of a monk of his character level – 2, with a number of ki points equal to 1/2 his character level. He only ever gains ki pool (lawful) if he is of lawful alignment.

AC Bonus: At 15th level, he gains a +3 dodge bonus to AC.

Improved Evasion: At 19th level, he gains improved evasion.

Resist Temptation (Ex)
At 4th level, an urban druid gains a +2 bonus on saves vs. divinations and enchantments.

This ability replaces the resist nature’s lure ability.

A Thousand Faces (Su)
An urban druid gains this ability at 6th level.

Wild Shape (Su)
An urban druid gains this ability at 8th level, except that her effective druid level for the ability is equal to her druid level – 4.

Mental Strength (Ex)
At 9th level, an urban druid gains immunity to charm and compulsion effects.

This ability replaces venom immunity.

Equipment:

Combat Gear
Equipment 1

Other Gear
Equipment 2

Coin

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TRACKED RESOURCES
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Tracked Resource 1

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Special Abilities
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Ability Name (Type) Description

Resistance +1
Armor attunement +1
Weapon attunement +1

Questions and Answers:

1) Where were they born?

Near Rockcorry, County Monaghan, Ireland.

2) Who are their parents?

Maurice and Mary Caffrey, an industrial worker and homemaker of good standing.

3) Are they still alive? Are there any other guardians/close family members?

They're still alive. Six brothers and sisters.

Mary, Catherine, and Maurice are older. Bridget, John, and Sarah are younger.

4) What were they doing before now?

As a child, Peter often had vivid dreams of gods, monsters, heros of the past.

In his teenage years, these dreams became more intense, even intruding into his waking hours.

5) Why leave it all?

At the age of sixteen, Peter left to seek his fortune. Or to avoid the whispers about him.

He moved from town to town in Ireland, finding himself in outre situations. When he felt he needed to go somewhere, he normally found that he was needed. Whether to say the right word in the right ear, or to assist with a supernatural incident on the quiet, Peter had found a calling of sorts.

The visions eased in intensity, the more he accepted this.

Then, the vision were of a great city, though not in Ireland.

6) What did they leave behind?

Family. A trail of friends. Any prospect of a normal life or much stability at all.

7) What does your character want?

He wants to know why he has visions. He wants to know why they are driving him to London.

Notes:
Peter may not always love the strange to-and-fro that forms his life but he draws great satisfaction from it. He has had the opportunity to help people and creatures get of dire trouble. He would rather take a few knocks himself than stand by and watch an evil grow unchallenged.

I'm seeing Peter as learning bits and pieces from people he runs into. A sentence out of context revealing some mystical truth. A bird leading him to a strange carving which he can read. The visions and feelings egging him on to...something.

There a large unknown attached to Peter's powers. He has no formal training in the matter, after all. Who knows what druidic traditions of the British and Irish Isles were lost?