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About Peter CaffreyName Peter Caffrey
5' 4" Vanara FCB Add a +½ bonus on wild empathy checks and a +½ bonus on Handle Animal skill checks. Automatic Bonus Progression
–2 penalty on saves against spells with the evil descriptor Resistance +1
Weapon attunement +1 Ranged Special Attacks Spell-Like Abilities
Spells Known (Druid CL 3):
Orisons (4/day) Detect Magic Guidance Purify Food and Drink Stabilise Level 1 (4/day)
Level 2 (2/day)
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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)
Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. Haunted
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)
Acrobatics +1 |+1 Dex
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 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
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
This ability replaces the ability to spontaneously cast summon nature’s ally spells. Chaotic, Evil, Good, and Lawful Spells
Orisons (Sp)
Bonus Languages
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)
Knowledge Domain
Granted Powers
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)
Wild Empathy (Ex)
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)
This ability replaces a druid’s woodland stride and trackless step abilities. Monk
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)
This ability replaces the resist nature’s lure ability. A Thousand Faces (Su)
Wild Shape (Su)
Mental Strength (Ex)
This ability replaces venom immunity.
Equipment:
Combat Gear Equipment 1 Other Gear
Coin --------------------
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Resistance +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:
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?
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