Member of the Green Faith

Saraon Duskdragon's page

652 posts. Alias of Archpaladin Zousha.


Race

Male Half-Elf NG Halcyon Druid 6 | AC 18, T 13, FF 16 | 51/51 hp | Fort +8, Ref +5, Will +10;| Init +2 | Percep +15 | CMD 18

About Saraon Duskdragon

Advancement Choices:
1st: Druid (Halcyon Druid); Bonded Mask, Halcyon-Trained, Orisons, Peacekeeper; Favored Class (Druid), +1 hit point
2nd: Druid (Halcyon Druid); Woodland Stride; Favored Class (Druid), +1 hit point
3rd: Druid (Halcyon Druid); Trackless Step; Favored Class (Druid), +1 hit point
4th: Druid (Halcyon Druid); Resist Fiendish Lure, Natural Arcana; Favored Class (Druid), +1 hit point
5th: Druid (Halcyon Druid); Favored Class (Druid), +1 hit point
6th: Druid (Halcyon Druid); Natural Arcana; Favored Class (Druid), +1 hit point

M Half-Elf Druid (Halcyon Druid) 6 Age 30

NG Medium Humanoid (Elf, Human)

Patron Deity: The Fallen Gods

Init +2; Senses Low-Light Vision; Perception +15

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DEFENSE
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AC 18, touch 13, flat-footed 16 (+4 armor, +1 deflection, +2 DEX)

Hit Points 51

Fort +8, Ref +5, Will +10

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OFFENSE
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Speed 30 ft.

Melee Flame Sword +9 (1d8+1d4+3 19-20/x2) or Dagger +6 (1d4+2 19-20/x2)

Ranged Javelin +6 (1d6+2 x2) 30' range increments or Dagger +6 (1d4+2 19-20/x2) 10' range increments

Space 5 ft., Reach 5 ft.

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STATISTICS
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Str 14, Dex 14, Con 14, Int 12, Wis 18, Cha 9

Base Atk +4; CMB +6; CMD 18

Traits:
Faithful (Campaign) - As a druid of the Halcyon Circle, Saraon is a keeper of what's left of the world's history and the old faith's ways. Though many believe the Fallen Gods have abandoned the world, Saraon knows in his heart this isn't true, that there is a small fragment of them in every living thing, and that enough of those fragments are helped to thrive, the world may begin to heal.

Weathered Emissary (Social) - Part of Saraon's training with the Halcyon Circle was to act as a peacekeeper and intermediary between the disparate settlements in the Wastelands, the gods, and the Wastelands themselves. He takes this duty very seriously, and believes that only if all the people understand themselves as part of the land and the land as part of them will they not repeat the mistakes of the past.

Feats:
Martial Weapon Proficiency (Longsword)
Weapon Finesse
Weapon Focus (Longsword)
Slashing Grace

Skills (7 points; 4 druid, 1 Int, 2 background):

Adventuring Skills
Climb +6 (1 rank, 3 class, +2 Str)
Diplomacy +10 (6 ranks, 3 class, -1 Cha, 2 bonus)
Fly (Dex)
Heal +8 (1 rank, 3 class, +4 Wis)
Knowledge (arcana) +5 (1 rank, 3 class, +1 Int)
Knowledge (dungeoneering) +5 (1 rank, 3 class, +1 Int)
Knowledge (local) +7 (1 rank, 3 class, +1 Int, 2 bonus)
Knowledge (nature) +6 (2 ranks, 3 class, +1 Int)
Knowledge (planes) +5 (1 rank, 3 class, +1 Int)
Knowledge (religion) +5 (1 rank, 3 class, +1 Int)
Perception +15 (6 ranks, 3 class, +4 Wis, 2 bonus)
Ride (Dex)
Spellcraft +8 (3 ranks, 3 class, +2 Int)
Survival +12 (4 ranks, 3 class, +4 Wis)
Swim +6 (1 rank, 3 class, +2 Str)

Background Skills
Artistry (Int)
Craft (Int)
Handle Animal +8 (6 ranks, 3 class, -1 Cha)
Knowledge (engineering) +5 (1 rank, 3 class, +1 Int)
Knowledge (geography) +6 (2 ranks, 3 class, +1 Int)
Knowledge (history) +6 (2 ranks, 3 class, +1 Int)
Knowledge (nobility) +5 (1 rank, 3 class, +1 Int)
Lore (Int)
Profession (Wis)

Racial Modifiers: +2 Charisma, Low-Light Vision, Ancestral Arms, Elf Blood, Elven Immunities, Keen Senses, Multitalented

Languages: Common, Druidic, Elven

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GEAR/POSSESSIONS
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Location: On Person
Carrying Capacity Light:66 lbs. Medium:67-134 lbs. Heavy:135-200 lbs.

Money: 545 GP 0 SP 0 CP

Attuned Flame Sword (Masterwork) 4 lbs. - GP

Cold Iron Elven Curve Blade (Masterwork) 7 lbs. - 460 GP

Attuned Darkleaf Cloth Lamellar (Leather, Masterwork) 25 lbs. - 810 GP

Handy Haversack 5 lbs - 2,000 GP

Contents:
Acid (4 flasks)
Alchemist's Fire (4 flasks)
Antitoxin (4 vials)
Bedroll
Bell
Caltrops (2 bags)
Candle (9)
Canvas (4 square yards)
Chain (10 ft.)
Chalk (5 pieces)
Clay Mug
Dagger
Empty Sack (4)
Everburning Torch
Fishhook
Flint and Steel
Grappling Hook
Hammer
Holy Water (4 flasks)
Ink (1 oz. vial)
Ink or Potion Vial
Inkpen
Javelin
Manacles (Medium, x2)
Manacles (Small, x2)
Map Case
Oil (4 1-pint flasks)
Paper (1 sheet)
Parchment (1 sheet)
Piton (4)
Potion of Cure Light Wounds (1)
Potion of Endure Elements (1)
Sewing Needle
Signal Whistle
Silk Rope (50 ft.)
Small Steel Mirror
Smokestick (4)
Sunrod (4)
Tanglefoot Bag (4)
Thunderstone (4)
Tindertwig (10)
Torch (4)
Trail Rations (7 days)
Waterskin

Total Encumbrance: 30 lbs. (Light)

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SPECIAL ABILITIES
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Bonded Mask (Su):
A halcyon druid forms a powerful bond with a mask, which functions identically to a wizard’s bonded object except that it can be used to cast druid spells (including those gained from class abilities) instead of wizard spells. A bonded mask must be worn to have an effect, and it occupies the head slot. A halcyon druid can enhance her mask with abilities appropriate for a head slot item, and can designate an existing head slot item as her bonded mask (but only if it covers her face).

This ability replaces nature bond.

Halcyon-Trained (Ex):
A halcyon druid adds Diplomacy and all Knowledge skills to her list of class skills.

This ability replaces nature sense and alters the druid’s class skills.

Peacekeeper (Ex):
A halcyon druid adds half her class level (minimum 1) to Diplomacy and Knowledge (local) checks.

This ability replaces wild empathy.

Spontaneous Casting:
A halcyon druid adds all spells from the Good cleric domain to her druid spell list, and she can focus stored spell energy into spells from the Good domain that she hasn’t prepared ahead of time. She can lose a prepared spell to cast any spell of the same level or lower from the Good domain.

This ability replaces spontaneous casting.

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:
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.

Woodland Stride (Ex):
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex):
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Natural Arcana (Su):
At 4th level and every 2 levels thereafter, a halcyon druid chooses two spells from the wizard/sorcerer spell list and adds them to her druid spell list. The chosen spells must be at least 1 level lower than the highest level spell she can currently cast. At 20th level, the halcyon druid can choose wizard/sorcerer spells of any level.

This ability replaces wild shape.

Resist Fiendish Influence (Ex):
At 4th level, a halcyon druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of outsiders with the evil subtype and spells with the evil descriptor.

This ability replaces resist nature’s lure.

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SPELLCASTING
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Spells Per Day/Bonus Spells

0 (Save DC 18) - 5
1st (Save DC 19) - 3/1
2nd (Save DC 20) - 3/1
3rd (Save DC 21) - 1/1

Spells Prepared

0: Create Water, Detect Magic, Light, Mending, Purify Food and Drink
1st: Cure Light Wounds, Entangle, Speak with Animals, Obscuring Mist, Protection from Evil
2nd: Barkskin, Fog Cloud, Mirror Image, Stone Call
3rd: Cure Moderate Wounds, Speak with Plants

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Background forthcoming!