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About Strom ThistlebeardLevel 3 Druid
--- Defense ---
--- Offense ---
Prepared Spells
Level 1 (3)
Level 2 (2)
Spontaneous Casting
Animal Companion, 'Sage':
Lynx (Cat, Small)
Init +6; Senses low-light vision, scent; Perception +5
--- Defense ---
--- Offense ---
--- Stats ---
--- Special ---
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. --- Feats ---
--- Specializations ---
Favored Class Bonus: (1st) +1 HP; (2nd) +1 HP; (3rd) +1 HP Skills:
Skill Ranks Per Level: 4+1
2 (1+0+1) Appraise (Int) 3 (0+0+1+2*) Bluff (Cha) *Stoic Negotiator 2 (1+0+1+0) Craft, Alchemy (Int) 9 (1+3+1+4*) Diplomacy (Cha) *Iron Citizen, Stoic Negotiator 5/9* (1+3+1+4*) Handle Animal (Cha) *Link w/Animal Companion 6 (1+3+2) Heal (Wis) 2 (1+0+1) Kno Arcana (Int) 2 (1+0+1) Kno History (Int) 5 (1+3+1) Kno Nature (Int) 2 (1+0+1) Linguistics (Int) (Goblin) 6 (1+3+2) Perception (Wis) 5 (1+0+2+2*) Profession (Merchant) (Wis) *Stoic Negotiator 2 (1+0+1) Ride (Dex) 5 (1+0+2+2*) Sense Motive (Wis) *Iron Citizen 5 (1+3+1) Spellcraft (Int) 6 (1+3+2) Survival (Wis) Racial Traits:
Dwarves of AvLee: While the Stone City dwarves are your average dwarf, their AvLee cousins have slightly less hardy bodies, from the less burdensome in the forests and hills. However, from being around elves and other forest dwelling creatures, their social mannerism are considered better, but are somewhat less driven than their Stonecity brethren. AvLee dwarves get a +2 to Wisdom and Charisma, and take a -2 to Dexterity. Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Darkvision: Dwarves can see perfectly in the dark up to 60 feet. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Alternate Racial Traits
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed. Stoic Negotiator: Some dwarves use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning. Class Features:
Nature Bond: Animal Companion
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. 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. 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. 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. 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. Weapon & Armor Proficiencies:
Dwarves are proficient with battleaxes, heavy picks, and warhammers.
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. 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. Equipment:
Encumbrance: 57.5lbs (Light load)
221 gp, 2 sp Pearl of Power, Lvl 1 1000gp Lamellar (Leather) +4/-1, 25lbs 60gp (Masterwork, imbued by spell +100gp) Dwarven Chain-flail, Cold Iron 15lbs, 100gp (Masterwork, imbued by spell +250gp) Sling 1d4 Range Increment 50ft, 0lbs Free! 10 Bullets, Sling 5lbs 1sp Spell component pouch 2lbs, 5gp Bag, waterproof (for goodberries) 1/2lb 5sp Hunting knife 1lb 2gp Backpack, Masterwork 4lbs 50gp Silk Rope 5lbs 10gp Flint & Steel 1gp 10 Candles 1sp Fishing line and hook 1sp Strom Thistlebeard's Story so far: (apologies for any misstatements of the campaign setting)
Mother warned him there would be seasons such as these.
The war had been won, insofar as wars are ever won, and AvLee remained AvLee, more or less. But there had been a toll and the Thistlebeards of Weatherchurch were paying it now. The novel community of AvLee dwarven druids had lived free from the cares of the outside world for generations, but the succession war afflicted on Antagarich by the Ironfists changed all of that. No longer secure in their secluded enclave, the Thistlebeards joined their kin and the neighboring Elves in defense of their homelands. The time of peace was far too short. When Stone City was invaded it sent tremors through the deep ore veins throughout Enroth, reverberating in the heart of every member of the dwarven race. So the call to action brought the druids back into the fray. Strom's brother Matus was killed in battle by his side, defending a city that was not their own. It was a sacrifice to the greater good, to all of dwarven kind. A debt paid, in a way, for the split between ancestral fathers so many, many generation past. In the end, Strom returned to AvLee and to his parents, who had survived the war, and their secluded community. But for Strom, everything had changed. Not six moons later and Strom bid his kin farewell, and for how long he knew not. Perhaps forever. Stone City was now part of his story, for he had fought and bled there. He needed to return to take history of the events surrounding those dark years in his life, and to honor Matus with a full account and to see that his body was properly laid to rest with the all the proper rites it deserved. With his faithful companion Sage at his side, her set out on foot, ready for whatever trials the long road set upon him. Only two weeks on the road he was accosted by bandits and forced to give up his meager savings. He talked his way out of being killed, but only just. In the next town he was forced to take residence for several months, earning a living as master brewer for the local pub. He could have stayed, but his roots were laid elsewhere. Finding safety in numbers, he joined a small mercantile caravan for the balance of the journey to Stone City. His father had given him a name to look up upon arrival: a kindred fellow by the name of Darius. Though not of the Thistlebeards' enclave, Darius is known to them from circles traveled, and he is already working to help revitalize Stone City. It is a noble effort that aligns with Strom's own desire to see his distant relatives made whole. Strom is also aware of the great dwarven archives in Stone City, and would very much like to add the history of his family into that library. The 5 Questions
2) Name one specific person from your past, you have lost contact with during the conflict. His brother Matus was killed in battle by his side. Matus was Strom's only brother and best friend, and he grieves the loss even though he knows in his heart that death is part of the journey we all make. 3) Quirks to be aware of? Strom is a pragmatist at heart, but sometimes his emotions get the better of him. As a druid he is in constant conflict balancing the natural forces of law and entropy. (Neutral good alignment) He's also a lover of beer and never misses a chance to sample a local brew and to exchange notes on the craft. 4) What unsettles your PC? Strom is disturbed by true evil and those who perpetrate it. While death is a necessary and important part of everyone's individual journey, he vehemently opposes those who commit violent or underhanded actions solely for the purpose of power or personal gain. 5) Particular goals in life? Strom is in Stone City in part to help heal the lasting wounds caused when his ancestors exiled themselves to AvLee. The memory of dwarves is eternal, and as a keeper of history it is his duty to help others understand the past. Ultimately, he seeks an audience with King Hothfarr to impress on him the spirit of unity, and perhaps serve as an emissary between their distantly related clans. Beyond that, he wants to help protect the traditional lands of druidic enclaves like Weatherchurch by preventing infringement, perhaps going so far as to establish and defend political borders to such lands. |