Sun Shaman

Sun Desin's page

252 posts. Organized Play character for Red Fang.


Full Name

Sun Desin

Race

Human

Classes/Levels

Druid 3 / HP: 22 of 22 / Init: +3 / AC: 16 / FF: 13 / Touch: 13 / Fort: +4 / Reflex: +4 / Will: +6 / Perception: +8

Gender

Male

Size

Medium

Age

41

Alignment

Neutral Good

Deity

Desna

Languages

Common, Druidic, Elven, Osiriani

Occupation

Herbalist

Strength 10
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 16
Charisma 10

About Sun Desin

Sun Desin
Male human (Garundi) druid 3
NG Medium humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
hp 22 (3d8+4)
Fort +4, Ref +4, Will +6
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee club +2 (1d6) or
. . dagger +2 (of Murder!)(1d4/19-20) or
. . mwk cold iron scimitar +3 (1d6/18-20) or
. . scimitar +2 (1d6/18-20)
Ranged mwk sling +6 (1d4)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—lightning arc (1d6+1 electricity)
Druid Spells Prepared (CL 3rd; concentration +6)
. . 2nd—barkskin, gust of wind (DC 15), wind wall[D]
. . 1st—cure light wounds, entangle (DC 14), magic stone, obscuring mist[D]
. . 0 (at will)—create water, detect magic, detect poison, resistance
. . D Domain spell; Domain Air domain
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Statistics
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Str 10, Dex 16, Con 13, Int 12, Wis 16, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Combat Casting, Point-blank Shot, Precise Shot
Traits master of pentacles, poverty-stricken
Skills Acrobatics +0 (-4 to jump), Bluff +1, Heal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +8, Profession (herbalist) +9, Stealth +2, Survival +12
Languages Common, Druidic, Elven, Osiriani
SQ nature bond (Air domain), nature sense, trackless step, wild empathy +3, woodland stride
Combat Gear scroll of bless weapon, bless weapon, bless weapon, scroll of cure light wounds (x2), wand of cure light wounds (45 charges remain), alchemist's fire (2), caltrops, healer's kit, holy water (3), tanglefoot bag (2), thunderstone; Other Gear leather armor, mwk light wooden shield, club, dagger, mwk cold iron scimitar, mwk sling, scimitar, sling bullets (30), backpack, bedroll, belt pouch, belt pouch, chalk (3), flint and steel, sunrod (10), torch (3), waterskin, 2,024 gp, 4 cp
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Special Abilities
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Combat Casting +4 to Concentration checks to cast while on the defensive.
Druid Domain (Air) Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Lightning Arc 1d6+1 electricity (6/day) (Sp) As a standard action, ranged touch attack deals electricity dam to foe in 30 ft.
Master of Pentacles (1/day) 1/day, add 2 to the caster level of a Conjuration spell for the purpose of duration.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Background:
When his mother died from a fever while he was in his twenties, no one stopped him from taking solace in the woods surrounding his home. The day his last remaining parent, his father, passed away from a similar fever a year later, a terrible storm hit the small town that night as Sun was seeking calm within his familiar forest home. Lightning strikes happened so close together the sky seemed bright as day. The wind howled loud enough to rival the booming thunder. Sun did not return to the town that night. It took almost 15 years before the town seen him again.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.