Tali the Nomad's page

9 posts. Alias of Jesse Heinig.

Full Name

Tali the Nomad








Neutral Good


Wati, Garund


Common (Taldane), Druidic, Osiriani


Nomadic herdswoman

Homepage URL


Strength 12
Dexterity 12
Constitution 13
Intelligence 13
Wisdom 16
Charisma 14

About Tali the Nomad

Tali the Nomad
Female human (Garundi) druid (desert) 1
NG Medium humanoid (human)
Init +1; Senses Perception +7


AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
HP 10 (1d8, +1 Con, +1 favored class)
Fort +3 (+2 base, +1 Con), Ref +1 (+0 base, +1 Dex), Will +5 (+2 base, +3 Wis)


Speed 30 ft.
Melee Shortspear +1 (1d6+1; x3; piercing)
Melee Dagger +1 (1d4+1; 19-20/x2; piercing or slashing)
Ranged Sling +1 (1d4; x2; bludgeoning)
Druid Spells Prepared: (CL 1st; concentration +4)
• 1st—cloak of shade (d), cure light wounds, produce flame
• 0 (at will)—create water, guidance, stabilize


Str 12, Dex 12, Con 13, Int 13, Wis 16, Cha 14
Base Atk +0; CMB +1; CMD 12
Languages: Common (Taldane), Druidic, Osiriani


Desert Dweller: Your time spent living in merciless deserts has granted you resistance to extreme heat, starvation, and thirst.
Benefit: You treat extreme heat conditions as severe heat, and severe heat as very hot conditions. You are not impacted at all by very hot conditions. In addition, you gain a +4 bonus on all Constitution checks made to resist the effects of starvation or thirst.

Level 1
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.


Desert Nomad (Regional): You were born and raised in the burning sands of a severe desert.
Benefit: You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects.

Mummy-Cursed (Campaign): One of your ancestors ran afoul of a mummy's curse while exploring an ancient tomb. This curse was passed down to later generations of your family, but over time, your line has become more resistant to curses. You've come to explore its untouched necropolis, and while you hope you won't have to face a real undead mummy, at least you have some defense if you do.
Benefit(s): You gain a +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy's aura of despair.

Adventuring Skills

Total skill ranks: 6 (4 druid, +1 Int, +1 human)

Climb +5 (1 rank, +1 Str, +3 class skill)
Heal +7 (1 rank, +3 Wis, +3 class skill)
Knowledge (nature) +7 (1 rank, +1 Int, +3 class skill, +2 Nature Sense)
Perception +7 (1 rank, +3 Wis, +3 class skill)
Spellcraft +5 (1 rank, +1 Int, +3 class skill)
Survival +9 (1 rank, +3 Wis, +3 class skill, +2 Nature Sense)

Background Skills

Handle Animal +6 (1 rank, +2 Cha, +3 class skill)
Knowledge (geography) +5 (1 rank, +1 Int, +3 class skill)

Untrained Skills

Bluff +2 (+2 Cha)
Diplomacy +2 (+2 Cha)
Intimidate +2 (+2 Cha)
Sense Motive +3 (+3 Wis)
Swim +1 (+1 Str)


Hot weather outfit (free)
Masterwork hide shirt (170 gp, 18 lbs.)
Shortspear (1 gp, 3 lbs.)
Dagger (2 gp, 1 lb.)
Sling bullets, 10 (1 sp, 5 lbs.)
Masterwork backpack (2 gp, 2 lbs.) [
• Bedroll (1 sp, 5 lbs.)
• Flint and steel (1 gp)
• Grooming kit (1 gp, 2 lbs.)
• Linen, 4 sq. yd. (20 gp, trade good)
• Trail rations, 5 days (2 gp 5 sp, 5 lbs.)
• Waterskin (filled) (1 gp, 4 lbs.)
• 5 gp, 3 sp

Special Abilities


Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
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.

Druid (Desert) 1

Weapon and Armor Proficiencies: 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: 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.

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): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
Chosen Domain: Desert
The spirits and secrets of the endless wastes are yours to command.
Granted Powers:
Heat Shimmer (Su): As a free action, you can surround yourself with heat distortion that acts as the blur spell. Creatures that strike you in melee while you’re using this ability are dazzled for 1 round (Fortitude negates). You may use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds need not be consecutive.
Servant of the Sands (Sp): At 8th level, once per day, you may call upon the aid of a janni as if using lesser planar ally. At 12th level, you may call upon the aid of any type of common (non-noble) genie as if using planar ally. At 16th level, you may call upon the aid of a noble genie as if using greater planar ally. If you use this power while in desert terrain, you need not make an offering to call the creature(s), and the cost of any service is halved.
Domain Spells: 1st—cloak of shade, 2nd—shifting sand, 3rd—cup of dust, 4th—hallucinatory terrain, 5th—transmute rock to mud (creates loose sand instead of mud), 6th—sirocco, 7th—sunbeam, 8th—sunburst, 9th—horrid wilting.

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.


Description: Tali, like most Garundi, is brown-skinned and sun-touched. Her eyes are very dark and usually the first feature that people notice, as when she's outdoors - which is often - she wears a burnoose and hood to protect her from the desert sun. She is lean and whiplike, still vibrant with youth but very much a survivor of the rocky wastes of Garund. She carries simple weapons, as befits her tribal heritage; a spear, a sling, and a knife are all she needs for survival.
When prepared for battle she wears a shirt of wrapped, smoked hides (cured crocodile scales over goat leather) and keeps her spear handy, though she relies heavily on magic for combat as well.

Hair: Brown
Eyes: Brown
Height: 5' 9"
Weight: 145 lbs.
Age: 23 years

Personality: Like many Garundi from small, nomadic tribes, Tali is suspicious of city-dwellers, considering them soft and prone to deception. Thus, while she is very friendly and outgoing with her immediate family and her small tribe, she tends to be reclusive around outsiders. Nevertheless, her business forces her to be in contact with outsiders, so she has learned to deal with them. She is often blunt, but manages to couch her language in a fashion that is both truthful and conciliatory.
Because of her hardscrabble life as a nomad, Tali is used to life on the road. She rarely complains about simple food, sleeping under the stars, and long travel. She is well-adapted to desert survival; her home is on the wastes and she spent many years as a youth herding goats, which means that she has little to say about smelly companions and plain food.
Tali becomes nervous if she is in large cities, where she is unfamiliar with the customs and worried about the possibility of being robbed or embroiled in the schemes of some fast-talking city-dweller.
Tali likes animals of all kinds, enjoys sunsets in the desert, and has a strong respect for fire. She is clever but not well-educated, instead living primarily by instinct and simple skills. She enjoys roasted goat meat, fresh dates, and yogurt.

Background: Tali's Garundi tribe number only two dozen, and she was the second child of a family of four. Everyone in her tribe participated in the necessities of survival: Herding goats, primarily, but also gathering useful herbs, finding water sources, and taking care of the day-to-day business of maintaining the tribe's tents and tools. From a young age Tali was engaged in all of these tasks, be in goatherding, mending clothes, making butter and yogurt, or tending the all-important fires.
Tali's grandmother, an aged and nearly blind matriarch, spun many stores by firelight of strange places in the desert, of the treachery of cityfolk and the dangers of ancient magic. She also taught Tali about her own heritage: Her tribe had trespassed generations before upon the ruins of an ancient Osirian settlement, and stumbled across the cursed remnants of that place. Tali's great-grandparents had died at the hands of a mummy, a terrible horror that had risen from its half-buried tomb to slay the tribe. The tribe's fortunes had never been the same since, with two-thirds of their number killed by the mummy or its curses, the remainder had barely managed to eke out a living after traveling far from that lonely and desolate place.
Tali learned, as a teen, to tap into the natural world, thanks to the fragmented teachings handed down from her tribe. She learned to identify useful plants, to coax reluctant goats from perilous places, to bring forth water from the desert and to respect its natural majesty.
Now a young adult, Tali is concerned, having heard about the business of a necropolis being opened for exploration by foreigners. Remembering the impact of the mummy upon her tribe as told by her grandmother's story, she is in the nearby town of Wadi to haggle and to find out if this will be another disaster - and whether she can prevent it.
With the recent news of the opening of the necropolis at Wati, her tribe has had a very heated discussion about whether to simply leave or not. The point became moot when one of the tribe took several old treasures - acquired decades ago from the same necropolis where the tribe had encountered the mummy that changed their fortunes - and sold them in the market; his reasoning was that, with the hunt for new relics at a fever pitch, they would get a good price for old treasures by spinning tales of their connection to ancient burial grounds and mummies (with the advantage that the stories were mostly true). With this windfall the tribe set about purchasing various much-needed goods and additional goats, and even looked into the possibility of forging some new alliances or arranging marriages. Everyone in the tribe had the chance to acquire something new - especially with the hope of bringing it to the seasonal market where the various nomadic tribes come to trade during winter; if they could secure trade goods now, they could trade them for even better resources later. Tali, ever pragmatic, acquired a very finely-made and tough goat-hide pack and a crocodile-hide jerkin, as well as a small selection of colorfully dyed cloth for later trading. But now she is worried that perhaps some of those treasures should never have been traded...