Avid Arnsen

Tarak Stromblessed's page

971 posts. Alias of Remnar.


Race

| AC 19, 14 Touch, 17 Flat footed (+4 armor, +1 Shield, +2 Dex, +2 Def,) | Fort +7, Ref +5, Will +12 |

Classes/Levels

HP 17/48| Lightning Arc 6/7 | Beacon 0/1 | DL 1/1 IL 1/1| Med 1/1 | Active Conditions: Barkskin: AC 22

Gender

Male Human Druid 7 | Init +2, Senses Perception +16

Strength 14
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 23
Charisma 8

About Tarak Stromblessed

Tarak Stormblessed
Male Human Druid 7
CN Medium humanoid (human)
Init +2, Senses Perception +13
=================================================
DEFENSE
=================================================
AC 19, 14 Touch, 17 Flat footed (+4 armor, +1 shield, +2 dex, +2 deflection)
hp 48 (7d8 +7 CON, +7 Favored Class) 8 , 5 + 5 + 3 + 4 + 4 + 5 + 14
Fort +7 (+5 Base +1 CON, +1 Cloak), Ref +5 (+2 Base, +2 DEX, +1 Cloak), Will +12 (+5 Base, +6 WIS, +1 Cloak)
=================================================
OFFENSE
=================================================
Speed 30 ft.

Melee

Club (Masterwork) +8 [+5 BAB, +2 STR, +1 MWK] (1d6 +2 20/x2)
[dice=Club]1d20 + 8[/dice]
[dice=Damage, B, Club]1d6 +2[/dice]

Club (Masterwork) Power Attack +6 [+5 BAB +2 STR, +1 MKW, -2 PA] (1d6 + 2 + 2 20/x2)
[dice=Club, PA]1d20 + 8 - 2[/dice]
[dice=Damage, B, PA]1d6 + 2 + 4[/dice]

Sickle, Alchemical Silver +7 [+5 BAB, +2 STR] (1d6 + 1 20/x2) [+2 STR, -1 Silver]
[dice=Silver Sickle]1d20 + 7[/dice]
[dice=Damage, S, Silver]1d6 +1[/dice]

Dagger, Cold Iron +7 [+5 BAB, +2 STR] (1d4 + 2 19-20/x2) [+2 STR]
[dice=Dagger]1d20 + 7 [/dice]
[dice=Dagger, S or P, Cold Iron]1d4+ 2[/dice]

Ranged

Sling +7 [+5 BAB, +2 DEX] (1d4 + 2 19-20/x2) [+2 STR]
[dice=Sling]1d20 + 7[/dice]
[dice=Damage, B]1d4 + 2[/dice]

Magic, Ranged Touch +7 [+5 BAB, +2 DEX] vs Flat footed
[dice=Ranged Touch, vs Touch]1d20 + 7[/dice]

[dice=Lightning Arc, vs Touch]1d20 + 7[/dice]
[dice=Damage, E]1d6 + 3[/dice]
=================================================
Magic
=================================================
Druid Spells prepared (CL 7, CL8 for evocation from Mage's Tattoo)
Magical Lineage (Lightning Bolt): -1 to spell level for metamagic
Domain: Lighting (Subdomain of Air)

(DC +4, +4 WIS, +1 Spell Focus: Evocation)
4th Level [1 Druid, 1 WIS, 1 Domain]
Flame Strike (DC 19)
Geyser (DC 19)
Air Walk (Domain)

(DC +3, +4 WIS, +1 Spell Focus: Evocation)
3nd Level [2 Druid, 1 WIS, 1 Domain]
Lightning Bolt (DC 18) - Domain
Remove Disease (2)
Air Geyser (DC 18)

(DC +2, +4 WIS, +1 Spell Focus: Evocation)
2nd Level [3 Druid, 1 WIS, 1 Domain]
Flame Blade (Lightning instead of Flame)
Barkskin
Bulls Strength
Restoration, Lesser
Snowball (DC 16) - Intensified

(DC +1, +4 WIS, +1 spell focus: Evocation)
1st Level [4 Druid, 1 WIS, 1 Domain]
Burning Disarm (DC 16)
Liberating Command
Goodberry
Shocking Grasp (DC 16) - Domain
Snowball (DC 16)
Snowball (DC 16)

(DC +0, +4 WIS, +1 Spell Focus: Evocation)
0th Level, at will
Create Water (DC 14)
Detect Magic
Know Direction
Light

=================================================
STATISTICS
=================================================
Str 14[5 pt], Dex 14[5 pt], Con 12[2 pt], Int 10, Wis 23[10 of, +2 racial, +1 Level Adv], Cha 08[-2 of]

Base Atk +5; CMB +7 (5 Bab, +2 STR); CMD 19 (5 BAB, +2 STR, +2 DEX)

Feats: Intensified Spell, Mage’s Tattoo (Evocation), Natural Spell, Power Attack, Spell Focus: Evocation

Traits
Magical Lineage (Lightning Bolt)
Beacon of Faith (Can add +2 to caster level for one domain ability or spell a day)

Languages Common, Drudic

SQ Lightning Arc (1d6 + 2 [1d6 plus 1/2 caster levels] ranged touch lighting attack , 7/day [3 + WIS bonus/day]), Nature Sense, Spontaneous Domain Casting (Spontaneously cast domain spells instead of summon natures ally), Wild Empathy, Windwalker
=================================================
SKILLS
=================================================
Skill Name [Ranks + Class + Modifier + Misc] Total

Climb [+1 +3 +2 +0] +6
Fly [+7 +3 + 2 +0] +12
Handle Animal [+1 +3 -1 +0] +3
Heal [+3 +3 +6 +0] +12
Knowledge (Geography) [+2 +3 +0 +0] +5
Knowledge (Nature) [+4 +3 +0 +2] +9
Lore [+1 +3 +0 +0] +4
Perception [+7 +3 +6 +0] +16
Spellcraft [+7 +3 +0 +0] +10
Survival [+1 +3 +6 +2] +12
Swim [+1 +3 +2 +0] +6

MISC:
Nature Sense provides +2 to Survival and Knowledge (Nature) skill checks
=================================================
GEAR
=================================================
Consumable
Potion of Cure light Wounds (2)
Potion of Cure Moderate Wounds (2)
Scroll of Monkeyfish CL 1 (1)
Scroll of Brightest Night CL 1 (2)
Scroll of Liberating Command (2)
Scroll of Expiditious Excavation
Scroll of Bull's Strength CL 3 (3)
Scroll of Barkskin CL 3 (3)
Scroll of Lesser Restoration CL 3 (3)
Scroll of Greater Magic Fang CL 5
Scroll of Remove Disease CL 5 (2)
Wand of Cure Light Wounds CL 1 (0/5)
Want of Cure Light Wounds CL 1 (4/5)

Other Gear
Headband of Wisdom +4 (found)
Amulet of Mighty Fists +1 (found)
Cloak of Resistance + 1 (found)
Case, Scroll
Outfit, Explorers (Free)
Outfit, Hot Weather
Ring of Protection +2 (found)
Ring of Eloquence
Rope, Hemp (50 FT)
Backpack, Masterwork
Lamellar Armor (Leather)
Club- Masterwork
Buckler
Sickle, Alchemical Silver
Sling
Kit, Druids
- Animal Feed (5 days)
- belt pouch
- blanket
- flint and steel
- holly
- mistletoe
- iron pot
- mess kit
- soap
- spell component pouch
- torches (10)
- trail rations (5 days)
- waterskin

Coin: 50 gp
=================================================
CLASS ABILITIES
=================================================
Regains Spells at Dawn

Eyes of the Storm (Ex):

At 4th level, a storm druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th. This ability replaces resist nature’s lure.

Nature Sense (Ex):
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Spontaneous Domain Casting:

A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This replaces spontaneous casting.

Stormvoice (Ex)

At 3rd level, a storm druid’s voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level.

This ability replaces trackless step.

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 (see Using Skills). 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.

Wild Shape (Su):

At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Windwalker (Ex):

At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid. This ability replaces woodland stride.

Bonus Traits and Feats:

Meditation Master: When you meditate for at least 1 hour after getting at least 8 hours of rest, you gain special insight into your situation that is nearly impartial, granting you the edge in whatever endeavor matters most during the day. After meditating, you gain a +1 insight bonus that you can apply to any d20 roll over the course of the next 24 hours without using an action. The bonus may be applied after the roll is made, but must be applied before the results of the roll are determined. Once the bonus has been used for the day, you cannot use it again until after you meditate again after another 8 hours of rest. An unused bonus fades after 24 hours.

Combat Meditation: You can meditate as a full-round action. If you do, you gain all the benefits of your meditation feats, but they last for only 1 round per character level. Combat meditation allows you to expend the +1 insight bonus granted from the Meditation Master feat to instead roll twice when attempting an ability check, attack roll, saving throw, or skill check, taking the better of the two results. You must decide to use this ability before the initial roll is made. You may only use this alternate ability in place of bonuses granted by the Meditation Master feat. You can perform combat meditation a number of times per day equal to your Wisdom modifier.

Defiant Luck: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.

Inexplicable Luck: Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do, this bonus is reduced to +4.