Pahmet Monk

Thozar Earthchanter's page

589 posts. Alias of Gummy Bear.


Race

HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]

Classes/Levels

Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

Gender

CN Male Dwarf Menhir Savant 7

About Thozar Earthchanter

Statistics:
Male Dwarf Menhir Savant (Druid) 7
CN Medium
Init +2; Senses Perception +20; Darkvision
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DEFENSE
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AC 21, touch 12, flat-footed 19 (+7 armor, +2 shield, +2 dex)
hp 59
Fort +8, Ref +5, Will +10; +2 saves vs spells, SLA's, poison, +4 vs fey and plants
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OFFENSE
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Speed 20 ft.

Melee Quarterstaff +5 (1d6), Dagger +5 (1d4), or Cold Iron Sickle +5 (1d4)
+1 vs Giants

Range Acid Dart +7 (1d6+4) 30ft Touch Attack
+1 vs Giants
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STATISTICS
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Str 10, Dex 14, Con 16, Int 14, Wis 21, Cha 8
Base Atk +5; CMB +5; CMD 17
Feats - Spell Focus (Transmutation), Spell Focus (Conjuration), Natural Spell, Greater Spell Focus (Transmutation)
Adventuring Skills
Acrobatics +12 (7 ranks, 2 dex, 3 class skill)
Climb +4 (1 rank, 3 class skill)
Dungeoneering +13 (7 ranks, 2 int, 3 class skill, 1 trait)
Fly +7 (2 rank, 2 dex, 3 class skill)
Heal +9 (1 rank, 5 wis, 3 class skill)
Nature +6 (1 rank, 2 int, 3 class skill)
Perception +20 (7 ranks, 5 wis, 3 class skill, 5 eyes [competence])
Ride +6 (1 rank, 2 dex, 3 class skill)
Sense Motive +15 (7 ranks, 5 wis, 3 class skill)
Spellcraft +12 (7 ranks, 2 int, 3 class skill)
Survival +15 (7 ranks, 5 wis, 3 class skill) +2 find/follow Giant's tracks
Swim +4 (1 rank, 3 class skill)

ACP -5

Background Skills
Geography +12 (7 ranks, 2 int, 3 class skill)
History +12 (7 ranks, 2 int, 3 class skill) +2 checks that pertain to Dwarves or their enemies

Languages Common, Dwarven, Druidic, Giant, Orc

Spells Prepared:

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Spells Prepared
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Stonesinger - +1 CASTER LEVEL EARTH SPELLS
Greater Spell Focus - +2 DC Transmutation
0 - Create Water, Detect Magic, Stabilize, Detect Poison
1 - Entangle, Frostbite, Produce Flame, Longstrider, Frostbite, OPEN SLOT + Magic Stone
2 - Barkskin, Flaming Sphere, Frigid Touch, Winter's Grasp + Create Pit
3 - Sleet Storm, Stone Shape, Ice Spears + Spiked Pit
4- Slowing Mud, OPEN SLOT + Spike Stones

Gear/Possessions:

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GEAR/POSSESSIONS
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361.57gp
Giant's Nail Scale Mail +7AC
Heavy Wooden Shield +2 AC
Quarterstaff
Cold Iron Sickle
Dagger
Bedroll
Blanket
Cot
Compass
Candles
Cooking Kit (iron pot, iron skillet, ladle, skewer, wooden cutting board, cutting knife, iron tripod, tinder, seasonings)
Crowbar
Drill
Flint and Steel
Piton (10)
Saw
Shovel
Sledge
Cold-Weather Outfit
Mwk Backpack
Waterskin
Glass Bottle (4)
"gold necklace set with beautiful white agates and moonstones" (functions as a pearl of power)
Alchemist's Fire (2)
Acid (2)
Eyes of the Eagle
Antitoxin (2)
Kragmyr's Book of Grudges (+2 History checks when consulted)
Lesser Rod of Extend
Lesser Rod of Reach
+1 Ironwood Breastplate
Headband of Wisdom +2

Scrolls of...

Spoiler:

Ant Haul
Air Bubble
Diagnose Disease
Faerie Fire
Feather Step (2)
Remove Sickness (2)
Touch of the Sea (2)
Call Lightning (2)
Barkskin
Summon Nature's Ally IV

Wands of...

Spoiler:

Flaming sphere (7 charges)
Greater magic fang (12 charges)
CLW (41 charges)

Special Abilities:

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SPECIAL ABILITIES
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Giant Hunter (replaces hatred) - +1 attacks on giants, +2 survival to find/follow giant tracks
Lorekeeper (replaces greed) - +2 history checks that pertain to dwarves or their enemies
Mountaineer (replaces stability) - Immune to altitude sickness, keep dex to ac when climbing/navigating narrow ledges
Stone Singer (replaces stonecunning) - +1 caster level earth spells, abilities from earth domain
Hardy - Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Darklands Delver (+1 dungeoneering, is class skill)
Roll With It (+1 reflex, 2/day negate crit from giant)

Nature Bond: Caves (Earth) Subdomain

Spirit Sense (Sp): Detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind.
Place Magic (Su): At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus.

Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

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.

At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

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.)

Broad Backstory:

The Earthchanter lineage has been well documented since before the Quest for Sky brought them to the surface. For eons their family has dutifully maintained the very walls that held the dwarven empire together and the Dwarves' success in completing their quest has brought even more responsibility to the Earthchanter name. Generations later, the family is still insuring the safety of dwarven people in their tunnels.
Thozar was born and raised in the Dwarven citadel of Janderhoff to the Earthchanter clan. As the fourth son, he knew his future didn't lie with the clan's business. Even while being trained in the traditional ways of his family, Thozar's thoughts were with how he could make his own living beyond the iron curtain walls of the city.

When he reached adulthood, he set out for a life of adventure. Misfortune struck him early on and after a downward spiral he eventually ended up penniless and beaten in the town of Trunau. Forced to face the realities of his shortsighted choices, Thozar lives in an abandoned mine shift on the edges of the Mindspin Mountains. He pieces together a meager living scouting out giant and orc movements in the area, providing food for himself through trapping and trading with Trunau.

Thozar finally caught a break when the Meesons invited him to run a stand by their general during the annual Hopeknife Festival. Eager to increase his means, he accepted.

10 Min Background:

Elements
  • Proud Individualist
    Despite the unique opportunities available to him in his youth, Thozar has developed into a highly self-reliant dwarf that would rather starve than accept a handout.
  • Freedom
    One of the primary motivators for Thozar's departure from Janderhoff was his resentment of the oppressive levels of tradition he was expected to adhere to.
  • Earth
    Thozar feels an incredible connection with the very ground beneath his feet. He understands little about this connection, but he can feel the very magic of the world coursing through the ground below him.
  • Underground
    As a product of his lineage, Thozar feels most at home in a dark place underground. He finds that his connection to the world is strongest in such locations.
  • Dwarven Loyalism
    Despite abandoning his homeland, Thozar still harbors a fierce loyalty to his race and is very proud to be a dwarf.

    Goals

  • Character Goal
    Thozar wishes to become an undisputed master of the divine magic that controls the earth (spells with the earth descriptor).
  • Player Goal
    I would like Thozar to eventually reunite with his family in Janderhoff. Either "off-screen" or as part of the main storyline, I think it would be important for him to learn that his family hasn't forgotten him and would love to have him back.

    Secrets

  • Secret the Character Knows
    Despite his reasons for leaving Janderhoff, Thozar fears that he has made a mistake by leaving his homeland. This is something he even keeps from himself, not willing to risk that he may have been wrong for so long.
  • Character does not know
    His family wants their son back. Regardless of how he feels about their lineage, they want nothing more than to have their son returned to them and have their family be whole once again.

    People
    I haven't included names so that it would be easy to insert them into the storyline if characters within the AP could fill the role.

  • Rival
    Thozar has noticed a group of orcs has been making progress in tracking him down. The group has learned he supplies information on orcish movements and intends on killing him for it. Luck and Thozar's command over nature has kept them at bay thus far.
  • Friend
    Thozar has a somewhat warm relationship with the Meeson family in Trunau. Most of his trading is through them and over the years they have developed a relationship of mutual trust.

    Memories

  • Favorite Memory
    Thozar's favorite memory is when he first felt the rush of magic flow through him from the earth. This spark into druidism occurred while in Janderhoff and is one of but a few happy memories he has of his youth.
  • Bad Memory
    Within the last year, Thozar has a nightmare that reoccurs monthly. He finds himself tied to a stake being pelted with stones while fire slowly consumes him. He cannot make out the people throwing the stones, but each time it happens the dream gets clearer and more lifelike. He always awakens with the taste of blood in his mouth and fear in his heart.
  • Feat Tree:

    1 Spell Focus (Transmutation)
    3 Spell Focus (Conjuration)
    5 Natural Spell (Make sure to prep Sleet Storm at this level! I also need a reach rod for Frigid Touch and Frostbite!)
    7 Greater Spell Focus (???)
    9 Steel Soul
    11 Quicken Spell