Duergar

Tramontane's page

181 posts. Alias of Jereru.


Race

Stats:
AC 21 (T 11, FF 20) | CMB +8, CMD 17 | Init +1 | Speed 20ft | F +9 R +6, W +11 (+2 vs Spells)| Perc +12(Darkvision), SM +6, Heal +25, Prof Herb +26

Classes/Levels

HP 103/103 | 1st 8/8 | 2nd 8/8 | 3rd 6/7 | 4th 5/6 | 5th 4/4 | HW 7/7 | Shift 3/3

Gender

NG Cloud Dwarf Oracle 10 VMC Wizard | Status:

About Tramontane

Intro, Defense & Offense:

Tramontane
Male Hill Dwarf Pei Zin Oracle 10 VMC Wizard

NG Humanoid (Dwarf)

Languages
Common
Dwarf
Giant
Orc
Lizardfolkish

Speed 20 ft
Initiative: +1

STR 8 (-1)
DEX 12 (+1)
CON 18 (+4) (14 Base +2 Race +2 Enh)
INT 10 (+0)
WIS 14 (+2) (14 Base -2 Race +2 Enh)
CHA 22 (+6) (16 Base +2 Race +2 Level +2 Enh)

DEFENSE
AC 21, Touch 11, Flat-Footed 20 (10 Base +10 Armor +1 Dex)
+4 dodge vs Giants
HP 103 8+9x5(Die)+10x4(Con)+10(FCB)
Fort +9 (3 Base +4 Con +2 Resistance)
Ref +6 (3 Base +1 Dex +2 Resistance)
Will +11 (7 Base +2 Wis +2 Resistance)
+2 saves vs spells, spell-likes and supernaturals
CMD 17 (10 Base +7 BAB -1 Str +1 Dex)
+4 Dodge vs Giants

OFFENSE
Melee
-

Ranged
-

CMB: +8 (+7 BAB +1 Dex)


Class & Race Features:

ORACLE FEATURES (Pei Zin Practicioner)
1-
Oracle's Curse: Haunted Need Standard action to retrieve items. Fallen objects go 10 ft away. Gain some extra spells.
Mystery: Life
Master Herbalist Add +1/2 level to Profession (Herbalist) checks, using Cha instead of Wis, and use it to identify potions.
Healer's Way As LoH, only to cure, 1+Cha/day.
2-
Mystery Spells
3-
Revelation: Life Link (Su) Bond as a standard. Each round, bonded beings heal 5hp and you lose 5hp.
7-
Master Healing Technique When using Healer's Way, roll proffession (Herbalist) to remove a condition.

Favoured Class Bonus (Oracle): +10 HP

CLOUD DWARF FEATURES
+2 Con, +2 Cha, -2 Wis
Slow and Steady Speed never modified by armor or encumbrance.
War Chant (Su) 1/day. All allies within 30 ft, of the Cloud Dwarf gain a +1 Morale bonus to attacks, fortitude saves, will saves against fear, and to skill checks to ride or march into battle. In addition, allies moving in formation and performing no other actions may move an additional 10 ft. per round.
Mastery of the Winds Double range for all ranged weapons. +1 to hit with projectiles and +2 to hit with thrown weapons. Thrown weapons get +2 damage at point-blank.
Weapon Familiarity Weapons with “Dwarven” in its name and all thrown weapons are martial.
Stability On the ground, +4 vs bull rush and trip.
Touch of the Mystic Mother +2 to saves vs spells, spell-likes and supernaturals.
Hatred+1 to hit and damage vs Giants, +2 instead if Cloud Giants.
Defensive Training +4 dodge to AC vs Giants.
Darkvision 60ft.
Skill Bonuses +2 to Bluff and Spot checks.


Traits & Feats:

TRAITS
Envoy of Healing (Religion)
Fate's Favored (Faith)

FEATS Feat Tax Rules (Power Attack, Combat Expertise, Weapon Finesse, etc)
1-
Fey Foundling
VMC Wizard Wizard School: Conjuration (Teleportation)
3-
VMC Wizard Familar
5-
Signature Skill Heal Target of Treat Deadly Wounds recovers ability damage as if rested for a full day (2 ability points), and hit points as if rested for a full day with long term care (HDx4).
7-
VMC Wizard School Powers
·Summonner's Charm (Su) Add 1/2 level to the duration of Conjuration (Summonning) spells.
·Shift (Su) Swift, 3+Int/day. Teleport to a place within sight, 5ft/2levels. No AoO.
9-
Healer's Hands Treat Deadly Wounds as Full-round, no need of Healing Kit. DC +10 to add Kn Planes to damage healed.


Skills:

Armor Check Penalty: -4

ADVENTURE SKILLS
Skill Points: 10x(4 +0 Int) = 40
Acrobatics: -3 (0 Rank +1 DEX +0 Class -4 ACP)
Bluff: 8 (0 Rank +6 CHA +0 Class +2 Race)
Climb: -3 (0 Rank -1 STR +0 Class -4 ACP)
Diplomacy: 6 (0 Rank +6 CHA +0 Class)
Disable Device: -3 (Untr) (0 Rank +1 DEX +0 Class -4 ACP)
Disguise: 6 (0 Rank +6 CHA +0 Class)
Escape Artist: -3 (0 Rank +1 DEX +0 Class -4 ACP)
Fly: -3 (0 Rank +1 DEX +0 Class -4 ACP)
Heal: 25 (10 Rank +2 WIS +3 Class +2 Circumstance +5 Competence +3 Familiar)
+2 to Treat Posion and Provide First-Aid
Intimidate: 6 (0 Rank +6 CHA +0 Class)
Kn Arcana: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Dungeoneering: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Local: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Nature: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Planes: 13 (Untr) (10 Rank +0 INT +3 Class)
Kn Religion: 4 (Untr) (1 Rank +0 INT +3 Class)
Perception: 14 (10 Rank +2 WIS +0 Class +2 Race)
Ride: -3 (0 Rank +1 DEX +0 Class -4 ACP)
Sense Motive: 6 (1 Rank +2 WIS +3 Class)
Spellcraft: 11 (Untr) (8 Rank +0 INT +3 Class)
Stealth: -3 (0 Rank +1 DEX +0 Class -4 ACP)
Survival: 2 (0 Rank +2 WIS +0 Class)
Swim: -4 (1 Rank -1 STR +0 Class -4 ACP)
Use Magic Device: 6 (Untr) (0 Rank +6 CHA +0 Class)

BACKGROUND SKILLS
Skill Points: 20
Appraise: 0 (0 Rank +0 INT +0 Class)
Craft: 0 (0 Rank +0 INT +0 Class)
Handle Animal: 6 (Untr) (0 Rank +6 CHA +0 Class)
Kn Engineering: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Geography: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn History: 9 (Untr) (7 Rank +0 INT +3 Class)
Kn Nobility: 0 (Untr) (0 Rank +0 INT +0 Class)
Linguistics: 3 (Untr) (3 Rank +0 INT +0 Class)
Perform: 6 (0 Rank +6 CHA +0 Class)
Profession: Herbalist 26 (Untr) (10 Rank +6 WISCHA +3 Class +5 Pei Zin +2 Circumstance)
Sleight of Hand: -3 (Untr) (0 Rank +1 DEX +0 Class -4 ACP)


Divine Prayers:

ORISONS DC 16
·Create Water
·Detect Magic
·Detect Poison
·Guidance
·Light
·Mending
·Purify Food and Drink
·Read Magic
·Spark
Oracle's Curse Bonus Spells:
·Mage Hand
·Ghost Sound

LEVEL 1 DC 17 8/8
·Bless
·Cure Light Wounds
·Divine Favor
·Liberating Command
·Shield of Faith
Life Mystery Bonus Spell:
·Detect Undead

LEVEL 2 DC 18 8/8
·Burst of Radiance
·Protection from Evil, Communal
·Shield Other
·Silence
Life Mystery Bonus Spell:
·Restoration, Lesser
Oracle's Curse Bonus Spells:
·Levitate
·Minor Image

LEVEL 3 DC 19 7/7
·Dispel Magic
·Prayer
·Resist Energy, Communal
Life Mystery Bonus Spell:
·Neutralize Poison

LEVEL 4 DC 20 6/6
·Blessing of Fervor
·Path of Glory, Greater
Life Mystery Bonus Spell:
·Restoration

LEVEL 5 DC 21 4/4
·Cleanse
Life Mystery Bonus Spell:
·Breath of Life
Oracle's Curse Bonus Spells:
·Telekinesis


Healing Arts:

Treat Deadly Wounds (DC 20)
-Full-round action 10/day
-Heals 4x Target's HD + WIS bonus
-Heals 2 Ability damage
-At DC 25 heals 2x WIS Bonus instead
-At DC 30 adds extra healing equal to Kn Planes ranks
-Can be done more than once per day per creature

Healer's Way 7/day
-Standard, or Swift if on self
-Heals 5d6, or 5d6+10 if on self (reroll 1s)
-Can remove conditions with a Profession (Herbalist) roll:
*DC 20: Fatigued, Shaken, Sickened
*DC 25: Dazed, Staggered
*DC 30: Confused, Exhausted, Frightened, Nauseated
*DC 35: Blinded, Deafened, Paralyzed, Stunned

Life Link
-Bind an ally as a Standard (max = Tramontane's level)
-Binds last until dismissed (immediate action) or character is unconscious
-Every time a bound ally is 5 or more hp down his max, at the start of Tramontane's turn he loses 5 hp and his ally heals 5 hp


Ivy, the vine familiar:

Protector Archetype Familiar
N Tiny Magical Beast
Init +1 Senses Blood Sense, Low-Light Vision Perception +14
--------------------------------
Defense
--------------------------------
AC 18, Touch 13, Flat-Footed 17 (+1 Dex, +2 Size, +5 Natural Armor)
HP 51
Fort +3 Ref +2 Will +8
--------------------------------
Offense
--------------------------------
Speed 15ft, Climb 15ft
Melee Vine +10 (1d2-4)P+S
Space 2.5ft Reach 0ft
--------------------------------
Statistics
--------------------------------
Str 3 Dex 12 Con 10 Int 10 Wis 12 Cha 5
BAB +0 CMB -1 CMD 5
Feats Weapon Finesse, Bodyguard, Combat Reflexes
Skills Climb +4, Perception +14
--------------------------------
Familiar Abilities
Blood Sense (Ex) A suture vine can sense badly wounded creatures, including those at less than half their normal hit point total or suffering from bleed damage, as if it had the scent ability.
Seal Wound (Ex) A suture vine instinctively latches on to a creature that suffers from bleed damage or is at less than half its normal hit point total. When it attempts to seal wounds in this way, it must make a normal vine attack but gains attach as per the universal monster rule. If it successfully attaches to the target (dealing damage as normal), any bleed damage currently suffered by the target immediately ends. The suture vine remains attached for 24 hours, gaining nutrients from sipping at the victim’s blood but never enough to cause any further damage. The vine drops off automatically once a target has no hit point damage or 24 hours have passed, whichever comes first. A suture vine can seal wounds in this manner only once per day.
--------------------------------
[ulr=https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Familiar%20Protector]Protector[/url] Archetype
+3 to Master’s Heal checks
Natural Armor +5
Int 10
Loyal Bodyguard (Ex)
Share Spells
Empathic Link (Su)
Shield Master (Su)
Speak With Master (Ex)

Gear:

+1 Breastplate 1350 gp (30 lb)
+1 Heavy Steel Shield 1170 gp (15 lb)
Belt of Mighty Constitution +2 2000 gp (1 lb)
Headband of Mental Prowess +2 2000 gp (1 lb)
Cloak of Resistance +2 2000 gp (1 lb)
Healer's Gloves 2500 gp (- lb)
Healer's Satchel 1500 gp (1 lb)
Traveler's Any-Tool 250 gp (2 lb)
Metamagic Rod, Lesser (Reach Spell) 3000 gp (1 lb)
Knife 2 gp (1 lb)
Canteen 2 gp (1 lb)
Belt Pouch 1 gp (.5 lb)
Wand of Mage Armor 350 gp (shared with Rubius)
Rubius’ Share 900 gp (- lb)

Mwk Backpack 50 gp (4 lb)
Blanket .5 gp (3 lb)
Soap 0 gp (.5 lb)

Total Weight: 59/60 lb (Medium Load)

Cash: 148 gp / 5 sp


Tramontane:

Tramontane doesn’t remember his parents, or any other family but the monks. He was given to the Monastery of the Seven Winds being still a baby, raised and given a name by the monks, and he’s always considered the monastery his home and the brothers his family.

The small community of monks by the mountainside offered protection to the nearby peasants, helped them when they were in need of an extra pair of hands or two and did all other kinds of social work. Tramontane turned up to be a good, even brilliant monk, kind and hard working brother. In time, he found himself being the Master of the monastery, the youngest to ascend to this privilege according to the records.

Tramontane didn’t have a knack for words, nor was he a good administrator, but he was a good person and managed to put each man at the task he did better, so he got the monastery going... barely. ”Don’t worry” the seniors said, ”it’s always like that when a new Master ascends.”

No other Master had to deal with the war disaster, though. About half of the brothers had been given permission to join the war effort, and none of them returned. The monks were now few, and were not enough to bear the weight of aggressive hungry peasants, greedy bandits and savage orc marauders. The scenario now was quite different than just three months earlier, and the Master’s inexperience paid off. During the yearly pilgrimage to Nera’s shrine, the monastery was sacked and razed.

Scattered and deprived of what had been the core of their lives forever before, the few monks remaining each decided on a new way to follow. Brother Landbreeze went roaming around, helping those in need. Brother Boreas, the archivist, went on to seek another monastery where to offer his skills. Master Tramontane, now Master of nothing, decided to offer his skills elsewhere. He had heard of Gale Festivus and his effort to present a reaction to the disaster, and went on to lend a hand. Being haunted by guilt, only helping restore the wellness of the land would settle Tramontane’s ghosts.