Harsk

Volagr Balmunkak's page

32 posts. Alias of Void Dragon.


Full Name

Volagr Balmunkak

About Volagr Balmunkak

Name Volagr
Gender: Male Race: Dwarf Class: Druid (Menhir Savant) Domain: Animal (Feather)
Alignment: N Size: Medium Type: Humanoid (Dwarf)
Init +3; Senses Darkvision 60 ft. ; Perception +23
EXP:
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Defense
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AC 17, Touch 11, Flat-Footed 16; (+6 Armor, +1 Dex)
HP 70 (7d8+14)
Fort +9, Ref +3, Will +10; (+2 on saves versus poison, spells, and spell-like abilities)
Resist None
Special None
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Offense
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BAB +5; CMB +7; CMD 18
Speed 20 ft.

Melee

Ranged

Special Attacks

Spells Prepared (CL 7):

(4) 0th: Create Water, Detect Magic, Mending, Resistance
(5)+1 1st: Bristle [], Longstrrider [], Hydraulic Push [], Entangle [], Call Animal [] ;Domain: Calm Animal []
(4)+1 2nd: Barkskin [], War Trained Mount [], Flame Blade [], Groundswell [] ;Domain: Feather Fall []
(3)+1 3rd: Magic Fang Greater [], Burrow [], Call Lightning [] ;Domain: Fly []
(2)+1 4th: Strong Jaw [], Spiked Stones [] ;Domain: Summon Natures Ally IV (animals only) []

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Statistics
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Abilities:

Str 18
Dex 12
Con 14
Int 10
Wis 21
Cha 09

Feats:

1st: Spell Focus (Conjuration)

3rd: Augment Summoning

5th: Natural Spell

7th: Boon Companion

Traits:

Trait 1: Suspicious

Trait 2: Gifted Adept (Call Animal)

Skills:

(7) Handle Animal* +9 (7 ranks, 3 class, -1 cha)
(7) K. (Nature)* +10 (7 ranks, 3 class)
(7) Perception* +23 (7 ranks, 3 class, 5 wis, 3 racial, 5 competence)
(7) Sense Motive* +16 (7 ranks, 3 classs, 5 wis, 1 trait)
(7) Survival* +15 (7 ranks, 3 class, 5 wis)

Racial traits:

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.

Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Dwarves are humanoids with the dwarf subtype.

Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages:

Common
Dwarven
Druidic

Equipment:

Combat Gear

MWK Breastplate (Large non-humanoid) 1,400 GP
+1 Red Dragonhide Breastplate 1,700 GP

Other Gear

Belt of Giant Strength +2 4,000 GP
Eyes of the Eagle 2,500 GP
Headband of Inspired Wisdom +2 4,000 GP
Wand of CLW 50 charges 750 GP
Cloak of Resistance +2 4,000 GP
Handy Haversack 2,000 GP

Coin

3,050 GP

Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried

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TRACKED RESOURCES
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Wild Shape 2/day
Place Magic 7/day

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Special Abilities
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Weapon and Armor Proficiency: 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 those crafted from wood.

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 presented in Spell Lists. 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: 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. 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.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Feather Domain: Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Replacement Power: The following granted power replaces the speak with animals power of the Animal domain.

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—mass fly, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Spirit Sense (Sp): At 1st level, a menhir savant can 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. This ability replaces nature sense and wild empathy.

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. This ability replaces woodland stride and trackless step.

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.

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.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.

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.

At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.

At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.

Vermin Companion:

Scorpion, Giant

Size Large

HP 66 (6d8+18)

AC 23, Touch 10, Flat-Footed 22 (+7 Natural, +6 Armor, +1 Dex, -1 Size)

BAB +4; CMB +10; CMD 21 (33 versus trip)
Special Senses: Darkvision 60 ft.; Tremorsense 60 ft.
Speed 40 ft. (30 ft. in armor)
Fort +8; Reflex +6; Will +2 (+4 versus enchantment)

Melee

Sting Attack +9 Damage 1d6+5 plus poison
2 Claws Attack +4 Damage 1d6+5 plus grab

Special Attacks poison ( frequency 1 round [6], effect 1d2 Str damage, cure 1 save, Con-based DC)

Str 21
Dex 12
Con 16
Int 01
Wis 10
Cha 02

Skills: Perception* +9 (6 ranks, 3 class)

Feats: Power Attack, Armor Proficiency (Light), Armor Proficiency (Medium)

Bonus Tricks: Attack, Attack (2), Come

Tricks Known: Down, Defend, Heel

Link (Ex)

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)

The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion (Ex)

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion

An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Bonus Tricks 3; Str/Dex Bonus +2; Natural Armor Bonus +4; HD 6

Background:

Volagr grew up as most dwarfs did. He had to work in the forge as he grew up, but he never felt the connection to metal that other dwarfs did. While some dwarfs became warriors, and others became forge workers Volagr began to find himself slowly losing any chance of rising in the world. Deciding to find what interested him Volagr went into the tunnels and began to search for some sort of meaning to the world. As he walked through the tunnel he noticed all the life that was going on around him. He saw spiders attacking other insects, and he saw those insects fighting back. Volagr found himself entranced for a few hours, and when he noticed he decided to join the Earth Lords. Telling his clan and being sent out with little to support him Volagr went out, and tried to find the headquarters for the Earth Lords. It took Volagr seven months to find his way to the Earth Lord's home. Traveling alongside Volagr was a large scorpion that he had raised himself. The young dwarf was allowed into the earth grove, and he spent the next five years growing in the knowledge of what it meant to be an Earth Lord. On the day of his graduation Volagr decided that he was going to help the dwarf's become at one with nature once again. He traveled back home and was greeted by his clan as if he was a stranger. He no longer cared about the workings of metal, and in fact he rejected that entirely. Volagr instead began to try and find people who cared more about their race than just greed, and he hoped to help them create a land where they could make peace with themselves, and the earth.

Personality:

Volagr doesn't care what he has to do for balance. He believes that the quickest way to dwarven prosperity is through honoring, and accepting the earth mother. His first concern in any situation is the earth. He only worries about what will happen to the earth if they ignore it, and he believes that if they ignore it for too long the earth will turn on them.

Appearance:

Picture

Volagr has a long flowing blond beard with more hair behind him. He wears a red breastplate covered with the scales of a dead red dragon. He doesn't carry any weapons with him instead relying upon his scorpion, and his magic. He carries around most of his items in a backpack. His scorpion is a massive black creature with a poison covered stinger. It's pincers are clean and kept clear by Volagr.