Farzam Khorsheed

Volar Lorken's page

59 posts. Organized Play character for Luthor Volandis.


Full Name

Volar Lorken

Race

| HP: -1/10| AC: 15 (11 Tch, 14 Fl) | CMB: +3, CMD: 14 | F: +4, R: +1, W: +5 | Init: +1 | Perc: +7, SM: +3

Classes/Levels

| Speed 20ft | Storm Burst: 6/6 | Spells: 1st—cure light wounds, obscuring mist[D], shillelagh (DC 14)| Active conditions: prone, unconscious | Re-roll (+1): 1/1 |

Gender

Male NG Human (“Keleshite”) Druid (Menhir Savant) 1

Strength 16
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 16
Charisma 7

About Volar Lorken

Volar is a Kelish man in his mid thirties. He is relatively short at 5' 5" and seems to be going slightly plump. He has long black hair he usually ties up under a turban and a long black beard he keeps tidy with a beard clasp. His skin looks weathered from many years living and traveling in the desert.

Volar has spent a number of years travelling the deserts of Osirion trying to map the ley lines and menhirs of his ancient ancestors. When he learned that other cultures had built similar structures he looked for ways to fund his travels to other countries. He joined the Pathfinders as a way to travel more while also earning enough gold to plan his own expeditions to learn even more about Golarion's ley lines.

Hero Lab Character Sheet:
Volar Lorken
Human (Keleshite) druid (menhir savant) 1 (Pathfinder RPG Ultimate Magic 38)
NG Medium humanoid (human)
Init +1; Senses Perception +7
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee club +3 (1d6+3) or
spear +3 (1d8+4/×3)
Ranged sling +1 (1d4+3)
Domain Spell-Like Abilities (CL 1st; concentration +6)
6/day—storm burst (1d6 nonlethal)
Druid (Menhir Savant) Spells Prepared (CL 1st; concentration +6)
1st—cure light wounds, obscuring mist[D], shillelagh (DC 14)
0 (at will)—create water, detect magic, light
D Domain spell; Domain Weather domain
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Statistics
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Str 16, Dex 12, Con 14, Int 12, Wis 16, Cha 7
Base Atk +0; CMB +3; CMD 14
Feats Augment Summoning, Spell Focus (conjuration)
Traits focused mind, magic is life
Skills Acrobatics -2 (-6 to jump), Heal +7, Knowledge (geography) +5, Knowledge (nature) +5, Perception +7, Profession (Cartographer) +7, Spellcraft +5, Survival +7 (+9 to avoid becoming lost when using a Mapmaker's Kit as you travel, +9 to avoid becoming lost when using this)
Languages Common, Druidic, Kelish, Osiriani
SQ nature bond (Weather domain), spirit sense
Other Gear hide armor, club, sling, sling bullets (20), spear, backpack, bedroll, belt pouch, compass[APG], flint and steel, holly and mistletoe, mapmaker's kit[APG], mess kit[UE], silk rope (50 ft.), trail rations (5), waterskin, spell component pouch, cold weather gear, 81 gp, 7 sp, 6 cp
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Druid (Menhir Savant) Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Focused Mind +2 to Concentration checks
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously.
Storm Burst 1d6 nonlethal (6/day) (Sp) As a standard action, ranged touch attack deals 1d6+0 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.

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