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Wellentänzer's page

41 posts. Organized Play character for Helikon.


Full Name

Guerlinia genannt Wellentänzer

Race

Undine

Spoiler:
AC 14/T12/FF12 HP 10 F+4 R+2 W+6 Init +2 Perception +8

Classes/Levels

Undine Adept 1 (Druid)

Gender

Female

Size

medium

Age

20

Alignment

NG

Deity

Gozreh

Location

Absolom

Strength 10
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 18
Charisma 10

About Wellentänzer

Data:

Name: Wellentänzer
Race: Undine
Job: Druid (Undine Adept) 1
Age: 17
Alignment: NG
Personality: Serious, can be moody
Likes: Dolphins, Storms and rain
Dislikes: Poaching
Favorite foods: Sushi,
Hobbies: Swimming through coral reefs
Physical Description: Blue skinned with emerald eyes and turquoise hair
Deity: Gozreh
Languages: Common, Aquan, Druidic

Picture:
Stat point distribution:

20 point buy for stats
STR: 12 / 10 = 2 (-2 Undine Racial)
DEX: 12 / 14 = 3 (+2 Undine Racial)
Con: 14 / 14 = 5
INT: 10 / 10 = 0
WIS: 16 / 18 = 10 (+2 Undine Racial)
CHA: 10 / 10 = 0

Stats:

Hit Points: 10 / 10
Init: +4
Scimitar +0 (1d6 /18-20/x2)
Sling + 2 (1d4/ 20/x2/ 50ft)
Attack:
Melee: 0 = 0(base) + 0(STR);
Range: 2 = 0(base) + 2(DEX);
CMB: 0 = 0(base) + 0(STR);
CMD: 12 = 10 + 0(base) + 0(STR) + 2(DEX);

AC:
AC: 14 = 10 + 2 (Armour) + 0(Shield) +2(Dex);
Touch: 12 = 10 + 2(Dex);
Flat: 13 = 10 + 2(Armour) + 0(Shield);
Saves:
Fort: 4 = 2(base) + 2(CON);
Ref: 2 = 0(base) + 2(DEX) ;
Will: 6 = 2(base) + 4(WIS);


Class Features, Racial Traits:

Class Features:
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 wooden ones. 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. 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 (Sp)
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. Druids also have access to a set of Animal and Terrain Domains. 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.

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

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. 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. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Racial Traits:
Ability Scores:
+2 Dexterity, +2 Wisdom, -2 Strength.

Type:
Undines are outsiders with the native subtype,

Speed:
30 feet, swim 30ft

Water Sense:

Spell-like ability:
Undines can cast hydraulic push once per day,

Darkvision:
Darkvision 60 ft

Water Affinity:

Feats, Traits,Skills:

Feats:
Hydraulic Maneuver
Hydraulic push can bull rush, disarm, dirty trick (blind or dazzle) or trip
Traits:
Beast of the society
Reactionary
Skills:
Druid 4 +INT = 4 * 0 = 4
ACP = -0 //Armour Check Penalty
Acrobatics: 2 = 0 + DEX Mod + - ACP;
Appraise: 0 = 0 + INT Mod + 0;
Bluff: 0 = 0 + CHA Mod + 0;
Climb: 0 = 0 + STR Mod + 0 -ACP;
*Craft: 0 = 0 + INT Mod + 0;
Diplomacy: 0 = 0 + CHA Mod + 0;
Disable Device: NA = NA + DEX Mod + 0 -ACP;
Disguise: 0 = 0 + CHA Mod + 0;
Escape Artist: 2 = 0 + DEX Mod + 0 -ACP;
*Handle Animal: 0 = 0 + CHA Mod + 0;
*Heal: 4 = 0 + WIS Mod + 0;
Intimidate: 0 = 0 + CHA Mod + 0;
Know(Arcane): NA = 0 + INT Mod + 0;
Know(Dung): NA = 0 + INT Mod + 0;
Know(Engin): NA = 0 + INT Mod + 0;
Know(Geo): NA = 0 + INT Mod + 0;
Know(Hist): NA = 0 + INT Mod + 0;
Know(Local): NA = 0 + INT Mod + 0;
*Know(Nature): 6 = 1 + INT Mod + 3+2;
Know(Noble): NA = 0 + INT Mod + 0;
Know(Planes): NA = 0 + INT Mod + 0;
Know(Religion): NA = 0 + INT Mod + 0;
Linguistics: 0 = 0 + INT Mod + 0;
*Perception: 8 = 1 + WIS Mod + 3;
Perform(Wind) 0 = 0 + CHA Mod + 0;
Profession (scribe) 10 = 1 + WIS Mod + 3 + 2;
Ride: 1 = 0 + DEX Mod + 0 -ACP;
Sense Motive: 2 = 0 + WIS Mod +0 + 2;
Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
*Spell Craft: 0 = 0 + INT Mod + 0;
Stealth: 1 = 0 + DEX Mod + 0;
*Survival: 10 = 1 + WIS Mod + 3 + 2 D;
Swim: 0 = 0 + STR Mod + 0 -ACP;
Use Magical Device: 0 = 0 + CHA Mod + 0;

[spoiler=Spells]
DC = 10 + WIS+ Level
Druid:
Orisons: Unlimited use
Level-1: 1 + 1(Wis)
Spells Memorized:
Level-0: (4)
Detect Magic
Guidance
Create Water
Level-1: (3+1BL)
Goodberries
Cure light wounds

Equipment:

Weapons: (32gp)
Scimitar CI 4 (30gp)
Dagger 1 (2gp)
--Weight: 6
Armour:
Leather Armor 15 (20gp)
--Weight: 0
Misc:
Druids Kit
Explorers Outfit
Studded leather Barding 50gp
Scroll case
MW tools Prof Scribe
Vermin repellant
Acid flask
--Weight: (8)
Weight Total: 24 + (8(Clothes))
Light: 30, Med: 60, Heavy: 90
--Weight:
Cash:
0 Platinum
0 Gold
0 Silver
0 Copper

Appearance:

Height: 4' 7"
Weight: 95 lbs
Hair: Torquoise Green
Eyes: Emerald Green
Skin: Blue
Physical Description


Tusnima:

Monitor Lizard -Animal Companion
N small animal
Init +3 ; Senses low-light vision, scent; Perception +5
DEFENSE
AC 19, touch 11, flat-footed 14 (+3 Dex, +1 size)+2 natural + 3 Armor
hp 12 (2d8+2)
Fort +4, Ref +6, Will +1
OFFENSE
Speed 30 ft, swim 30ft
Melee bite +2 (1d6+1 +grab)
STATISTICS
Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +3 Stealth +7 Perception +5
Equipment Studded leather Barding