Gonton

Wes Notles's page

47 posts. Alias of Denche.


Full Name

Wes Notles

Race

Human

Classes/Levels

Druid 1; Init +6, AC 14/12/12, HP 10/10, saves 4/3/5, Perception +7, CMD 12

shortcuts:
[dice=shortspear]1d20; 1d6[/dice] [dice=sling]1d20+2; 1d4[/dice] [dice=Lightning Arc 30ft touch 6/6]1d20+2; 1d6 + 1[/dice]

Gender

M

Size

M 5"3'

Age

50

Special Abilities

Lightning Arc 6/day (1d6+1; ranged touch 30 feet)

Alignment

NG

Languages

Common, Sylvan, Druidic, Polyglot

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 17
Charisma 10

About Wes Notles

Wes Notles
Male Human druid 1
NG Medium humanoid (human)
Init +6, Senses Perception +7
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex, )
hp 10 ((1d8)+2)
Fort +4, Ref +3, Will +5

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OFFENSE
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Speed 30 ft.
Melee shortspear +0 (1d6)
Ranged shortspear (thrown) +2 (1d6)
Ranged sling) +2 (1d4)
Special Attacks Lightning Arc, Spontaneous Casting,

Prepared Spells
Druid (CL 1st; concentration +4)
Orisons: Light, Create water, Guidance
1st-cure light wounds(DC 14), entangle(DC 14), *obscuring mist
*:Domain spell.
Deity None; Domains Air
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TACTICS
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STATISTICS
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Str 10, Dex 14, Con 14, Int 12, Wis 17, Cha 10,
Base Atk +0; CMB +0; CMD 12
Feats Defiant Luck, Improved Initiative
Skills Climb +4, Heal +7, Knowledge (Geography) +5, Knowledge (Nature) +7, Knowledge (Nature/Jungle) +8, Perception +7, Spellcraft +5, Survival +9,
Traits Boarded in the Mwangi Expanse, Deft Dodger,
Languages Common, Druidic, Polyglot, Sylvan
SQ bonus feat, air, nature bond, nature sense, orisons, skilled, wild empathy +1,
Combat Gear shortspear, lamellar cuirass, sling, 16 stones, cure light, lesser restoration potion
Other Gear pouch (belt), spell component pouch, backpack, blanket, mess kit, iron pot, flint&stone, mistletoe, trail rations x5, hemp rope, 1lb soap, waterskin, maps, captain's log 40.10 gp
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SPECIAL ABILITIES
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Boarded in the Mwangi Expanse You boarded the Jenivere in the Mwangi Expanse, where you've lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.

Bonus Feat Humans select one extra feat at 1st level.

Defiant Luck 1/day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll.

Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Lightning Arc (Sp) As a standard action you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage +1 point for every two cleric levels. You can use this ability 3+WIS times per day.

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.
Air You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

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BACKGROUND AND INFO
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PHYSICAL DESC
Wes is a bit smaller than most humans, stuck in a stocky frame akin to dwarves, but otherwise non-distinct. His hair has greyed early, making him appear older than he is. Only a few defiant brown lines remain mixed within the sea of grey-white that extends to his shoulders. Blue eyes are framed by thick grey brows and a well defined nose. He has never managed to grow any other facial hair.

EARLY LIFE
Wes was raised on Mediogalty Island by a pair of middle-class technophobes — one an alchemist, the father a ranger. Family life continues without major incident. Together with his younger sister Nora, they would play and explore the surrounding woods, often joining their parents to forage for food and herbs. Both went to the same school (if you can call it that) in a larger nearby village. It was there that Wes found out he has a penchant for languages. Nora being less patient and quite a coleric, almost got thrown out on a couple occasions. She ended up as a sassy bar wench and cocktail concocter and seemed pretty happy there, regardless of the clientèle.

Wes on the other hand, was too curious to settle for something so common. Always intrigued by the little magic his father could manifest, he didn't have a chance to act upon it, as there was no one on the island that could tutor him. That changed one day a decade later though, with the arrival of two druids from the Mwangi expanse looking to settle down in a calmer area. Reluctant and distrusting at first, they eventually took Wes under thier wing and started him on the druid path.

LATER
Uneventful years passed and the druid found himself exploring the Kaava forests, checking on the druid tribe there and searching for a very particular plant — its seeds to be more precise. Two years went past with no discovery, so he set out to Bloodcove and boarded the Jennivere, to continue his search further south.