Undine Urban Druid


Advice


I've managed to come up with a Druid concept that I think would actually be interesting to play. The grumpy old Westcrown fisherman that everyone in the docks area is slightly intimidated by, even if they're not really sure why. He's been there longer than any of them can remember, and has strong, negative opinions on how things have changed since he was a boy. These days though, he doesn't voice those opinions very often to people he doesn't know extremely well. Instead, he's decided to start trying to do something about it by manipulating things behind the scenes. After all, none of the people in the docks district even realize that he's not human; how hard can it be to fool the rest of them?

The Urban Druid seems to be very strongly designed toward creating a sneaky, espionage focused character and the Undine's Flesh Chameleon ability should work very well for infiltration type role playing; if he gets found somewhere he shouldn't be, all he'll have to do is get out of sight for a moment and change his skin tone. Not too many pursing guard types are going to suspect the Tian guy they see come out of an alley when they chased a Mwangi into it, even if they are dressed the same.

But I'm not sure if I've made optimal choices toward that idea regarding traits, feats, or even Race (I was originally just thinking not-quite middle aged human). I'm also not sure what would be the best (or even a decent) way to advance him as he levels. I've never actually played a Druid as I don't like dealing with pets, or even really with polymorphing. Anyone have any advice on what I could change, or on how to advance him? (And as flavourful as the Master Spy PrC is, I'm not interested in a non-casting PrC - reduced would be okay, but not losing it entirely)

Spoiler:

Shaven
Male Undine Druid (Urban Druid) 1
N Medium Outsider (aquatic, native)
Init +2; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +6
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Offense
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Speed 30 ft., swimming (30 feet)
Spell-Like Abilities Storm Burst (7/day)
Druid (Urban Druid) Spells Prepared (CL 1):
1 (2/day) Shillelagh (DC 15), Obscuring Mist, Stone Shield
0 (at will) Create Water, Ghost Sound (DC 14), Mending
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Statistics
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Str 12, Dex 14, Con 10, Int 14, Wis 18, Cha 13
Base Atk +0; CMB +1; CMD 13
Feats Cosmopolitan (Bluff, Intimidate)
Traits Keeper of the Veil (Disguise), Two-World Magic (Ghost Sound, Druid [Urban Druid])
Skills Bluff +6, Disguise +6 (+10 to appear human), Intimidate +5, Knowledge (nature) +8, Perception +8, Profession (fisherman) +8, Survival +6, Swim +13
Languages Aquan, Common, Druidic, Dwarven, Elven, Halfling, Sylvan
SQ amphibious, flesh chameleon, hydrated vitality (2 hp/day), nature bond abilities (weather), spontaneous casting, wild empathy
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Swimming (30 feet) You have a Swim speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flesh Chameleon +4 on Disguise checks to appear human.
Hydrated Vitality (2 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Druid (Urban Druid) Domain (Weather)
Spontaneous Casting The Druid can convert stored spells into Domain spells.
Storm Burst (1d6+0) (7/day) (Sp) 30' Ranged touch attack deals 1d6+0 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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