Listens to Greenlings

Strange bite marks are my speciality!

Description:

Race: Human
Class: Druid 14
Size: Medium
Speed: 30’
Senses: Darkvision 120’
Deity: Numaya the Waters
Hero Points: 5
Money: 341 GP

Human

Statistic STR DEX CON INT WIS CHA
Class 0 0 1 0 2 0
Race 0 1 1 0 1 0
Level 0 0 0 0 7 0
Magic 3 3 2 0 3 3
Tome 0 0 0 0 2 0
Total 3 4 4 0 15 3

Initiative 19 (DEX 4 + WIS 15)

AC 19 (10 + Dodge 4 + Deflection 5)
Confirm AC 20 (AC 19 + Fort 1)

Touch AC 14 (10 + Dodge 4)
Touch Confirm AC 15 (Touch 14 + Fort 1)

FF AC 15 (10 + Deflection 5)
FF Confirm AC 16 (FF AC 15 + Fort 1)

CMB 12 (STR 3 + DEX 4 + Herald’s 5)
CMD 24 (10 + STR 3 + DEX 4 + Deflection 2 + Herald’s 5)

HP 206 (Human 10 + (Level 14 * (Druid 8 + Human 1 + CON 4 + Favored Class 1)))

Armor HP P S C Dge Def ACP Fort
Worn Armor 25 5 6 5 11 2 -2 1

Fort 10 (STR 3 + CON 4 + Bracers 3)
Ref 7 (DEX 4 + INT 0 + Bracers 3)
Will 21 (WIS 15 + CHA 3 + Bracers 3)
Resistances
+ 65 Poison, Thunder, Fire, Cold (me, 14 hours)
+ 30 Chaos, Positive, Negative (Herald, 10 hours)
Speed = +20 ft., +1 attack (Herald, 10 hours)
Viciousness (Lucha, 14 hours)
+ 3 Deflection (Herald, 10 hours)
+ 5 CMB/CMD (Herald, 10 hours)

Attack Bonus 11 (STR 3 + DEX 4 + Ring of Accuracy 4)

Wild Shape

Statistic STR (Med+) DEX (Sm-) CON INT WIS CHA
Class 7 7 1 0 2 0
Race 0 1 1 0 1 0
Level 0 0 0 0 7 0
Magic 3 3 2 0 3 3
Tome 0 0 0 0 2 0
Total 10 11 4 0 15 3

Initiative 19 / 26 (DEX 11 + WIS 15)

AC 17 / 26 (10 + Dodge 11 + Deflection 5)
Confirm AC 17 / 27 (AC 26 + Fort 1)

Touch AC 17 / 24 (10 + Dodge 9 + Deflection 5)
Touch Confirm AC 25 (Touch 24 + Fort 1)

FF AC 15 (10 + Deflect 5)
FF Confirm AC 16 (FF AC 12 + Fort 1)

CMB 19 (STR 3 + DEX 4 + Wild Shape 7 + Herald’s 5)
CMD 34 (10 + STR 3 + DEX 4 + Deflection 5 + Wild Shape 7 + Herald’s 5)

HP 206 (Human 10 + (Level 14 * (Druid 8 + Human 1 + CON 4 + Favored Class 1)))

Armor HP P S C Dge Def ACP Fort
Wild Armor + Worn Armor 90 10 10 10 - 2 - 1

Fort 17 (STR 10 + CON 4 + Bracers 3 )
Ref 14 (DEX 11 + INT 0 + Bracers 3)
Will 21 (WIS 15 + CHA 3 + Bracers 3)
Resistances
+ 65 Poison, Thunder, Energy (me, 14 hours)
+ 30 Chaos, Positive, Negative (Herald, 10 hours)
Speed = +20 ft., +1 attack (Herald, 10 hours)
Viciousness (Lucha, 14 hours)
+ 3 Deflection (Herald, 10 hours)
+ 5 CMB/CMD (Herald, 10 hours)

Attack Bonus 23 (STR 3 + DEX 4 + Enchant Natural Weapon 5 + Ring of Accuracy 4 + Wild Shape 7)

Size AC Maneuver Carry Fly Stealth Reach Damage
Diminutive +4 -4 0.75/1.5 +6 +12 0 1d2
Tiny +2 -2 1.5/2.25 +4 +8 0 1d3
Small +1 -1 2.25/3 +2 +4 5 1d4
Medium 0 0 3/4.5 0 0 5 1d6
Large -1 +1 6/9 -2 -4 10/5 1d8
Huge -2 +2 12/18 -6 -8 15/10 2d6
Gargantuan -4 +4 24/36 -6 -8 20/15 2d8
Colossal +8 48/72

The second number in the Carry and Reach columns apply to quadrupeds
— they can carry heavier loads but have less reach.


Skill Ranks: 56 (Level 14 * (Druid 3 + Race 1)
ACP 0

Skill Ranks Class Stat WS Magic Total
Arcanum (INT) 0 0 0 0 0 0
Acrobatics (DEX) 7 3 4 7 0 21
Athletics (STR) 7 3 3 7 3 23
Authority (CHA) 5 3 3 0 0 11
Deceit (CHA) 0 0 3 0 3 6
Gadgets (INT) 0 0 0 0 0 0
Gossip (CHA) 0 0 3 0 0 3
Heal (WIS) 7 3 15 0 5 30
History (INT) 0 0 0 0 0 0
Perception (WIS) 7 3 15 0 0 25
Stealth (DEX) 7 0 4 7 3 21
Religion (WIS) 7 0 15 0 7 29
Survival (WIS) 7 3 15 0 0 25
Tactics (INT) 0 0 0 0 0 0
Trickery (DEX) 0 0 4 7 3 14
Ride (DEX) 0 0 4 7 0 11
Craft (INT) 0 0 0 0 0 0
Language (INT) 0 0 0 0 0 0
Perform (CHA) 0 0 3 0 0 3
Profession (WIS) 2 3 15 0 0 20

Skill Notes:
Bonus Languages: Trade, Dreamspeak, Silent Speech, Druidic
Profession Expertise: Sailor, Herbalist (Marine)
+ 4 Perception/Survival while tracking underground
+ 6 Stealth/Survival in Wild Surroundings

Magic Items

Slot Item Effect
Head Helm of Brilliance (Caster Level 10) 10 diamonds, 19 rubies, 30 fire opals, and 34 opals
Headband Crown of Feathers +3 CHA and WIS
Eyes Darksight Goggles 120 ft. darkvision, + 4 Survival and Perception while tracking underground
Shoulders Cloak of Shade Grants the Hide in Plain Sight ability and a +3 enhancement bonus to Stealth, Deceit, and Trickery checks
Neck Necklace of Feathers + 3 STR and immunity to trip/knockdown
Chest Vest of Natural Insight Cast Read Mind on elementals, animals & plants at will
Body Greater Druid’s Vestments Wild shape as druid 6 levels higher
Armor Enchanted Ironwood Bark armor of Adamant Hide DR 3/- when wild shaped
Belt Heavyload Belt 3x Carry Capacity
Wrists Bracers of Clarity +3 to Saves, +5 Religion
Hands Healer’s Gloves +5 Heal
Ring Ring of Accuracy +4 attack
Ring Ring of Feathers + 3 DEX and Feather Fall
Feet Boots of Athletics +3 to Athletics
Weapon
Shield
  • Moon snail shell (holds one druid spell/level)
  • Tribal Totem (head slot, + 2 attack in wild shape)
  • 4 Curative Potions (2d8 + 5)
  • Crystal of the Wilderness (in Ironwood Bark Armor, transforms with during Wild Shape)
  • Metalline Collar (bypass metal DR in wild shape, holds weapon crystals)
  • Ioun Stone of CON + 2
  • Rituals
  • Rod of Flame Extinguishing
  • Rod of Extend Metamagic (greater — can be used on spells costing up to 18 sp 3x per day)
  • Attuned soul stone in chest cavity
  • Handy haversack
  • Ring of Animal Control
  • Oil of Darkness (when opened or broken, creates a 60’ cloud of darkness that can only be seen through with darkvision)
  • 2 Blubber Oil Bombs. Reflex DC 20, 10d6+10 fire damage in a 15’ radius burst, applies a Flaming Grease effect (difficult terrain, DC 20 reflex or fall prone, 10 fire damage if you enter or start your turn in the effect).

Feats
H: Mental Toughness
1: Combat Reflexes
3: Improved Mental Toughness
5: Step Up
7: Stand Still
9: Greater Mental Toughness
11: Steady Engagement
13: Improved Trip

First Level Abilities
Wild Empathy + 29 (1/2 level 7 + WIS 15 + Greater Wild Empathy 4 + Ring of Animal Control 3)
Druid Spellcaster
Nature Sense
Nature Bond: Wild Shape

Level Up Abilities 26
Wild Deflection (+ 1 AC Deflection )
Wild Armor x7 (NA 90; 10 P, 10 S, 10 C)
Mutable Size
Natural Spell
Wild Speech
Multiattack
Wild Agility x4
Wild Might x4
Elemental Shape
Greater Wild Empathy
Powerful Shape
Druid Spellcaster x3

Greater Druid’s Vestments 12
Small Shape
Tiny Shape
Diminutive Shape
Large Shape
Huge Shape
Gargantuan Shape
Durable Shape
Persistent Shape
Eternal Shape
Wild Dodge (+1 AC Dodge)
Wild Evasion
Wild Uncanny Dodge

Spell Points 242 (Druid 14 + 3/(level – 1) 39 + 105 (0.5/level * WIS 15) + MT 28 + IMT 28 + GMT 28)
DC: 25 (10 + WIS 15)
Caster Level (level + WIS): + 29
Concentration: + 29

  • Cure (Moon Snail Shell)
    • 1 sp = 13 hp healed
    • 14 sp = 91 hp healed
  • Resist Magical Damage (Moon Snail Shell)
    • Choose Energy, Poison, or Thunder damage
    • 12 sp = 65 resistance for 14 hours (with Rod of Extend Metamagic (greater))
  • Enchant Natural Weapons (Moon Snail Shell)
    • 12 sp = + 5 for 14 hours, includes Ghost Touch (with Rod of Extend Metamagic (greater))
  • Fatigue (Moon Snail Shell)
    • 14 sp = DC 37 (25 + 12)
  • Summon Elemental (Spontaneous Casting)
    • Choose Frost, Fire, Poison, Thunder
    • 14 sp = 14 rounds
    • Fly 40’ perfect
    • Immune to bleed, paralysis, poison, sleep, stun
    • Immune to knockdown, maneuvers, elemental (type) damage
    • Immune to critical hits, sneak attacks, and flanking
    • Does not breathe, eat, or sleep
    • 140 hp
    • slam + 15/2d8 + 5 +5d6 elemental
    • spit + 15/2d8+ 5 + 5d6 elemental, range 30’/150’
    • Fort + 14, Ref + 9, Will + 9
    • AC 23, Touch 15, FF 18

Bio:

Listens to Greenlings was raised in a nomadic, sea-going, northern tribe. As a child he learned to hunt crab and farm kelp, free-diving in the frigid northern bays his tribe frequents. He is descended from a long line of tribal druids, learning the ways of nature, wildlife, water, healing, shape-shifting, and weather from his father, grandfather, and great-grandfather, all of whom are still alive and with whom he hunts the cold, dark waters of the north whenever he returns home for tribal holidays. He is the youngest of two brothers and so, while his elder brother remained behind and ministers to the tribe, Listens to Greenlings is free to pursue his wanderlust, roaming lands and waters inhabited and uninhabited, as whims, weather and waves dictate.

1. Where was your character born? On a coast far to the north
2. Where did your character train? Wherever the tribe roamed, up and down the coast with his living ancestors, also wild-shaping druids
3. What brings your character to Stump? Did you come looking for work? Fetch up accidentally? On the run from the law? Were you born here? He is a wanderer by nature (Ha ha! Get it? “By nature” — Dad jokes are the best!). He’d never explored a significant marshland before encountering the Deep Swamp. He decided to stay awhile and get to know the locals. Some of the locals complained about the noise, odors, and refuse from a small village on the edge of their home. He decided to check it out.
4. Does your character know any of the prominent persons in Stump? Caherill the Hunter is a friend and kindred spirit
5. Why does your character want to be an Adventurer? We’re going to take it for granted that everyone in the party does, in fact, want to be an adventurer. So what’s your motivation? Wealth? Fame? A way out of Stump? Want to see the world? Want to solve some mystery? Want to perfect some skill? Exploration, primarily: think David Attenborough with huge, pointy teeth.
6. Does your character have any special friends/enemies outside of Stump? Just his tribe and family far to the north.
7. What are your character’s views on religion? Live and let live.
8, What is your character’s favorite thing to do? What do they consider rewarding? Exploring new territory, including new heights and depths; chatting with a species he’s never met before.

Listens to Greenlings

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