Drinking & Dragons

DS:Nardu Miri-miri

From Drinking and Dragons
Revision as of 02:48, 16 July 2008 by Wizardoest (talk | contribs)

Nardu Miri-Miri Profile

Nardu hails from a lush world, raised and trained by it's tribes to be at harmony with the universe. During the rituals that would lead to his adulthood, Nardu was told the story of how he came to the tribe from beyond the moon. Visitors from off-world were not uncommon, but fairly rare. During one of these visits two ships were seen chasing and firing beams of light at each other, until one was badly damaged and crashed. Amoung the wreckage were a few survivors, including an orphaned infant.

The tribe hid the survivors well, and the other ship departed. Over the next few years the infant was raised by <NAME>, a kind but barren woman. The next time that a ship from beyond came, the survivors were happy for rescue. Nardu, now three, was given the choice to return to the black of space or stay with <NAME>. Nardu decided to let fade decide, and asked the village shaman to guide him by rolling the bones.

Being told the stories caused memories of this time to flood back into Nardu's mind. He ventured to the decades old wreckage and searched for clues. The only clue to his hertiage that he found was a single photo of a beautiful woman with a baby, and a uniformed man holding her. Burned by the crash, only the woman's face could be made out.

Nardu once again asked the shaman for guidance and the bones told him that it was time for him to leave and quest for the rest of his family. Nature and the universe will guide Nardu through the rest of the rites of adulthood during this journey. So Nardu ventured forth into the foreign realm of space, searching for his family...

Nardu Miri-miri (ECL 3)

Druid (Traditionalist) 3
TN Medium Human
Init +0; Senses: Listen +5, Spot +5


AC: 10; Touch: 10; Flat-footed: 10
(+0 Dex;)
HP: 00 (3d8+6)
Fort: +5, Ref +1, Will +6


Speed: 30'
Melee (Standard): Weapon +2 (1d0 / crit 20x2)
Ranged (Standard): Weapon +2 (1d0 / crit 20x2 / 00')
Space: 5'; Reach: 5'; BAB: +2; Grapple: +2
Atk Options:


Druid Spells (CL 4) DC: 13+lvl
Close: 30 [6] Medium: 130 Long: 520

  • 2nd (2+b):
  • 1st (3+b):
  • 0th (5):
  • Foci Omen of Peril (25gp); Creeping Cold (25gp)

Abilities Str 10 +0 | Dex 10 +0 | Con 14 +2 | Int 12 +1 | Wis 16 +3 | Cha 12 +1
Feats

  • Hu: Sudden ExtendCA
  • 1st: Sculpt SpellCA
  • 3rd: Scribe Scroll
  • 6th: Natural Spell
  • 9th: Multiattack? Leadership with animal cohort?

Skills Concentration +5; Knowledge (Nature) +7; Heal +2; Listen +5; Spot +5; Survival +7
Gear XX - 50gp for foci


  • 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.
  • Woodland Stride (Ex)
    A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
  • Trackless Step (Ex)
    A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Animal Companion


Build Notes

  • Do you use the polymorph errata, specifically how they changed it so that your Con does not change when you poly/wild shape? Would the PC retain original HP or gain/lose based on the new form's Con?