Drinking & Dragons

13A:PC/Kaelon

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Kaelon

Demontouched (Half-Elf)
Druid
4 (Tier)

Stats

STR 18 +4 +8
CON 17 +3 +7
DEX 10 0 +4
INT 9 −1 +3
WIS 17 +3 +7
CHA 8 −1 +3

Combat

Init: 4
HP: 78
Staggered: 39
AC: 19
PD: 18
MD: 14
Recoveries: 9
Roll: 4d10+3
Average: 25

Basic Attacks

Melee Attack
At-Will
Target: One enemy
Attack: 4 +4 vs. AC
Hit: 4d8 + 4
Miss: 4;

Ranged Attack
At-Will
Target: One enemy
Attack: 0 + 4 vs. AC
Hit: 4d6 + 0
Miss: -;

One Unique Thing

My demon side dominates my perception of the world.

Icon Relationships

File:Icon-HighDruid.svg 2 File:Icon-Diabolist.svg 1

Backgrounds

  • Winking Eye Guild - Youth thieving guild 2
  • Reform School 1
  • Wandering Caravan 2
  • Advance Scout Order of Azrul 3
  • Whisper (Order of Azrul) 5 (Speak with plants/animals)

Class Features

Divine Implements
Druids use divine implements, such as symbols and staffs, to improve their spellcasting. They can choose up to three talents to have many useful aptitudes, or they can specialize by putting two points into one talent (and the other into another talent). A druid who chooses three separate talents is an initiate in each one. Investing two points into a single talent allows the druid to become adept in that talent, thereby gaining more power at the expense of options, and an initiate in another talent.
Melee Attack - Strength
As a druid, you choose whether you want to use Strength or Dexterity as the ability score you will use to determine attack and damage for your basic attacks. Choosing Strength as your melee attack ability score provides one significant benefit: your recovery dice become d10s instead of the d6s used by other druids. Choosing Dexterity as your melee attack ability score works well because Dexterity already boosts your initiative and ranged weapon attacks and might help your AC.
Wilderness Survival
You never suffer from natural weather-related cold, heat, or exposure. You can go longer than most people without eating or drinking, but only a couple days longer. You can also talk to plants and animals. If there is useful information to gain, roll a skill check that’s appropriate for the tier. Talking to animals requires a hard DC, and plants usually require a ridiculously hard DC. A druid gains a +1 bonus when talking with animals for every talent spent on the Shifter or Animal Companion talents. A druid gains a +1 bonus when talking with plants for every talent spent on the Terrain Caster talent.

Talents

Shifter - Adept
This talent enables you to shift your form in two ways: scout form transformations into quick-moving animals for out of combat reconnaissance, and beast form transformations into combat-ready predators. Adepts gain more benefits while fighting in beast form.
Shifter Adept Progression
Level Daily Scout Form Daily Beast Form Beast Aspects
1 1 At-Will 1
2 1 At-Will 2
3 1 At-Will 3
4 1 At-Will 3
5 2 At-Will 4
6 2 At-Will 4
7 2 At-Will 5
8 3 At-Will 5
9 3 At-Will 5
10 3 At-Will 5
Warrior Druid - Initiate
This talent lets a druid use once-per-battle flexible attacks that enable them to fight as a serious melee combatant in humanoid form. Generally, this talent makes druids into weapon and shield users, but the talent can integrate with the Shifter talent while a druid fights in beast form.
Warrior Druid Initiate Progression
Level Flexible Attacks
1 1
2 2
3 2
4 2
5 3
6 3
7 3
8 4
9 4
10 4

Feats

Druid - Adventurer Feat
You can talk with plants and animals pretty much as often you like, and you gain a +5 bonus to any skill checks involved.
Beast Form Attack - Adventure Feat
For both initiates and adepts, your second beast form attack (the one you roll when the first attack misses) now deals miss damage equal to your level. If you are a Shifter adept, you can have two beast aspects active at the same time. If you start using a third aspect, one of the two previous aspects of your choice ends.
Warrior Druid
Choose another Warrior Druid benefit you weren’t able to start with. Whether you’re an initiate or an adept, you can take this feat twice to gain the two Warrior Druid benefits you are missing. (7 + con HP)
Toughness
You get additional hit points equal to half your baseline class hit points (rounded down). At 5th level, the total hp bonus increases to your baseline hp value. At 8th level, the total hp bonus increases to double your baseline hp value. (1-4 +3, 5-7 +7, 8+ +14)

Powers

Curse of Chaos (Racial Power)
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly.
A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.
Beast Form Attack
Melee attack
At-Will
Effect: Adventure Feat: 2 beast aspects active at one time
Target: One enemy
Attack: Strength + Level vs. AC
Hit: Even roll: 1d10 damage per level + Strength damage. -or- Odd roll: 1d6 damage per level + Strength damage.
Miss: Repeat the attack against the same or a different target. Level damage on miss
Bear Aspect
Beast aspect
Daily
Recharge: 16+ for adepts
Effect: until the end of the battle, while in beast form you gain a +2 bonus to attacks and damage against lower level enemies and mooks of any level (damage bonus increases to 2 + double your Strength or Dexterity modifier at 5th level; damage bonus increases to 2 + triple your Strength or Dexterity modifier at 8th level). When you first shift into this aspect, roll your recovery dice as if you were healing, but you instead gain that many temporary hit points. You don’t spend a recovery.
Behemoth Aspect

Beast aspect
Daily
Recharge: 16+ for adepts
Effect: You gain a +2 bonus to AC and PD. The first time you become staggered this battle, roll a hard save (16+). If you fail, choose one of the two following benefits. If you succeed, you get both.

Endurance: You can heal using a recovery.

Wrath: Begin rolling 2d20 for each of your melee attacks and choose the result you prefer until the end of the battle or until you make both rolls for a melee attack and each roll is a natural 10 or less.
Mantis Aspect
Beast aspect
Daily
Recharge: 16+ for adepts
Effect: Until the end of the battle, when an enemy engaged with you fails a disengage check, you can make an opportunity attack against it. In addition, your natural even beast form attack rolls that would normally deal damage equal to your level deal half damage instead. You gain a +1d3 bonus to AC and a +1d3 bonus to PD (two separate rolls). Insects are unpredictable.
Leopard Aspect
Beast aspect
Daily
Recharge: 16+ for adepts
Effect: Until the end of the battle, when an enemy misses you with a melee attack and rolls a natural 1–4, you gain an additional standard action during your next turn. You can only gain one additional standard action a turn this way. Powers like elven grace or a command won’t stack with this effect either. You gain a +2 bonus to AC. You also gain a +5 bonus to disengage checks and to saves against being stuck, dazed, or stunned.
Owlbear Aspect
Beast aspect
Daily
Recharge: 16+ for adepts
Effect: Until the end of the battle, your crit range with melee attacks expands by 2. You gain a +1 bonus to melee attacks and a +2 bonus to AC and PD.
Tiger Aspect
Beast aspect
Daily
Recharge: 16+ for adepts
Effect: Until the end of the battle, you gain the benefits of two-weapon fighting: if your attack roll is a natural 2, you can reroll the attack, but must use the reroll. In addition, the crit range of attacks you reroll this way expands by 4. Additionally, increase the size of your beast form melee attack damage dice by one size (for example, d6s become d8s, and d10s become 12s).
Wolverine Aspect
Beast aspect
Daily
Recharge: 16+ for adepts
Effect: Until the end of the battle, when your melee attacks hit an enemy that has more hit points than you, the target takes 1d6 extra damage from the hit. You gain a +2 bonus to all defenses. You can also rally once this battle as a quick action instead of a standard action.
Ancestral Guidance
Flexible Attack
Once per battle
Effect: Natural odd roll. Add damage to the attack equal to your Wisdom modifier, hit or miss. (Double your Wisdom modifier at 5th level; triple it at 8th level.)
Beast Spirits

Flexible Attack
Once per battle
Effect: Triggering Roll: Natural 18+ After the attack, as a free action you can cast one of the four spells listed below this attack: behemoth’s endurance, bull’s strength, cat’s grace, or owl’s wisdom. You choose which spell to cast. Using beast spirits is normally the only way to access these spells. Special: The four beast spirits spells last until the end of the battle or until the target falls unconscious. If the target already has a beast spirits spell effect on it, that spell is cancelled when a new beast spirits spell targets it.

Behemoth’s Endurance Close-quarters spell Free action to cast when triggered Target: You or one nearby ally Effect: Until the end of the battle or until targeted with another beast spirits spell, the target gains a +2 bonus to PD and temporary hit points equal to your level + your Wisdom modifier.

Bull’s Strength Close-quarters spell Free action to cast when triggered Target: You or one nearby ally Effect: Until the end of the battle or until targeted with another beast spirits spell, the target gains a +1 bonus to melee attacks.

Cat’s Grace Close-quarters spell Free action to cast when triggered Target: You or one nearby ally Effect: Until the end of the battle or until targeted with another beast spirits spell, the target gains a +1 bonus to AC.

Owl’s Wisdom Close-quarters spell Free action to cast when triggered Target: You or one nearby ally

Effect: Until the end of the battle or until targeted with another beast spirits spell, the target gains a +2 bonus to MD and a +1 bonus to saves.

Possessions

405 Gold Piece

Typical Arms

  • Hunter's Spear (Twohanded martial)
  • Yew Shortbow (Heavy bow)
  • Leather armor (Category)
  • Shield?

True Magic Items

Demon Bane Dagger
Melee Weapon. Righteous
1d4 dagger
+1
Girdle of Oaths
Waist. Mercenary
+1 recovery, Unlimited recovery with Oath promised

Consumables

  • Duis ×4 Does what?
  • Aute ×2 Does what?

Gear

Excepteur, sint, occaecat, cupidatat, non, proident, sunt, in, culpa, qui, officia, deserunt, mollit, anim, id, est, laborum.

Arms Chart

Weapons
1h 2h Thrown Xbow Bow
Small 3d4 (+4) 3d6 (+4) 3d4 (+0) 3d4 (+0) n/a
Light 3d6 (+4) 3d8 (+4) 3d6 (+0) 3d6 (+0) 3d6 (+0)
Heavy 3d8 (+4) 3d10 (+4) n/a 3d8 (+0) 3d8 (+0)
Armor
Type AC Penalty
None 10
Light 14
Heavy 15 -2
Shield +1 -2

Incremental Advances

  • None

Description

Physical Description
Standing roughly 6'1" and weighing around 205lbs. Silver white hair, slightly longer than shoulder length. Eyes are a deep blue - bordering on black. Looks remarkably human save for the pointed ears of an elf - and of course the twin black horns jutting from his forehead.
Mannerisms Description
Deliberate, quiet, and blunt
Personal (non-Icon) Goals
Atone for my birth
Action Heuristic (c.f., alignment)
Neutral - no agenda in the realm of men
Religion
Worships the old gods of the wood
Family, hometown, city/region of origin?
Mother (demon - unknown) - Father (deceased) Settled in the north
Catchphrase, theme song, etc
TBD
Languages Determined
Low Imperial
Graphic Representation (icon for maps)