| Nathanial Storm | |
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| Aliases: | None |
| Age: | Appears 20 |
| Hair: | White |
| Fur: | None |
| Eyes: | Crystal blue |
| Height: | 6ft. 3in. |
| Weight: | 208 lbs |
| Race: | Half Elf |
| Class: | Druid 1 |
| Alignment: | Chaotic Neutral |
| Deity: | Fenris |
| Level: | 1 |
| Experience: | 0/1000 |
| Hit Points: | 10/10 |
| Gold: | 180 |
| Current Status: | Active |
| Played by Ravensfaire | |
- Description
- Stats & Combat
- skills
- Feats
- Class Abilities
- Race
- Familiar/Companion
- Equipment
- Spells
- Adventures
- Background
Gallery
| Stats |
| STR | DEX | CON | INT | WIS | CHA | |
| Score | 18 | 14 | 14 | 10 | 18 | 10 |
| Bonus | +4 | +2 | +2 | +0 | +4 | +0 |
| Combat |
| Initiative | +2 | BaB | +0 | Graple | +4 |
| Conditional defense Modifiers Here |
| Defense | Ttl | Bonuses | Save | Ttl | Bonuses | |
| AC | 15 | N/A | Fortitude | +4 | N/A | |
| Flat | 13 | N/A | Reflex | +2 | N/A | |
| Touch | 12 | N/A | Will | +6 | N/A |
| Conditional offense modifier Here |
| Offense | Attack | Damage | Type | CritRng | CritDmg | Range |
| Scimitar | +0 | 1d6+4 | Slashing | 18-20 | x2 | Melee |
| Dart | +2 | 1d4+4 | Bludgeoning | 20 | x2 | Ranged |
| Ammo | Qty |
| Sling Bullets | 20 |
| Spells per Day | conditional DC modifier here |
| Class | Lv0 | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 | Lv6 | Lv7 | Lv8 | Lv9 |
| DC | 14 | 15 | - | - | - | - | - | - | - | - |
| Spells | 3 | 2 | - | - | - | - | - | - | - | - |
| C | - | Skills | Rnk | Abi | Syn | Msc | Mag | Ttl |
| - | U | Climb (Str) | + 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
| - | U | Jump (Str) | + 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
| C | U | Swim (Str) | + 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
| - | U | Balance (Dex) | + 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
| - | U | Escape Artist (Dex) | + 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
| - | U | Hide (Dex) | + 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
| - | U | Move Silently (Dex) | + 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
| - | - | Open Lock (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| C | U | Ride (Dex) | + 0 | + 0 | + 2 | + 0 | + 0 | + 2 |
| - | - | Sleight of Hand (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | - | Tumble (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Use Rope (Dex) | + 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
| C | U | Concentration (Con) | + 4 | + 2 | + 0 | + 0 | + 0 | + 6 |
| - | U | Appraise (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| C | - | Craft (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | - | Decipher Script (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | - | Disable Device (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Forgery (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| C | - | Knowledge (Int) | + 4 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Search (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| C | - | Spellcraft (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| C | U | Heal (Wis) | + 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
| C | U | Listen (Wis) | + 4 | + 4 | + 0 | + 5 | + 0 | + 13 |
| C | - | Profession (Wis) | + 0 | + 4 | + 0 | + 0 | + 0 | + 0 |
| - | U | Sense Motive (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 4 |
| C | U | Spot (Wis) | + 4 | +4 | + 0 | + 2 | + 0 | + 10 |
| C | U | Survival (Wis) | + 0 | + 4 | + 2 | + 0 | + 0 | + 6 |
| - | U | Bluff (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| C | U | Diplomacy (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Disguise (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Gather Information (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| C | - | Handle Animal (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Intimidate (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | U | Perform (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | - | Use Magic Device (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
| - | - | Speak Language | + 0 |
| Skill Points | 1st:16 2nd: |
-U = usable untrained
-C = class skill
| Craft | Knowledge | Language | Perform | Profession | Skill Trick | |
| N/A | Nature | Druidic Common Sylvan | N/A | N/A | N/A |
Level 1 - Skill Focus: +3 Listen, Alertness: +2 Spot and Listen
Level 3 - Feat: Desciption
Level 6 - Feat: Desciption
Level 9 - Feat: Desciption
Level 12 - Feat: Desciption
Level 15 - Feat: Desciption
Level 18 - Feat: Desciption
Druid 1
Class Feature:
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.
Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance. A druid prepares and casts spells the way a cleric does. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must go through her daily meditation as a cleric would.
Animal Companion
Nature Sense: +2 on Knowledge (Nature) and Survival Checks
Wild Empathy
Woodland Stride (2nd Level)
Trackless Step (3rd Level)
Wild Shape (5th Level)
Venom Immunity (9th Level)
A Thousand Faces (13th Level)
Timeless Body (15th Level)
Half Elf
+2 to One Ability Score: Half-Elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-Elves have a base speed of 30 feet.
Low-Light Vision: Half-Elves can see twice as far as Humans in conditions of dim light.
Adaptability: Half-Elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-Elves count as both Elves and Humans for any effect related to race.
Elven Immunities: Half-Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Languages: Half-Elves begin play speaking Common and Sylvan. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)
Kaya
White wolf with gleaming yellow eyes and black tipped ears and paws.
| Str | Dex | Con | Int | Wis | Cha |
| 13 | 15 | 15 | 2 | 12 | 6 |
| +1 | +2 | +2 | -4 | +1 | -2 |
| HP | 28 | ||||
| Initiative | +2 | BaB | +0 | Graple | +0 |
| Defense | Ttl | Bonuses | Save | Ttl | Bonuses | |
| AC | 14 | N/A | Fortitude | +5 | N/A | |
| Flat | 12 | N/A | Reflex | +5 | N/A | |
| Touch | 12 | N/A | Will | +1 | N/A |
| Conditional offense modifier Here |
| Offense | Attack | Damage | Type | CritRng | CritDmg | Range |
| Bite | +3 | 1d6+1 | Slashing, Piercing, Bludgeoning | 20 | x2 | Melee |
| Skills | Rnk | Abi | Syn | Msc | Mag | Ttl |
| Hide | + 2 | + 0 | + 0 | + 0 | + 0 | + 2 |
| Listen | + 3 | + 0 | + 0 | + 0 | + 0 | + 3 |
| Move Silently | + 3 | + 0 | + 0 | + 0 | + 0 | + 3 |
| Spot | + 3 | + 0 | + 0 | + 0 | + 0 | + 3 |
| Survival | + 1 | + 0 | + 0 | + 0 | + 0 | + 1 |
| situational Skill bonuses here |
Feats:
Track
Weapon Focus - +1 to Bite attack rolls
Special Attack
Trip - Make an unarmed melee touch attack against your target. This provokes an attack of opportunity from your target as normal for unarmed attacks. If your attack succeeds, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win, you trip the defender. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check to try to trip you. You can only trip an opponent who is one size category larger than you, the same size, or smaller.
Special Qualities
Link - A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells - At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Tricks
Attack (2) - The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
List of Items Here:
Waterskin
Belt Pouch X2
Backpack
Bedroll
Silk Rope 100ft
Rations X6 days
Scimitar
Sling
Sling Bullets x20
Statistics of Items Here:
Class Spells
Class Cantrips
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.
Level 1:
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.
Character History:
Nathanial was born to an elven mother by the name of Aeliina and a human father by the name of Kevar. He was born on the continent of Summer Country in a small cabin located in Northwood. His parents kept primarily to themselves, preferring to live a life away from outside influences that they may raise their half elven son in peace and without outside input. As such Nathanial's childhood was a lonely one in which he had only his parents and the wildlife of the forest for company. While he showed spectacular skills when it came to dealing with the wildlife around him, his social skills were never able to develop properly leaving him blunt, to the point and a generally bad conversationalist. He had expressed to his parents his wish to leave them to find his own purpose in the world and to forge his own path, terrified that they would never see their son again, they refused him and three days later the young half elf took it upon himself to leave his home and his family.
He forged his way through the wilds for thirty days before encountering a Wolfen druid by the name of Kamsha. She had watched him for twenty six days, surprised that the youth did not perish to the dangers of the wood, she saw strength in him as well as his natural affinity with the wilderness around him. As such Kamsha took it upon herself to train the young man in the druidic way. It was there that Nathanial met Kaya, the young pup who had magnetized to Nathanial after he'd had a particularly bad rise in temper, following him while he yelled and even earning his wrath upon herself when she would not relent. It was quite frankly the angriest Nathanial had ever been and Kamsha had often referred to it jokingly until he left her tutelage, calling him Storm rather than Nathanial for she professed that when driven to anger Nathanial's fury was like a thunderous storm that swept over any and all in his path. Young man and pup had been companions ever since and in honor of Kamsha, Nathanial had taken up Storm as his surname.
He made his way for Avalon after having stayed with Kamsha, who professed that she could teach him no more after five years under her tutelage. The trek took 15 days with Kaya ever present at his side. He had heard of Avalon before and while he was wary of the large population, he never had been good with people, he supposed that if he was going to garner experience anywhere it might as well be the one place he'd heard the most about for the city often functioned as the setting for many of Kamsha's stories of her youth.






