Terres des Légendes
Valldric Vimvaryian of the Green Faith
Deep Gnome Cave Druid
Description:
Valdic Vimvaryian of the Green Faith
Male svirfneblin druid (cave druid) 8 (Pathfinder RPG Advanced Player’s Guide 99, Pathfinder RPG Advanced Race Guide 204)
CN Small humanoid (gnome)
Init 4; Senses darkvision 120 ft., low-light vision; Perception +12
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Defense
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AC 22, touch 19, flat-footed 16
hp 66
Fort +9, Ref +7, Will +11; +0 bonus vs. exceptional, supernatural, and spell-like abilities of oozes and aberrations
SR 18
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Offense
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Speed 20 ft.
Melee mwk shortspear +7 (1d4) or
mwk sickle +7 (1d4)
Special Attacks hatred, wild shape 1/day
Spell-Like Abilities (CL 7th; concentration +5)
Constant—nondetection
1/day—blindness/deafness (DC 10), blur, disguise self
Domain Spell-Like Abilities (CL 7th; concentration +11)
7/day—acid dart (1d63 acid)
Druid (Cave Druid) Spells Prepared (CL 7th; concentration 11)
4th—ball lightning[APG] (DC 18), spike stones[D] (DC 18), thorn body[APG]
3rd—call lightning (DC 17), cure moderate wounds, hydraulic torrent[APG], spiked pit[D,APG] (DC 17)
2nd—barkskin, create pit[D,APG] (DC 16), fog cloud, lesser restoration, share language[APG] (DC 16)
1st—cure light wounds, entangle (DC 15), longstrider, magic stone[D], obscuring mist, pass without trace
0 (at will)—detect magic, guidance, purify food and drink (DC 14), read magic
D Domain spell; Domain Earth (Caves domain subdomain)
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Statistics
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Str 11/13, Dex 14/16, Con 14, Int 12, Wis 18, Cha 7
Base Atk +5; CMB +4; CMD 19
Feats Combat Casting, Dodge, Go Unnoticed[APG], Natural Spell
Traits devotee of the green, reactionary
Skills Acrobatics +2 (-2 to jump), Climb +5, Fly +8, Handle Animal +6, Heal +8, Knowledge (dungeoneering) +10, Knowledge (nature) +10, Perception +12 (14 to notice unusual stonework), Spellcraft 9, Stealth +14 (16 when underground), Survival 12; Racial Modifiers +2 Perception, +2 Stealth, +2 Perception to notice unusual stonework
Languages Druidic, Dwarven, Gnome, Undercommon
SQ gnome magic, lightfoot, nature bond (Caves domain), resist subterranean corruption, tunnelrunner, wild empathy +5
Combat Gear healer’s kit; Other Gear leaf armor, mwk shortspear, mwk sickle, backpack, belt pouch, flint and steel, holly and mistletoe, ink, black, marbles, mirror, paper, parchment, pot, sack, scroll case, signal whistle, silent whistle, silk rope (50 ft.), silver holy symbol of Silver Tree, waterskin, winter blanket, 16 gp, 2 sp
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Special Abilities
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Acid Dart 1d63 acid (7/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Druid (Cave Druid) Domain (Caves)
Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Hatred +1 Gain a bonus to attack vs Dwarves/Reptilian humanoids.
Lightfoot (Ex) Cannot be detected with Tremorsense
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Natural Spell You can cast spells while in Wild Shape.
Resist Subterranean Corruption (Ex) +2 save vs. abilities of oozes or aberrations.
Spell Resistance (18) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Tunnelrunner (Ex) Move through rubble and squeeze through narrow passages at normal speed.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (5 hours, 1/day) (Su) Shapeshift into a different creature one or more times per day.
Shapes as a Druid of 6th level, can now do Elementals…he’d choose Earth or Air. He can cast spells as an animal or elemental.
Bio:
Valdic is a bit of a rare breed, he travels out in the world. Something he does out of duty, rather than pure enjoyment. He’s an envoy for his people and since his talents allow for travel out in the world of the big sky, he’s sent to do things and go places that his people might have trouble otherwise doing. Not everything is accessible underground and while he’d be quite content to stay underground, he’s not crippled by the thought nothing over his head, or the comfort of tight confined spaces.
Since he travels alone most times, he has only himself to account for…so he has learned to be very careful about when and where he travels. He’s viewed as a bit of an outsider by his people, and while seen as a valuable tool by those in charge, he’s just a instrument in the use of furthering his people’s long -term goals.