Dmytro Cerastes

A young holy man who came in to Gildenglade with the refugees from the west.

Description:

Despite being perpetually damp and muddy, he is a beautiful boy, possessed of an androgynous beauty that transcends the boundaries of race or gender (a bishonen). The Twilight Marsh is his sacred charge and he has joined the defense of the town of Gildenglade because he views the kobolds as interlopers and despoilers of that ecosystem.

Bio:

Race: Human Male
Homeland: Moonsea City-States
Class: Swamp Druid
Kit: Stridesman
Alignment: True Neutral
Religion: Sseth (God of Serpents)
Level: 2nd
Experience: 2300
Next Level: 4000
Max Level: Unlimited


Ability Scores: http://invisiblecastle.com/roller/search/1497169/

Str 17 Stamina 15
Muscle 18 +1 attack, +3 damage
Dex 12 Aim 15
Balance 9
Con 13 Health 10
Fitness 16 +2 hit points per level
Int 9 Reason 9
Knowledge 9 2 proficiency slots
Wis 15 Intuition 18 2 extra 1st-level spell slots
Willpower 11
Cha 17 Leadership 15
Appearance 18

Reactions:

  • Initiative: +0
  • Surprise: +0
  • NPC Reaction: +7

Combat Statistics:
Hit Points: 14
Armor Class: 12 (Leather Armor)
Base Attack Bonus: +0
Saves:

  • Paralyzation/Poison/Death: 9
  • Rod/Staff/Wand: 13
  • Petrification/Polymorph: 12
  • Breath Weapon: 15
  • Spells: 14
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Staff 1 +1 1d6+3 1d6+3 4 melee
Sling 1 +0 1d4+3 1d4+3 6 40 / 80 / 160

Thief Skills:

PP HS
OL HN 0%
F/RT CW 30%
MS RL

Non-Weapon Proficiencies: General, Priest, Rogue, Warrior, and Wizard

Modern Languages (Common) 9 Religion 16
Modern Languages (Tharian) 9 Etiquette 17
Modern Languages (Cormanthan) 9 Heraldry 9
Modern Languages (Drueidan) 9 Dark Lore 6
Modern Languages (Yuan-ti) 9 Cartography 7
Ancient History (Moonsea) 8 Foraging 7
Animal Handling (Snakes) 14 Venom Handling 13
DIrection Sense 16 Water Walking 11
Rope Use 12 Knotwards 6

Weapon Proficiencies:
Quarterstaff
Sling


Special Powers:

  • Immune to Snake Venom.
  • A Swamp Druid has an immunity to insect-transmitted diseases common to swamps, such as malaria, and a +2 bonus on saving throws vs. any other diseases.
  • A Swamp Druid receives a +1 reaction adjustment from normal animals that live in swamps (such as crocodiles) and from monsters whose habitat is a swamp or marsh for instance, black dragons, bullywugs, and lizard men.
  • Can prepare an additional spell for each spell level available to them. These additional spells must come from the abjuration school or the Protection priest sphere. This stacks with any bonus spells from high ability scores, specialization, or other sources.
  • Meeting a stridesman while traveling is considered good luck, so the priest receives a +2 reaction adjustment from bards, rangers, and other traveling folk such as caravan leaders and gypsies.
  • A stridesman has a 5% chance per level of lifting curses on any person, place, or item. There is no limit to how often this ability may be used, but the stridesman may attempt this only once for any individual curse.
  • A stridesman can focus his internal energies to improve any saving throw by +3. He can do this a number of times per day equal to his level.
  • The stridesman, when walking, adopts a trancelike state of relaxation. Thus, the character needs less sleep. At 1st level, the stridesman needs only six hours of sleep to function normally. This amount drops to five hours at 5th level and falls to only four hours of sleep daily at 10th level.

Penalties:

  • A swamp druid’s clothing frequently looks caked with mud and often drips with swamp water. He always has a faint odor of the swamp about him. His lack of cleanliness gives him a -1 penalty to reaction adjustment from most people and a -3 penalty regarding upper-class individuals, such as gentry or nobles.
  • These characters have only the normal Moonsea native bias to overcome. Mooneyes from the city-states are at -2 for encounters with Zhentilar, Red Plumes, or Mulman warriors.
  • Characters from the city-states have a lax attitude towards petty or non-violent crimes, being more concerned with the constant violence and calamity in the region. Thieves picking a Mooneye’s pocket gain a 10% bonus to their chance of success.
  • While these spellcasters have mastered the art of protective magic, they have become less proficient when using magic to inflict damage on their enemies. Any spell cast by a caster of the city-states that directly harms an opponent has a -1 penalty for every die rolled for damage (minimum 1 per die).
  • The stridesman’s preferred means of locomotion are his own two feet and he views travel by horse, cart, or boat as sacrilegious (though he suffers no penalties for doing so when he would otherwise be unable to travel by foot). It is a sin, however, for a stridesman to be too lazy simply to walk somewhere.
  • Since they are constantly traveling, stridesmen never employ retainers, henchmen, hirelings, or other followers and may never build a stronghold or other permanent dwelling.
  • Stridesmen cannot own any more than they could normally carry alone, though they may take pack animals to bear supplies on their journeys.

Priest Spells: as 2nd-level Priest

1st 2nd 3rd 4th 5th 6th 7th
4 + P

Spheres:

  • Major: All, Animal, Elemental (All), Healing, Plant, Sun, Travelers, Weather
  • Minor: Divination, Protection
  • Prepared Spells:
    • 1st: Bless, Cure Light Wounds, Entangle, Allergy Field, Protection from Evil

Advancement Notes

Armor Allowed:

  • Leather armor, no shields.

Weapons Allowed:

  • club, dagger, dart, sickle, spear, scimitar, scythe, sling, quarterstaff
  • A Swamp Druid learns the languages of intelligent humanoids and monsters that inhabit the swamp (black dragons, bullywugs, lizard men, shambling mounds, will o’ wisps, etc.), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.). (Note that to “speak” with a will o’ wisp, a swamp druid needs a light source, such as a hooded lantern, to signal with.)
  • A Swamp Druid identifies plants, animals, and pure water with perfect accuracy at 3rd level.
  • A Swamp Druid passes through overgrown areas and mud at the full movement rate without leaving a trail at 3rd level. The swamp druid can use this power to cross quicksand without sinking.
  • A Swamp Druid uses the animal friendship spell (which usually affects only normal or giant animals) at 5th level to influence semi-intelligent swamp-dwelling monsters or those of animal Intelligence. The effects on such monsters, including catoblepas and hydras, remain those of animal friendship. The druid has to want to befriend the monster, not use it as sword-fodder.
  • A Swamp Druid shapechanges into a normal reptile, bird, or mammal up to three times per day at 7th level. The druid can assume only the form of real-world creatures that live in swamps or wetlands (crocodile, frog, marsh bird, snake, etc.). The druid can adopt each animal form (reptile, bird, or mammal) once per day. This otherwise works as the standard Druid ability.
  • A Swamp Druid casts an insect plague (as the spell) once per day at 7th level. This power works only when the druid is within the boundaries of a swamp or marsh.
  • See Druid for hierarchy and advancement beyond 11th level.

Equipment:

  • Plain undyed hemp outer robes
  • Soggy white underrobe
  • Quarterstaff
  • Vial of Swamp Water from the Twilight Marsh (holy symbol)
  • Ceremonial Snake-skin Armor (as leather, worn under robes)
  • Water Shoes
  • Sling
  • Pouch of Sling Stones

Dmytro Cerastes

Ruins of Adventure Brand_Darklight SirKnightly