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Profile
About CaerivalCaerival CR1
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 Wis)
Spd 30 ft.
Str 10, Dex 15, Con 12, Int 10, Wis 15, Chr 12
SQ Feats Country Born (regional bonus); Dodge; Mobility (human bonus); Track (class feature); Skills Bluff +1 (+0+1) (+2 against goblinoid); Craft(Woodworking) +4 (+4+0); Handle Animal +5 (+4+1); Knowledge Nature +6 (+4+0+2); Listen +4 (+2+2) (+2 against goblinoid); Sense Motive +2 (+0+2) (+2 against goblinoid); Spot +4 (+2+2) (+2 against goblinoid); Survival +8 (+4+2+2) (+2 against goblinoid); Languages Common, Druidic Spells (when traveling) Create Water; Flare (DC 12); Mending; Goodberry; Shillelagh Gear backpack (2gp, 2lbs); 25' hemp rope (1gp, 5lbs); bedroll (1sp, 5lbs); 2 pouches (2gp, 1lbs); spell component pouch (5gp, 2lbs); small carved wooden bowel and spoon (0.5lbs); quaterstaff (4lbs); sling w/ 10 stones (1sp, 5lbs); sickle (6gp, 2lbs); berries; tea; Treasure 3pp; 33gp; 7sp; 10cp Experience 60+140+240 Animal companion (Ex) Gloam the Donkey Rat (RotRL PG p6) - use Dire Rat statistics without the Disease special attack
Explainations: Spoiler:
Spontaneous Rejuvenation (PHB2 p39) replaces Spontaneous Casting of summon nature’s ally spells and must be chosen at first level. As a standard action Caerival can sacrifice a prepared spell to grant Fast Healing to all allies within 30 ft for 3 rounds. The fast healing amount is equal to the spell's level. This fast healing does not stack with any other source of fast healing.
Country Born from RotR Player's Guide You come from one of Varisia's rural regions, where you were raised in an environment of rustic tradition, honest work, and common sense. Prerequisite: 1st-level character, cannot have City Born or Lone Wolf. Benefit: A childhood of farm work, apprenticeship, or similar toil has granted you reserves of endurance. Once per day, when an effect would normally leave you fatigued or exhausted, you may ignore the fatigue or exhaustion effect. This ability activates the first time you are affected by fatigue or exhaustion in a day—you cannot "save" it to apply it to a specific effect. Your traditional upbringing has sharpened your willpower as well, granting a +1 bonus on Will saves. Backstory
As the years rolled by, Caerival learned to love the forest as an agglomeration of Law and Chaos, of stability and flux. Day follows night as sure as Spring follows Winter. Likewise, who can foretell when Gozreh will bring wind or rain or sun? Life begets life and death comes for all, but none can say when. The permanency of stone is found to fail by the roots of trees. These are the lessons of the wild. Rest, sustenance, and good company are the rewards for a hard day's work is lesson taught by the ever diligent druids. Being somewhat uncharacteristically prone to physical prowess, Caerival was tasked to the small Shank's Wood. This young forest is besieged by a foul tribe of goblins which refer to themselves as the Seven Tooth Tribe. What makes these nasty little buggers so distinct is their supply of metal, food, and general refuse. To rid Shank's Wood, Caerival has set himself to discovering and eradicating the goblins and their supply source. After spending the summer getting aquainted with Shank's Wood and assessing the goblin infestation problem, Caerival decided to visit Sandpoint. A druid from Tickwood suggested Caerival should meet Madame Mvashti, a local mystic steeped in the traditions of the Old Ways. With his staff in hand and trusty donkey rat by his side, Caerival walked the 2 miles into town along the Lost Coast Road... Personality
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