Holy Guide

Fergal MacMorran's page

58 posts. Alias of Oniwaban.


Full Name

Fergal MacMorran

Race

Human

Classes/Levels

Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Gender

M

Size

M

Age

19

Alignment

NG

Deity

Erastil

Languages

Common, Druidic, Sylvan

Occupation

Herbalist

Strength 14
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 16
Charisma 10

About Fergal MacMorran

Init +2; Senses Perception +8
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Defense
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AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dex)
HP 19 (8+1, +1 FCB, +3 Toughness, +6)
Fort +4, Ref +3, Will +6
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Offense
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Quarterstaff +3 (1d6+2, x2)
Dagger +3 (1d4+2, 19-20/x2, range 10 ft.)
Sling +3 (1d4+2, x2, range 50 ft.)
Fists +3 (1d3+2, x2)
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Statistics
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Str 14, Dex 14, Con 12, Int 13, Wis 16, Cha 10
BAB +1; CMB +3; CMD 16
Feats Toughness, Improved Unarmed Strike
Skills Climb +6, Handle Animal +5, Heal +8, Kn. Geography +5, Kn. Nature +8, Perception +8, Prof. Herbalist +7, Spellcraft +5, Survival +10, Swim +6
Languages Common, Druidic, Sylvan

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Gear
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Leaf armor, darkwood light wooden shield, druid's kit, quarterstaff, sling, 20 sling bullets, dagger
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Special Abilities
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Weapons and Armor:
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, 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. Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

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. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. 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 choose which spells to prepare during her daily meditation. A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Nature Bond (Animal Companion)
Nature Sense
Wild Empathy
Woodland Stride
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Spells
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0-level - Create Water, Purify Food and Drink, Light, Detect Magic

1st level - CLW, Shillelagh, Magic Fang
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Traits/Racial Features
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Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (Applied to Wis)

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level. (Toughness)

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

(Druid) Beast of the Society - Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.

(Combat) Deft Dodger - +1 to Reflex saves.

FCB: 1 - HP, 2 - SP

Background:
Fergal's father was a fisherman, his mother a weaver. They lived in a small house about an hour's walk outside the closest village. He is an only child, having lost his younger brother, Colm, to a fever when he was three years old. His parents had been devout followers of Erastil, but both shunned religion after Colm's death, feeling that Erastil was not there for them in their time of need.

As a boy, Fergal spent much of his time wandering the woods near their home, observing the animals, building forts of stones and mud (which he defended zealously against imaginary orcs with his tree-branch greatsword), and sometimes fishing with his father. Whether he went fishing or not, he was responsible from an early age for cleaning and scaling the fish as needed. His father also taught him how to hunt rabbits and squirrels and the like with a sling to augment their food supplies, and it was impressed upon him from an early age to respect the animals for their sacrifice and to never cause them needless pain. He also learned to fight with his fists from his father, who called the training a good way to both stay fit and defend yourself.

Their nearest neighbor lived about a mile away, closer to the outskirts of the woods. She was a doughty older woman called (to her face) Old Wenda. He would sometimes see her in the woods, picking berries or gathering herbs and plants. She was always friendly, and often shared her berries with him. Sometimes she would impart lessons on the plants, trees, or animals and they were always fascinating. After he became more comfortable with her, Fergal asked her once why she didn't mind people calling her old, and she replied, "Calling me old is simply acknowledging a truth. There's no harm in that, so long as it is done respectfully. Remember that." His father didn't like him to spend time with Old Wenda, claiming that she "did unnatural things", but Fergal never knew what that meant and simply didn't mention his encounters with the old woman.

When Fergal was sixteen, his father passed away. The shock and grief sent his mother to her bed, and the lad was forced to step up and do his best to look after them both. Old Wenda heard about what happened, and offered to help the boy. She taught him more practical information about plants and animals... what was edible, what wasn't, what could be used for medicinal purposes, how to find clean water in the wild and make shelter if need be. She taught him to read the signs of nature and She taught him to revere nature in thanks for its bounty. She taught him to hunt larger game. She showed him how to work with animals. How to understand their disposition, how to calm them when they were scared or agitated. How to train them to do various things. Fergal was soon able to provide for his mother by selling meat and animal skins, and producing bundles of herbs and herbal remedies for the local farm communities.

One day, two years or so into his lessons, he told Old Wenda that he had turned down some sales, because he felt protective of the items he was producing and didn't like that some customers seemed to be indifferent to nature. Upon hearing this, she stopped, smiling from ear to ear, and said, "You're ready. I'd hoped this day would come!", as tears began to roll down her cheeks. "What day?" he asked, genuinely confused. Old Wenda took him back to her home, made them some tea, and asked, "Didn't you ever wonder how I know the things I know, lad?" to which he replied, "I guess I just thought you learned from your dad or somesuch, like I did." She grinned at that and said, "Not quite. I had a teacher, in much the same way that I've been teaching you. Now, I need to show you something, and I need you to prepare yourself." and with that, she turned into a raccoon. He sputtered, spraying tea all over himself, as she turned back into a human again. "I am a druid." she said quietly. "And if you agree to continue to walk the path with me, you are my apprentice. If you do not agree, I will still be your friend and help you, but I can teach you no more." He was silent, still reeling from what he'd seen. Then he said, "Please, teach me to be one with nature."

From that day on, they spent time in the woods and on the plains, meditating, listening, and he learned to feel the spirits of the land. He eventually learned to tap into the inherent magic of nature to cast spells. She taught him a bit about fighting, and he learned the hard way that she was still spry for her age. One day, they had a conversation about animals, and choosing one as a companion. She mentioned that she'd had a badger for a companion for many years, but when he died, a combination of the pain she felt and her desire to mostly retire kept her from choosing another. She told him not to rush it, that the right time would come, and he would know it when it did.

Fergal's mother had never truly recovered from the loss of his father, and he was just shy of 19 when she passed in her sleep. He buried her behind the house, near the roots of the same oak where the remains of his father had been placed. He would sit there, sometimes, listening to the wind blow through the venerable tree's leaves, and feeling their presence.

A few weeks after the death of his mother, Fergal decided he needed to leave. To see more of the world, and experience more nature. To help people, if he could, in Her name. He spoke with Wenda, and explained how he was feeling. She told him that it was natural for a young druid to feel that way, and that sometimes even older druids felt the need for new surroundings. She told him he should go, rather than fight his nature and stay out of some sense of obligation. He agreed to do so, and asked her to look after his home until he returned. The next morning, he left her a bag with some of the coin he'd saved to cover any expenses and put water on for her tea. When he went to gather his things, he found a beautiful white oak quarterstaff leaning near his pack and boots. Smiling, he picked up the weapon and set off, wondering where his journey would take him, and determined to do his parents and Wenda proud.