Primal Companion Hunter

Kaaras Serpenttongue's page

140 posts. Alias of Matthew Boulton.


About Kaaras Serpenttongue

Kaaras Serpenttongue

Half-Orc Male Druid (Feral Child Archetype, Serpent Sub-type) 5
NG Medium humanoid (Half-Orc)

Initiative +0 (+2 in jungle setting)
Speed 30ft
Senses Darkvision 60, Scent, Perception +14 (+2 when in natural setting, +2 when in jungle setting)
Hero Points: 2/3

-- -- -STATISTICS- -- --

Str 10(+0)
Dex 10(+0)
Con 16(+3)
Int 12(+1)
Wis 18(+4)
Cha 14(+2)

Base Atk +3 CMB +3 CMD +13

-- -- -DEFENSE- -- --

AC 13, touch 10, flat-footed 13
HP 43 (5d8+15)
Fort +7 Ref +2 Will +9

-- -- -OFFENSE- -- --

Melee
Unarmed +3 (1d6)

Ranged
Ranged Touch Attack +3 (Varies based on spell)

-- -- -SPELLS- -- --

Druid Spells Prepared (CL 5th; concentration +9)

0 Level (at will) – Create Water, Detect Poison, Read Magic, Stabilize
1st Level (4 per day)- Longstrider(2/2), Entangle(1/1), Magic Fang(1/1)
2nd Level (3 per day)- Flaming Sphere(2/2), Barkskin(1/1)
3rd Level (2 per day)- Call Lightning(2/2)

-- -- -LANGUAGES- -- --

Orc, Polygot, Common, Elven

-- -- -SKILLS- -- --

Acrobatics.............+5 [2 Ranks +3 Class Skill +0 Dex]
Handle Animal..........+8 (+2 towards snakes) [3 Ranks +3 Class Skill +2 Cha]
Heal...................+12 [5 Ranks +3 Class Skill +4 Wis]
Knowledge (geography)..+8 (+2 when in jungle setting) [4 Ranks +3 Class Skill +1 Int]
Knowledge (nature).....+11 [5 Ranks +3 Class Skill +1 Int +2 Nature Sense]
Linguistics............+2 [1 Rank +1 Int]
Perception.............+14 (+2 when in natural setting, +2 when in jungle setting) [5 Ranks +3 Class Skill +4 Wis]
Stealth................+0(+2 when in jungle setting)
Survival...............+14 (+2 when in jungle setting) [5 Ranks +3 Class Skill +4 Wis +2 Nature Sense]

-- -- -FEATS- -- --

Evolved Companion (Reach)
Vermin Heart
Keen Scent
Improved Unarmed Strike (Bonus Class feat)

-- -- -RACIAL TRAITS- -- --

Tree Climber: Half-orcs from overgrown regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.

Bestial:The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.

-- -- -TRAITS- -- --

Natural-Born Leader:You've always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Eyes of the Wild: You spend enough time in the wilderness that you are attuned to its ways. You gain a +2 trait bonus on Perception checks in natural settings.

-- -- -CLASS ABILITIES- -- --

Improved Unarmed Strike: At 1st level, a feral child gains Improved Unarmed Strike as a bonus feat.

Beast Family (Ex): At 1st level, a feral child may choose one specific type of animal as the type that raised her. She gains a +2 circumstance bonus on Handle Animal and wild empathy checks with animals of that type, and she can communicate with them as if using a continual speak with animals spell-like ability, but this ability is nonmagical.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Bond: At 1st level, a feral child must select an animal companion as her nature bond.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Favored Terrain (Ex): At 3rd level, a feral child gains the favored terrain ability as a ranger of her class level. A feral child may not choose urban as a favored terrain. The Druid gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). This ability replaces trackless step and a thousand faces.

Native Cunning (Ex): Grapple At 3rd level, a feral child gains trap sense as a barbarian of equal level, and in her favored terrain, she immediately receives a Perception check to notice traps within 10 feet, as the trap spotter rogue talent. In addition, at 3rd level and every three levels thereafter, she may choose one combat maneuver, and gains a bonus equal to her trap sense bonus to her CMD against that maneuver. This ability replaces wild shape.

Native Fortitude (Ex): At 4th level, a feral child gains a +1 bonus on saving throws against disease, exhaustion, fatigue, fear, and poison. When she is in her favored terrain, she instead applies her favored terrain bonus on such saving throws. She also recovers from ability damage, exhaustion, and fatigue at twice the normal rate. This ability replaces resist nature's lure.

-- -GEAR- --

Equipped
Masterwork Studded Leather Armor
Cloak of Resistance +1
Ring of Sustenance
Belt of Con +2

Stored on Person
Holy Tattoo (Floral Green Face on back of left hand)
Peasant Clothes
Wand of Cure Light (CL1 20 charges)
Scroll Case x3
Scroll of Remove Disease (CL 5)
Scroll of Gust of Wind (CL3) x2
Scroll of Fog Cloud (CL3) x3
Scroll of Remove Sickness (CL1) X4
Spell Component Pouch
Healer's Kit
Rope, Hemp (50ft)

Platinum: 13 Gold: 9000 Silver: 99 Copper: 99

-- -BOON- --

Stronger Bond Boon Card

-- -DESCRIPTION- --
When describing a half-orc, you don't often hear the words quiet and helpful. But Kaaras is not your typical half-orc. While he may share the height of his more brutish cousins standing at 6'8” and the green skin, the similarities stop there. He is of a thinner build, maybe 200 pounds, stretched across an average, healthy body. His face seems a bit narrower than most, with his nose almost flat against his face, nostrils thin and almost upright. His lower jaw just barely jutting out to make enough room for smaller tusks. Occasionally, an idle tongue can be seen cleaning each tusk, or maybe tasting the air. His face is outlined by a simple leather hood, which hides a bald head and slick, pointed ears barely protruding outward. His body is covered in tribal tattoos. One tattoo stands out over the rest, a floral green face is on the back of his hand. It glows with a faint light when Kaaras casts a spell. When not hidden by his cloak, the majority of the tattoos portray the battle of the 4 elder druids around the geyser that brought together the founders of the Green Faith. When not out helping heal the land, or aiding someone near by, Kaaras can be found wandering the area between Solku and The Lightning Stones. It is said he lives somewhere in the jungles, near the Mwangi Expanse, and if you make the trek out to his circle, leaving an offering of any kind, he will guide you on your journey, providing assistance where he can. He carries a Darkwood quarterstaff that has seen better days, but it's clear it has been with him a long time.
Never far away from Kaaras, his faithful companion, Adaar, is always watching. This large, 20ft long anaconda is most often found coiled up right behind the half-orc, his head resting under an arm as Kaaras leans against the mighty reptile for support, or comfort. His scales are an array of dark browns, blacks and almost greens, patching their way down his thick body. At his biggest he is about 15 inches in diameter, but Adaar has been seen training with Kaaras and he has no trouble throwing the half-orc around. If observed, these two treat each other more like siblings, than pet and master. Kaaras always seeming to show more care towards the giant snake, and Adaar acting more like a young canine, than your typical reptile.

-- -- -PERSONALITY- -- --

Kaaras is usually pretty laid back, even for a druid. He can been seen walking around the various plains, mountains and the desert, now and then. Adaar is always right behind him, the two of them will often rest in sunny spots that can be found along the roads between Solku and The Lightning Stones. While his actions would make him appear aloof to whats going on around him, behind his playful composure Kaaras is always aware of the situation. He takes his time, even when he would appear to have none left. Most communication with Kaaras is done through body language, and simple gestures, a sign of his time spent among the wild. He can speak, and has no trouble doing so, especially when meeting new company. He is aware not everyone is keen to the subtlety of body language.

-- -- -BACKSTORY- -- --

"RUN!" Ru'Tha screamed from the ground, a large feline like creature looming over her. Drool and froth drip from the raving beast's mouth as its boney face roars over the female orc pinned under its massive paw. A small half-orc boy, no more than 10, is on his knees looking over the maimed corpse of a human male. His eyes snap to his mother as she screams "Run!" again, raising her spear into the jowls of this monster of a panther. They make eye contact just before the beast's maw clamps down the orc woman's shoulder. Moments feel like years before Kaaras notices the giant animal heading his way. He stands and manages to jump out of the way at the last second, the mighty paw of this thing smashing through the wall of his house, leaving an opening for the young boy to take off. It was dark out, maybe the middle of the night. The jungle was quiet. Kaaras didn't look back as he ran, straight into the trees and he didn't stop running until he collapsed at day light the next day. He awoke to find him self along the bank of a small river. He didn't recognize it, and now that he takes a moment to look around, he doesn't know where he is at all. He's never been this far into the jungle. His dad was just teaching him how to find his way home too if he ever got lost. He remembers to stay put if you get lost, "That way you don't get lost again before I find you" his old rugged voice would say. But this time he wasn't coming to find him.

It had been a day before Kaaras decided to try and find his way home. He spent most of day walking before finding a familiar path near his house. The moon was already showing as the sky got darker, Kaaras just now arriving at home. No sounds can be heard coming from inside as the orc boy does his best to stay low to the ground, moving closer to the destroyed home. He peaks around the edge of the hole in the wall the dire cat made, allowing his escape. There it was, the beast was looking right at him! Kaaras stumbles backwards and goes to run just as he noticed it didn't lung after him. He freezes in place and stares at the animal, waiting for it to move. But nothing. Quickly he realizes the animal is dead and he gets up, moving inside where he finds his mother on the floor, her back propped up against the broken table, his father's body laying in her lap. Kaaras freezes again, this time seeing his mother's spear head in her hand, the shaft broken just beneath it. The beast's head is littered with puncture wounds and the other half of the darkwood spear shaft is shoved into one of the feline eyes, probably the blow the put the monster to rest. The orc boy is brought to his senses as he hears a small cough, turning and seeing his mom cough again, blood covering her face. She sees her son and wipes off her face, smiling to him. He smiles back for a moment, before he makes his way to her side. He reaches to help her up and she slowly shakes her head, motioning to a fatal wound on her side. Kaaras sees the blood and starts to get all teary eyed and goes to open his mouth, but before he can speak, his mother shushes him. "Child, we love you." She motions to her husband, and then slowly raises her hand to Kaaras' face. "Live, and be happy. We will always guide you." Her hand slips from his face as the last bit of life in her body fades. Kaaras sits there for a moment until a small crash is heard, pulling his attention away, towards his room. He gets up and grabs the spear head from his mother's hand, ready to defend himself. Another sound of debris shifting causes Kaaras to jump before he slowly makes his way around the corner of his half broken door frame. Pinned under parts of the broken wall, Adaar, the orc boy's pet anaconda, is still alive, and trying to get lose. Kaaras rushes to his side and clears the debris away, picking up the new born reptile. He looks to the snake and puts him around his shoulders, helping him feel secure.

He spends the rest of the night digging graves for his parents just outside his house. Day breaks through the jungle canopy as he places the last of the stones over the cairns. Kaaras picks himself up and looks back to his shattered house, looks to Adaar and then nods before looking to the jungle.

"It's only been a couple of years Kaaras. Why leave now?" The grown half-orc man, now in his mid 30s, turns and looks to the elf dressed in old robes and furs. "Why pray to the same gods each day old elf?" He responds with a smirk. The two of them share a brief chuckle for a moment before the elf put's his hand on Kaaras' shoulder. "It is time for you to protect this planet in the ways of the old druids. Go, find where you are needed most and help. Guides those that are lost. And give back to the earth what it gives to you." The elf reaches into a pouch and sprinkles some dirt into the air, "Go east, and heal what damage has been done to the land." He nods to Kaaras and closes his eyes. "Don't forget. It has been almost 2 decades since you spent any time in public, and you were just a child. Take some time to adjust to people. It's not the same as the jungle." "I know," Kaaras almost interrupts, "Its worse!" They chuckle again before the old elf pipes up, "And don't leave that snake here. I wont have any rabbits left in my woods!" Adaar hisses almost as if he were laughing and Kaaras smiles as he steps away from the tall, slender elf, "Thank you, Rysthal. I will do what I can with your teachings, but I suspect the trees them selves have more to teach me!" The orc smiles and nods one last time at the elf before leaving the grove. "Time to go, Adaar. And please stop scaring people for fun" The giant anaconda hisses again and follows Kaaras out of the grove.