Azmur Kell

Randle Kane's page

32 posts. Alias of JohnJK.


Full Name

Randle Kane

Race

Human

Classes/Levels

Cleric 1 | HP 11/11 | AC 15, T 13, FF 13 | Fort +6, Ref +2, Will +5 | Percecption +4 | Init +2

Gender

Male

Size

5'8" 155lbs

Age

30

Alignment

Lawful Good

Deity

Erastil (Animal & Community Domains)

Languages

Common, Elven

Occupation

Hunter/Trapper/Farmer

Strength 12
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 16
Charisma 11

About Randle Kane

Init: +2;Perception: +4
Spd: 30 ft.
HP: 11hp
Current Wealth: 300gp

DEFENSES:
AC 15, T 13, FF 13
CMD 13
Fort +6, Ref +2, Will +5

OFFENSE & WEAPONS:
Melee: Sickle +1(1d4/1d6/x2), Dagger +1(1d3/1d4/19-20/x2), Club +1(1d4/1d6/x2) Ranged: Longbow +2 (1d6/1d8/x3/100ft) Dagger +2(1d3/1d4/19-20/x2/10ft)
CMB +1

FEATS:
• Endurance -Harsh conditions or long exertions do not easily tire you.

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

• Diehard -You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.

Prerequisite: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

TRAITS:
• Student Survivalist: You have a helpful mentor NPC.

Benefit: You gain a +2 trait bonus on all Survival checks, and Survival is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor.

•. Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

SKILLS:
Adventurer Skills
• Knowledge (nature) +5
• Knowledge (local) +2
• Perception +4
• Sense Motive +7
• Survival +9
Background Skills
• Craft (longbow/arrows) +5
• Profession (hunter/trapper)+7
• Profession (farmer)+7

DOMAINS:
• Animal Domain
Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

•Community Domain
Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle.

GEAR:

Other Gear
• Backpack
• Candle x10
• Chalk x10
• Chalk tablet
• Flask x2
• Flint & Steal
• Ink Vial (1oz)
• Holy Symbol x2
• Ink Pen x2
• Paper Sheet x5
• Pouch, Belt
• Rope, Silk (50’)
• Sewing Needle x2
• Waterskin
• Studded Leather
• Explorer's outfit

APPEARANCE:
Randle stood on a narrow stone ledge high on a bluff above the vast wilderness. He seemed a natural part of the landscape and would likely go un-noticed by even the most observant travelers. With a face bronzed by the sun and full copper beard and similarly hued mane of hair, Randle could have been carved from mahogany wood. His deep brown eyes seemed distracted as if he were looking at things very far away. It was as if he was watching some complex totality that absorbed most of his attention. Few would have realized how far his perception extended, how much he saw at a glance, how much he heard and knew.

BACKGROUND:
The pounding on the door transformed the room into a virtual bell tower, at least it seemed to Randle who was recovering from the previous night’s debauchery. It took several minutes for him to stumble across the room pausing only once to vomit. The room was spinning as Randle opened the door. He blinked at the angry messenger. The messenger handed him a sealed letter and departed mumbling something. Randle noticed his father’s seal on the letter before sinking to the floor passed out in a pool of his own vomit. Several hours later, Randle woke with a splitting headache and a thirst for a cool glass of wine. The letter all but forgotten until he realized it was still clutched in his hand. He resigned himself to open it despite knowing it likely contained a rebuke.
Dear Randle,
Tales of your constant carousing have reached me even here in the country. I am greatly disappointed with your complete lack of ambition and chide myself for spoiling you, my only son. Perhaps, if my fortunes were not so readily available you would find a disciplined state as opposed to the drunken one in which you so often reside. I am loath to cast you out and leave you destitute, however, I am unwilling to continue to support your lifestyle. Remember what Erastil teaches, "Gold and gems make a man weak; hard work in a field shows strength of body and character.” Therefore, I have given instructions that you shall be Huntmaster Marric's ward until you return to your family. I hope that you shall rise to the occasion.
Your Father
Josep Kane

Randle sat in stunned silence as the implications of his father’s letter washed over him. He had spent his youth farming in the country hearing tales of Huntmaster Marric's harrowing life surviving in the deepest wilds and legendary skills as a bowyer and knew him to be a tireless taskmaster. To think that the man would now reign over his very existence was sobering to say the least.

The next several months were a blur of training and pain. The days spent in the wilds and apprentice bowyer work had invaded Randle's dreams when he was not too exhausted to dream. His hand had developed calluses from the constant grip on a bow. Huntmaster Marric was unrelenting in his instruction and for that Randle hated him.

It was Huntmaster Marric that informed him of the news of that his family farm had been destroyed by monstrous raiders.The Huntmaster had simply chided Randle that, "The first gift you ever receive is your family. A man grows from the seeds his parents plant," and waited expectantly for Randle to resume his daily training. Randle hated Huntmaster Marric, his father, and most of all himself.

Randle continued to train with Huntmaster Marrich for several months before falling back into living in a drunken stupor. At first the training had been a numbing escape from his shame and self loathing, then, it gradually became a painful reminder of Randle's life long series of failures. At least the alcohol made him forget everything.

It is strange how often salvation can be found when one is weakest. Randle lay drunk and half dead in a secluded glen deep in the wilderness. The howl of not too distant wolves focused his attention enough to realize how dire his circumstances had become. As he watched the wolves and orcs approach through blurry eyes, Randle felt true sorrow that he would not be able to return home or return to his family. He whispered an apology to his family, Huntmaster Marric, and a prayer to Erastil. As he passed into unconsciousness, Randle heard an eagle screech and watched an Orc fall with a black feathered arrow sunk deeply in his chest. That night he was saved by Erastil. Randle found salvation with the new dawn and he found a purpose.

Since that fateful day, Randle had rarely gone far from his family farm and the lands that surrounded the small community of which his family farm was a member. That is until today Randle thought ruefully as he approached the city of Dromston, the previous home to the foolish debauchery of his younger days.