IMPORTANT STATS Round 1 Initiative zz
Form huge bear
HP 188 / 203
Bern HP 142/157
AC/Touch/FF zz / zz / zz
F/R/W zz / zz / zz
CMB zz CMD zz
Melee Attack +zz
Active Effects
Endure elements on Ryarg
Endure elements on Bern
Wild shape (air elemental) on Ryarg
Long strider on Ryarg
Long strider on Bern
Extended strong jaw on Bern
Extended animal growth on Bern
Male dwarf Bear Shaman (Druid) 17
Medium humanoid (dwarf)
Init +1; Senses Perception +28 (stonework +30), darkvision 60’
DEFENSE AC (dwarf) 24 (+8 armour, +1 Dex, +2 shield, +3 deflection), touch 14, flat-footed 23
CMD 29 (33 vs bullrush, trip, drag, reposition)
HP 203 (17d8+98+17)
Fort (10) +24, Ref (5) +11, Will (10) +23
Defensive Abilities
Hardy: +2 to saving throws versus spells, spell-like abilities and poisons
Defensive Training: +4 dodge bonus to AC versus giant subtypes
Timeless Body: Immune to magical aging; does not take any penalties for natural aging.
Immunities
None
Resistances
None
OFFENSE Speed 20 ft
Space 5 ft; Reach 5 ft
Melee +1 adamantine battleaxe +19/+14/+9 (1d8+7; 20/x3)
Ranged
Sling +13/+8/+3 (1d4+6; 20/x2; 50’)
Special Actions
STATISTICS Abilities Str 22 (+6), Dex 12 (+1), Con 24 (+7), Int 12 (+1), Wis 26 (+8), Cha 5 (-3)
Base Attack +12/+7/+2; Melee Touch +18/+13/+8; Ranged Touch +13/+/8/+3
CMB +18
Traits
Zest for Battle: +1 to damage (multiplied on a critical) when he has a morale bonus to attack rolls
Desperate Focus: +2 to Concentration checks
Languages
Common, Dwarven, Draconic, Druidic
MAGIC Druid Caster Level 17; Concentration +25; Spell Penetration +17
Abilities Moonlight and Sunlight Summons: summoned creatures shed light as if by a light spell, are immune to confusion, sleep, blinding, and dazzle, and their natural weapons are treated as silver and magic for purposes of bypassing damage reduction
Quick Wildshape: can become a bear as a swift action, earth elemental as a move action
COINAGE PP 0
GP 751
SP 20
CP 0
Gems diamond (1,000 gp)
EQUIPMENT Weapons – +1 adamantine battle axe (5,310 gp)
Armour – [i]+4 wild hide armour (49,165 gp), heavy wooden shield (7 gp, 10 lbs), +3 chain shirt barding (9,350 gp) (Bern) Alchemical Other Combat Gear Scrolls Potions Wandsendure elements Other Magic Items – amulet of mighty fists +5 (125,000 gp), ring of protection +3 (32,000 gp), belt of physical might (Strength and Constitution) +6 (90,000 gp), headband of inspired wisdom +6 (36,000 gp), cloak of resistance +5 (25,000 gp), amulet of mighty fists +2 (20,000 gp) (Bern), cloak of resistance +2 (4,000 gp) (Bern), ring of blinking (27,000 gp), pearl of power I x 2 (2,000 gp), pearl of power II (4,000 gp) , druid’s vestments (3,750 gp), boots of the winterlands (2,500 gp), handy haversack (2,000 gp) Mundane Gear – bedroll (0.1 gp, 5 lbs), flint & steel (1 gp, 0 lbs), silent signal whistle (0.9 gp, 0 lbs), waterskin (1 gp, 4 lbs), explorer’s outfit (10 gp, 8 lbs), cold weather outfit, climbing kit
BERN
Normal Form:
Male bear Animal Companion 17
Medium animal (bear)
Init +4; Senses Perception +11, low-light vision, scent
DEFENSE AC 33 (+7 armour, +4 Dex, +12 natural), touch 14, flat-footed 29
CMD 31 (35 vs trip, overrun)
HP 129 (14d8+42+14)
Fort (9) +14, Ref (9) +15, Will (4) +7
Defensive Abilities Improved Evasion: no damage on successful Reflex save; half damage on fail
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Immunities
None
Resistances
None
OFFENSE Speed 40 ft
Space 5 ft; Reach 5 ft
Melee
Bite +20 (1d8+9; 20/x2) (2d8+9 with strong jaw)
2 Claws +20 (1d6+9; 20/x2) (2d6+9 with strong jaw)
With Power Attack
Bite +17 (1d8+15; 20/x2) (2d8+15 with strong jaw)
2 Claws +17 (1d6+15; 20/x2) (2d6+15 with strong jaw)
Special Actions
STATISTICS Abilities Str 24 (+7), Dex 18 (+4), Con 17 (+3), Int 3 (-4), Wis 12 (+1), Cha 6 (-2)
Base Attack +10; Melee Touch +17; Ranged Touch +14
CMB +17
Male bear Animal Companion 17
Large animal (bear)
Init +3; Senses Perception +11, low-light vision, scent
DEFENSE AC 33 (+7 armour, +3 Dex, +14 natural, -1 size), touch 12, flat-footed 30
CMD 35 (39 vs trip, overrun)
HP 157 (14d8+70+14)
Fort (9) +16, Ref (9) +14, Will (4) +7
Defensive Abilities Improved Evasion: no damage on successful Reflex save; half damage on fail
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Immunities
None
Resistances
None
OFFENSE Speed 40 ft
Space 10 ft; Reach 5 ft
Melee
Bite +23 (2d6+13; 20/x2) (4d6+13 with strong jaw)
2 Claws +23 (1d8+13; 20/x2) (2d8+13 with strong jaw)
With Power Attack
Bite +20 (2d6+21; 20/x2) (4d6+21 with strong jaw)
2 Claws +20 (1d8+21; 20/x2) (2d8+21 with strong jaw)
Special Actions
STATISTICS Abilities Str 32 (+11), Dex 16 (+3), Con 21 (+5), Int 3 (-4), Wis 12 (+1), Cha 6 (-2)
Base Attack +10; Melee Touch +20; Ranged Touch +12
CMB +22
Ryarg bears many of the emotional scars burned into his psyche during his upbringing in Lee Vale. He is slow to trust, and insular among people he does not know. This can come across as gruff and unfriendly. He bears deep scars across his face from the claws of a large bear he was unable to pacify in the early days of his learning. Unlike many of his kin, Ryarg takes care of his appearance, keeping his coarse hair combed (it usually rests on his shoulders in loose waves) and his beard trimmed unusually short for a dwarf. He owns very little, other than his weapons and armour, everything he possesses can easily fit into his handy haversack, save the waterskin on his hip. He does not give into the racial stereotype of the drinking and carousing dwarf, preferring time in solitary meditation to wild partying. If he does drink, it is usually to partake of one of the vintages of wild fruit wines, for which he is (anonymously) famous around the world.
History:
For centuries, the Gravemaker clan has been among the lowest of the low in the dwarven town of Lee Vale – not outcasts by any means, just not respected. The clan’s history is filled with mediocre blacksmiths, unexceptional stonemasons, unlucky prospectors, and soldiers who never made it past their second year of service before meeting a grisly end. The one vocation the family found any success in was gravedigging, leaving them the butt of many dwarven jokes and snide remarks. Polite society shunned them, and they were never prosperous. Despite all that, they were decent, honest, hard-working dwarves, content with their station in society, yet ever fearful of that station falling even further than it already had. The status quo could have continued for many centuries to come, if not for Ryarg.
Ryarg was never right, a fact which renewed any and all of the derisive chatter about the Gravemaker clan. The town of Lee Vale, deep within the Mindspun Mountains, was built within the base of a mountain, and overlooks a steep mountain valley complete with a babbling stream and verdant trees and grasses. Most of the town residents looked on the Vale as an acceptable source of clean water, fresh fruits and game, and a place to grow a smattering of crops if necessary (dwarven farmers being in much the same social situation as Gravemakers, very few dwarves took up this line of work). Ryarg saw this natural wonder as much more than a source of water; where the other dwarves saw beauty in gold, gems, and well-carved stone, Ryarg saw it in the interplay of dew drops on a spider’s web, the song of a mountain thrush, and the lazy meanderings of autumn leaves on a shining pool.
Ryarg was identified at an early age as having excellent potential as a priest of Torag, albeit a grumpy one, but the emphasis on warfare and other traditional dwarven ideals was too much for the young rebel. It was quite a shock to the elder priests when their new young charge began to ask about nature worship instead. Agreed, some rare few priests had embraced the realm of natural caverns over dwarf-made, but that could be understood. No, Ryarg was looking for worship of the trees and animals of the surface world, like an elf. Ryarg quickly went from the first real hope of the Gravemaker clan for a contributing member of society, to the worst laughing-stock ever. Throughout the town, word quickly spread of the dwarf who wished he was an elf, and the ale houses rang with laughter at the expense of the Gravemaker clan like it never had before. The Clan elders felt they had little choice but to kick Ryarg out on his can and banish him from ever returning to Lee Vale.
Ryarg soon found that it would be impossible for him to remain within the confines of Lee Vale, so off he went across the Mindspun Mountains to the east, arriving in what would eventually become Nirmathas. Here, he found paradise. In only a few years, the people of this land began its quest to break free of Molthune (an endeavour he accidentally found himself helping), but for now, he found vast tracks of unbroken wilderness to call his home. He began to study the animals, the plants, and weather, taking a special interest in the mighty grizzly bear. Such a powerful beast, strong and brave, yet tender with its family and protective to the death. As his druidic powers began to manifest, Ryarg found that his normal inability to relate to any living creature did not apply so much with bears, that bears would not attack him and would tolerate his presence. One bear cub in particular seemed to like him, playing with Ryarg like he was a member of the family, and Ryarg eagerly watched this young ursine grow up. When Ryarg finally decided it was time to move on, the bear cub followed him, and would not be dissuaded. By this time, Ryarg had learned the secret of speaking with animals, and the bear cub pledged his loyalty to Ryarg, the first living being to ever want to be with Ryarg for purely selfless reasons. Ryarg named him Bern, and the two began to travel.
Ryarg lent his skills (unwillingly at first) to the fight for independance from Molthune, rising in power, until the rangers of what would be Nirmathas made the horrendous mistake of placing such a well-respected hero in a leadership role. A complete disaster, Ryarg led many good souls to a horrible end, only able to escape himself by masquerading as local wildlife. Since then, he felt unwelcome among his companions in arms, and fled north, across Varisia, to lands so remote, he might never have to see another sentient soul again.