Isai Odighuzua

Sau're'!K of The Mulaa Tribe's page

123 posts. Alias of pdprong.


Race

Male Human Druid, 2 | Hp:17/24 | AC:16 T: 11 FF: 15 | CMD: 11 | Fort:+3 ,Ref:+2 ,Will:+7 | Init:+1 | Perception: +10

Classes/Levels

Master of Re'!k'th

Gender

Good Berries:
Going bad today=2,8 In future days

About Sau're'!K of The Mulaa Tribe

Male Zenj Saurian Druid 2
NG medium Humanoid(Human)
Init: +1; Senses:-;Perception: +9

Defense
AC: 16 ; 11 Touch ; 15 Flat-Footed ; (+1 dexterity, +3 armor, +2 shield)
HP: 24 (3d8+6)
Fort: +3; Ref: +2; Will: +7

Offense
Speed: 30 ft
Melee: Scimitar +1(1d6 / 18-20 x2)
Ranged: Short-Spear +2 (1d6) 20 ft

Statistics
Str 10, Dex 12, Con 14, Int 13, Wis 18(20), Cha 10
Base Atk +1; CMB +1; CMD +12
Languages: Common, Polyglot

spells:

2nd(2/day)- Animal Aspect, Aspect of the Bear
1st(4/day)-Good Berry, Cure light wounds, Magic Fang, Produce Flame
0th(3 memorized)-Create water, Detect Magic, Guidance, Purify food and drink

Special Qualities:

Spontaneous Casting: 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.

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. 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 able to study each other, which means that they 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.

A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.

Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:
•Movement (+10 enhancement bonus to land speed)
•Scales (+2 natural armor bonus to AC)
•Senses (low-light vision, scent)
•Natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple)

While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Skills:

Trained
+4 :climb [1] Rank, +3 Trained
+7 :Handle Animal [3] Rank, +3 Trained, +1 Trait
+9 :Heal [2] Rank, +3 Trained, +4 wisdom
+7 :Knowledge (Geography) [3] Rank, +3 Trained, +1 Intelligence
+7 :Knowledge (Nature) [1] Rank, +3 Trained, +1 Intelligence, +2 Wild Empathy
+10 :Perception [3] Rank, +3 Trained, +4 wisdom
+13:Sense Motive [3] Rank, +3 Trained, +4 wisdom, +1 trait, +2 Racial
+6 :Spell Craft [2] Rank, +3 Trained, +1 Intellect
+14:Survival [3] Rank, +3 Trained, +4 wisdom, +2 Wild empathy, +1 Trait, +1 Race(1/2 level)
+4 :Swim [1] Rank, +3 Trained

Untrained
+1 :Acrobatics, Disable Device,Escape Artist, Fly, Ride, Sleight of Hand, Stealth
+1 :Appraise, Craft, Knowledge(untrained), Linguistics
+4 :Profession
+0 :Bluff, Diplomacy, Disguise, Intimidate, Perform ,Use Magic Device

Feats:

Spell Focus(Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Feat: Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Character Traits:

Jungle Guide (Regional Trait): You gain a +1 trait bonus on Handle Animal checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills is a class skill for you.

Outcast's Intuition (Magic Trait): You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

Racial Traits:

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.
•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.

Feat and Skill Racial Traits
•Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice. This racial trait replaces the bonus feat trait.
•Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Gear:

Weapons: scimitar, spear, Short spears x4
Shield: Heavy Wood shield
Armor: hide shirt
Head band Head-band of wisdom +2
druid kit: This includes animal feed (5 days), a backpack, a belt pouch, a Hammock, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

Saurian Shaman:

A shaman with this focus calls upon the primeval dinosaur, the archaic terror that lingers as a hungering, atavistic stranger at the fringes of the ecosystem, a destroyer and despoiler whose coming other animals dread.

Nature Bond: A saurian shaman who chooses an animal companion must select a dinosaur. If choosing a domain, a saurian shaman must choose from the Animal, Destruction, Strength, and War domains.

Wild Empathy (Ex): A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.

Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:
•Movement (+10 enhancement bonus to land speed)
•Scales (+2 natural armor bonus to AC)
•Senses (low-light vision, scent)
•Natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple)

While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.

Totemic Summons (Su): At 5th level, a saurian shaman may cast summon nature’s ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability.

This ability replaces a thousand faces.

Wild Shape (Su): At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2.

Bonus Feat: At 9th level and every 4 levels thereafter, a saurian shaman gains one of the following bonus feats: Improved Overrun, Nimble Moves, Power Attack, Skill Focus (Intimidate), or Vital Strike. She must meet the prerequisites for these bonus feats.

This ability replaces venom immunity.

background:

So many Northerners. So many people coming to the jungle. So many end up dead because they do not know the dangers of the Jungle. Quicksand, Dinosaurs, Lizardmen, Diseases, and poisonous plantsare just a few of the dangers that kill people who are strangers to the Jungle. This is why people need a good guide when they leave the safety of the settlements. This is why YOU need the best Jungle guide there is. You need me, Sau're'!K.

Sau're'!K is a Zenj native of Sargava. His people the Mulaa are known for working with and being friendly with the colonials. Unlike the Kalabuta however they have clung tightly to their cultural identity. Their colorful clothing and shamanistic ways set them apart from the lighter skinned Colonials.

Sau're'!K grew up in the laughing Jungle with his tribe. He spent countless days in the jungle with his father learning the ways of his ancestors. He learned to survive in the wild and embrace the Jungle as a piece of him. Now he comes south to this new colony to aid the colonials as they head further south because with out those like him.... they will all most likely die.

Appearance:

Sau're!K is a short (5' 4") dark skinned man with a large tangle of braids in his hair. He has nearly non existent lips and bony cheeks that give him a reptilian sot of look. He dresses in bright dyed loose fitting clothing tending towards greens blues and browns.