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About Wilam TayhornHP's: 24/25
Combat:
Base Attack: +2; CMB: +6 (+4str, +2base att); CMD: 19 (+4str, +2dex, +2base att, +1 dodge)
Melee: Scimitar: +6 to hit; Dmg: 1d6+4; Crit: 18-20x2 Club: +6 to hit; Dmg: 1d6+4; Crit: x2 Shortspear: +6 to hit; Dmg 1d6+4; Crit: x2 Ranged: Short Spear: +4 to hit; Dmg 1d6+4; Crit: x2; Range Inc:20' Skills:
Armor Check Penalty -3
Acrobatics -1
Animal Companion:
Sora, Cat, Small(Cougar)
HD: (3d8)+6 HP: 25 Init +6 (+6 Dex) Spd: Walk 50 ft AC: 20 Touch: 16, Flatfooted: 14 (+6 Dex, +4 Natural Armor) Attacks: Bite: +4(1d4+1 20/x2 Trip) Claws +4/+4 (1d2+1 20/x2) Feats: Improved Natural Armor, Toughness Abilities:Evasion(Ex), Link(Ex), Share Spells(Ex), Trip(Ex) Saves: Fort +4, Ref +9, Will +2 Str 13, Dex 22, Con 13, Int 2, Wis 12, Cha 6 Skills: Acrobatics +10, Acrobatics (Jump) +18, Perception +5, Stealth +10, Survival +5 Tricks known: Attack, Attack II, Defend, Down, Guard, Heel, Stay, Track Feats:
Dodge, Toughness, Power Attack Traits:
Dirty Fighter: +1 base damage when flanking Abilities:
Spontaneous Casting: You can 'lose' any prepared spell in order to cast any Summon Nature's Ally spell of the same level
Trackless Step: You leave no trail in natural surroundings and cannot be tracked Woodland Strde: You may move through any sort of undergrowth at your normal speed without taking damage or being otherwise impaired Wild Empathy: You can improve the attitude of an animal Spells:
Caster Level: 3
Check to overcome Spell Resistance: +3 Concentration Check: +5(+3 level,+2 stat) Commonly memorized spells: Cantrips: Light, Guidance, Stabilize, Create Water
Equipment:
Masterwork Hide Armor, Masterwork Heavy Wooden Shield, Cold-Weather Outfit, Scimitar, Club, Short Spear x5, Cloak of Resistance +1, Wand of Cure Light Wounds(50), Scroll(Lesser Restoration), Scroll(Fog Cloud), Potion of Mage Armor x2, Tanglefoot Bag x2, Antitoxin(Vial), Backpack, Bedroll, Whetstone, Waterskin, Flint and Steel, Holly and Mistletoe, Trail Rationsx5, Rope(Silk/50ft.), Scroll Case, Belt Pouch, 339g 3s 8c Appearance:
Background:
Wilam was an orphan, abandoned by his mother shortly after birth, perhaps because of his mixed Shoanti and Varisian blood, or perhaps for some other reason. If she bothered explaining her reasoning he was too young at the time to remember. His first memories are growing up in a small farm near the edges of the Churlwood. He was taken in by the farmers as a babe, and that was possibly the first and only kindness they ever showed towards him. By his early teenage years he grew tired of long days of work, meager meals, and nights spent sleeping on a dirt floor. In the summer of his 14th year he walked away from the farm, vowing to never again toil away in the fields.
His youthful arrogance was almost his undoing, because within a week of leaving he found himself starving, alone, and lost in the Churlwood. He would have died without the intervention of an old druid who lived in the woods and took pity on the child. Once he had recovered the druid politely lead him to the edge of the woods, not more than a handful of miles from his previous home. Without a second though Wilam turned right around and followed the druid back to his cave and turned his back on civilization. As the years passed Wilam learned much from the aged druid, but the most important thing he learned was a sense of inner calm. As he became older he learned how the druids of Varisia have been fighting a subtle war against outsiders who wish to plunder her nautral resources. Wishing to help he asked the druid elders for assignments. Instead of simpilly telling him that they don't assign missions but rather each druid relies on what the land tells him they sent him to Riddleport. They told him to watch the Order of the Cyphers and watch for any changes in the Cyphergate with hopes that in time he would find his own calling. |
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