![]()
About Zathyl SathisPhysical Description:
Zathyl is a thin, slightly muscled Volo with dark, almost black, green scales over most of his body with an almost florescent light green underlining of scales that lie across his chest, up his neck to just under his jaw. His Volo birth mark (which appears on his right arm like most Volo) is a light blue band that encircles his arm and has a v with a line through the center of it that is made up of his normal coloration ( Height: 5' 8"
Personality:
Deep thinking and not hasty with his decisions, the snakeman tries to think things through with every situation (though he understands that not all decisions allow time to think and will act quickly if need be). He is also not quick to judge and tries to give everyone a chance to prove themselves kind and trustworthy, though even his patience and understanding have limits and he has been acted against too many times to be naive. Racial Qualities and Traits:
Qualities:
The Volo: Type – Humanoid (Reptilian) (0 RP) Size – Medium (0 RP) Speed – Normal (0 RP) Ability Score Modifier – Standard [+2 DEX, +2 WIS, -2 STR] (0 RP) Language – Standard [Common and Volo {starting}, Terran, Ignan, Aquan, Auran, Sylvan, Elven, Draconic {chosen} (0 RP) Traits: Defense Racial Traits: Natural Armor (2 RP) - Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class. Poison Resistance (3 RP) - Prerequisites: None; Benefit: Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice. Feat and Skill Racial Traits: Scavenger (2 RP) - Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. Movement Racial Traits: Fast (1 RP) - Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot bonus to their base speed. Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack. Offense Racial Traits: Bite [1d3] (1 RP) - Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category. Senses Racial Traits: Darkvision 60 Feet (2 RP) - Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet. Class Features:
Weapon and Armor Proficiency:
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. Spells:
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. 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. Chaotic, Evil, Good, and Lawful Spells A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet. 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. Druids also have access to a set of Animal and Terrain Domains. 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. (Editor: Details on how animal companions work can found be here: Animal Companions) 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 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. 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. Archetype Class Features:
Nature Bond:
A serpent shaman who chooses an animal companion must select a snake. If choosing a domain, the serpent shaman must choose from the Animal, Charm, Trickery, and Water domains. Wild Empathy (Ex) A serpent shaman can use wild empathy with reptiles as a full-round action with a +4 bonus. Totem Transformation (Su): At 2nd level, a serpent shaman may adopt an aspect of the snake while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (climb speed 20 feet, swim speed 20 feet)
Domain:
Serpent Domain:
Granted Powers: Familiar: You gain a viper familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar. Slither (Ex): As a free action, you can distend and stretch your body to fit easily through narrow spaces for 1 round. You can move freely through a tight space that would normally require a creature of your size to squeeze through. While slithering, you gain a +2 dodge bonus to Armor Class against attacks of opportunity provoked by your movement and a +2 bonus on CMB and on Escape Artist checks made to escape from a grapple. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Domain Spells: 1st—charm animal, 2nd—animal trance, 3rd—poison, 4th—strong jaw, 5th—snakestaff, 6th—charm monster, 7th—animal shapes (reptiles and snakes only), 8th—scintillating pattern, 9th—crushing hand. Skills:
Climb 5, Craft (Carpentry) 5, Escape artist 8, Handle Animal 4, Heal 8, Knowledge (Geography) 5, Knowledge (Nature) 10, Perform (Dance) 5, Profession (Cook) 8, Survival 12, Spellcraft 5 Feats:
Nature Soul:
Benefit: You get a +2 bonus on all Knowledge (nature) checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Traits:
Caravan Campaign Trait: Escape artist and Perform (Dance) are class skills, get +1, and get one skill point per level for one of them (my choice).
Arcane Temper:
Crunch:
Zathyl Sathis - Druid (Serpent Shaman) 2
Neutral Good Medium Humanoid (Reptile {Volo}) Init +4; Perception +4 ------------------------------------------ DEFENSE ------------------------------------------ AC 16, touch 13, flatfooted 13 HP 16 (1d8 + 0 Con) Fort +2, Ref +3, Will +6 ------------------------------------------ OFFENSE ------------------------------------------ Speed 40 ft. Melee Bite +2 (1d3 + 1) Knife +2 (1d4 +1) Short Spear +2 (1d6 + 1) Range Sling +3 (1d4 +1) Spells Known 1st (3 Spells/Day) DC 15: Charm Animal (Domain), Ant Haul, Cure Light Wounds, Entangle 0th (infinite) DC 14: Detect Magic, Spark, Mending, Create Water ------------------------------------------ STATISTICS ------------------------------------------ XP 2,000 Str 12 (14 - 2), Dex 16 (14 + 2), Con 10, Int 12, Wis 18 (16 + 2), Cha 8 Base Attack +1; CMB 2; CMD 15 Feats: Nature Soul Traits: Caravan Skills (Escape Artist, Perform (Dance)), Arcane Temper Favoured Class: Druid (+1 skill) Skills: Climb 5 (1 Rank + 3 Class + 1 STR) Craft (Carpentry) 5 (1 Rank + 3 Class + 1 INT) Escape artist 8 (1 rank + 3 Class + 3 DEX + 1 Trait) Handle Animal 4 (2 Rank + 3 Class - 1 CHA) Heal 8 (1 Rank + 3 Class + 4 WIS) Knowledge (Geography) 5 (1 Rank + 3 Class + 1 INT) Knowledge (Nature) 10 (2 Rank + 3 Class + 1 INT + 2 "Class" + 2 Feat) Perform (Dance) 5 (2 Rank + 3 Class + 1 Trait - 1 CHA) Profession (Cook) 8 ( 1 Rank + 3 Class + 4 WIS) Survival 12 (1 Rank + 3 Class + 4 WIS + 2 "Class" + 2 Feat) Spellcraft 5 (1 Rank + 3 Class + 1 INT) Languages: Common, Volo, Druid, Caravan Cant Equipment: Explorer's Outfit, Druid's Kit, Leather Armor, Short Spear, Sling (30 Bullets) Current encumberance: Money: 37 GP 8 SP ------------------------------------------ SPECIAL ABILITIES ------------------------------------------ -Class Abilities- Nature Bond: Serpent Domain Wild Empathy (+4 against reptiles) 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. Totem Transformation (Su):
movement (climb speed 20 feet, swim speed 20 feet)
Slither (Ex): As a free action, you can distend and stretch your body to fit easily through narrow spaces for 1 round. You can move freely through a tight space that would normally require a creature of your size to squeeze through. While slithering, you gain a +2 dodge bonus to Armor Class against attacks of opportunity provoked by your movement and a +2 bonus on CMB and on Escape Artist checks made to escape from a grapple. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Familiar Crunch:
Slatha (Viper Familiar)
N Tiny animal Init +3; Senses low-light vision, scent; Perception +9 DEFENSE AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
OFFENSE Speed 20 ft., climb 20 ft., swim 20 ft.
STATISTICS Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
SPECIAL ABILITIES Poison (Ex) Bite—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save. Familiar Abilities:
Familiar Archetype:
Valet
A valet is a consummate personal servant, able to fetch, deliver, and perform for its master's every need. Class Skills A valet treats Craft, Perform, and Profession as class skills. Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness. Prestidigitation (Sp) A valet can use prestidigitation once per hour. Teammate (Ex) A valet is considered to have all the teamwork feats its master has. Deliver Touch Spells (Su) At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed. This ability modifies deliver touch spells. Deliver Aid (Ex) At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed. This ability replaces speak with animals of its kind. Aide to All (Ex) At 13th level, a valet can choose to use the aid another action as a full-round action, granting up to three adjacent creatures bonuses from this action. Each bonus may be either for the same action or check or for different actions or checks. This ability replaces scry on familiar. Equipped Items:
Melee: Short Spear, Knife (use one at a time)
Range: Sling (30 Bullets) Armor: Leather Magic Items: Items and Treasure:
Items: Explorer's Outfit, Druid's Kit
Treasure: Wealth:
0 PP 37 GP 8 SP 0 CP Background:
Born into a small, nomadic Volo tribe, Zathyl Sathis grew up understanding the voice of nature and the longing of the open road before him. From an early age he was trained by the tribes elder druid due to the natural aptitude that he saw in the young snake and because of Zathyl's seemingly direct connection to the Volo people's spirit animal. Many years went by while Zathyl stayed in the tribe, teaching him about the stigma against his people and what could come of it. Many times over the years the tribe was attacked and many times the tribe defended its very survival. Many died, both fellow tribe members and xenophobic warriors alike. After years of turmoil and repeating of history, the tribe finally decided to settle down and try to create a home for themselves that they could defend and possibly prosper. Zathyl found that he couldn't stand the static settlement that was being introduced to the tribe, gave his luck to his people and continued adventuring onward.
What came was a lonesome journey and more lessons to be learned. While he avoided large groups of people on the road, he found that some of the smaller more isolated groups were more accepting of his appearance and though wary of him, allowed the exchanged of knowledge, stories, and some goods. Though this mostly wasn't the case for most groups and he found himself not welcome in many and hunted in most. After a few years of traveling by himself in the wilderness, Zathyl found a sight that he would never forget. A chain of wagons surmounted the road with many different races aboard them and walking beside them. Many of them were fantastical and wondrous to his eyes and bespoke of something that he had never seen before. Drawn the the caravan without reservations or caution that he had shown in his previous years, he followed the line of wagons until they made camp. Boldly he walked into one of the many camps and inquired as to the purpose of the procession. An elderly man by the fire stood and walked over to him, exclaiming that he was Phineas T. Phostle the druid and the ring Leader to this Circus Caravan. Upon seeing Zathyl's look of confusion, Phineas gave an understanding chuckle and asked the Snakeman to sit with him while he explained what the circus was and what he was trying to accomplish. The Caravan that he lead, or the Circus as he called it, was supposed to be a safe traveling haven for those that society rejected due to their physical differences and sometimes non-physical ones, allowing safety in numbers, companionship, and a legal way to make a self supporting profit to feed and clothe those who participated. Zathyl was touched by Phineas's act of kindness for the procession and asked if he too could join the Circus and help Phineas's cause. The Ringleader looked thoughtful and told the snakeman that he could join the Caravan, but he could not truly join the Circus until he proved himself for it. Zathyl agreed and told the Ringmaster that he would help his cause anyway he could. And so Zathyl traveled with the circus, selflessly helping those in it where he could and learning some skills of the trade to help make the caravan's earnings. A few months soon after, Phineas's health started to fail and he became bed ridden. On his death bed Phineas named his successor , his awakened Cat Companion, and finally told Zathyl that he was an official member of the circus. Before Phineas died Zathyl promised him that he would try to uphold the ideals of what the former ringmaster was trying to accomplish. The druid passed away not an hour after this promise... |