Azmur Kell

Anton Medvyed's page

562 posts. Alias of T.A.U..


Full Name

Anton Medvyed

Race

Half-orc (Quarter-Orc, looking more human than half orc)

Classes/Levels

Druid of Erastil (Urban druid) 5 [HP 42/42 | AC:16 | T:12 | FF:14 | CMB: +2 | CMD: +14 | Fort:+6 | Ref:+3 | Will:+8 (+1 Will saves vs fey spells and effects, +2 saves vs. divinations and enchantments) | Init:+2 | Perc: +12 | Speed 20]

Gender

Male

Size

Medium 5ft 9in / 227 lbs

Age

26

Alignment

Neutral Good

Deity

Erastil

Languages

Common, Druidic, Orc, Sylvan, Undercommon

Strength 9
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 18
Charisma 12

About Anton Medvyed

Description:
A massive male in hunter outfit but with a silver holy symbol of Erastil displayed. Despite his human aspect he resembles more an half-orc in his posture. His wild appearance contrast with his polite way of speaking with a perfect accent.

Biography:

Anton Medvyed is an half-orc, actually a quarter-orc.
His story began with his parent's story: his father, Vasiliy Medvyed, is the second son of a cousin of the actual Lord of the Medvyed family, so very distant from any succession claims or political scheme. He passed a lot of his life in a little family manor near the Gronzi Forest.
His mother, Daryna (meaning “gift”), was an half-orc born from her human mother, Lyuba, after some months of an orc raid to her farm village, situated near the forest and the manor.
When Vasiliy met the young but beautiful Daryna, he immediately fall in love. So, they married and after few months Anton was born.
As his father Anton grew up in the family manor studying the tradition of his noble family, but he also loved to stay in the village with the other not noble people, especially his grandmother, and he loved spending a lot of time in the forest too.
In the young age he discovered his faith and vocation in Erastil deciding to became a priest.
Both his parents approved his decision and asked the local priest to take Anton as an apprentice.
During his training years he chose to follow the more rare druidic path instead of the traditional cleric one, thinking that a more direct connection with nature could only help the village community.
He became also a skilled hunter, and also won some annual competition at the Archerfest.
When the village older priest leaned from some others member of the Church of Erastil that there was an expedition to the Stolen Lands, he decided was time for his no more young apprentice to gather some experience outside, and send him to Restov. Even his distant noble family became interested in the opportunity of having one of his members directly involved in the expedition.
So Anton left his family manor, his beloved rural community and his previous life to dress the part of an explorer and an adventurer representing the Medvyed and his Church too. But before his departure all of them helped him in getting an appropriate equipment: his father opening the manor cash to buying him a masterwork hide armor, a cold iron longsword and a trained horse; the entire community by giving him a tent, and other survival gear; even the old priest gave Anton his masterwork longbow, a silver holy symbol of Erastil and also a brand-new copy of the The Parables of Erastil.

Alternate racial traits:

Beastmaster: A half-orc with this trait treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. This racial trait replaces orc ferocity.
City-Raised: City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Shaman's Apprentice: Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Skilled: Second and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Full stats:
Male half-orc Druid (Urban Druid) 5
NG Medium humanoid (human, orc)
Init +2; Senses Perception +12
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
HP 42 (5d8+10)
Fort +6, Ref +3, Will +8
Defensive Abilities +1 Will vs fey spells and supernatural abilities; +2 saves vs. divinations and enchantments

OFFENSE
Speed 20 ft.
Melee cold iron longsword +2 (1d8-1/19-20) or darkwood quarterstaff +3 (1d6-1) or darkwood quarterstaff -1/-5 (1d6-1/1d6-1)
Ranged mwk longbow +6 (1d8/x3)
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 5th; concentration +9) 7/day-Calming Touch (heal 1d6+5 non-lethal damage plus remove fatigued, shaken, and sickened conditions)
Druid Spells Prepared (CL 5th; concentration +9)
3rd- Prayer (D), Call Lightining (DC 17), Grater Animal Aspect.
2nd-Shield Other (D), Barkskin, Bull's Strength, Restoration Lesser
1st-Bless (D), Aspect of the Falcon, Charm Animal (DC 15), Deadeye's Arrow, Produce Flame
0th (at will)-Create Water, Know Direction, Light, Stabilize

(D) Domain spells Domain (Community)

STATISTICS
Str 9, Dex 14, Con 14, Int 12, Wis 18, Cha 12
Base Atk +3; CMB +2; CMD 14
Feats Additional Traits, Endurance (B), Point-Blank Shot, Precise Shot
Traits Noble Born (Medvyed), Rich Parents, Child of the Temple, Influence
Skills Diplomacy +9 (+11 vs Fey), Handle Animal +11, Heal +8, Knowledge (geography) +5, Knowledge (history) +7, Knowledge (local) +10, Knowledge (nature) +11, Knowledge (nobility) +8, Knowledge (religion) +7, Linguistics +2, Perception +12, Ride +4, Sense Motive +9, Survival +14, Swim +1; Racial Modifiers +2 Handle Animal, +2 Knowledge (Local); Note: Armor Class Penalty (-2) already included
Languages Common, Druidic, Orc, Sylvan, Undercommon
SQ lorekeeper, nature bond (Community domain), nature sense, spontaneous domain casting, resist temptation, wild empathy +6
Gear 20/20 durable arrows, 10/10 durable arrows (silver weapon bleack applied), 10/10 durable arrows (cold iron weapon bleack applied), healer's kit (6/10 uses), bottle of bladeberry (3/5 uses), potion of cure light wounds, Wand of Cure light Wounds (50/50)
Other Gear cold-weather outfit, mwk hide armor, mwk longbow, cold iron longsword, darkwood quarterstaff, silver holy symbol, spell component pouch.

Favored Class Options (Half-Orc Druid):

+1 hit point or +1 skill point or Add +1/3 to the druid's natural armor bonus when using wild shape (half orc) or add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude (human) or Add +1/2 to the damage dealt by the druid's animal companion's natural attacks (orc).

lvl 1: +1 skill point
lvl 2: +1 skill point
lvl 3: +1 skill point
lvl 4: +1 skill point
lvl 5: +1 skill point

Traits:

Trait Noble Born (Medvyed) (Ex) Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”
Trait Rich Parents (Ex) You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances—your starting wealth increases to 900 gp.
Trait Child of the Temple (Ex) You have long served at a temple in a city, where you picked up on many of the nobility's customs in addition to spending much time in the temple libraries studying your faith. Benefits: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you. Kn Religion
Trait Influence (Ex) Your position in society grants you special insight into others, and special consideration or outright awe from others. Benefits: Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Sense Motive

Coins:

1 pp
208 gp
9 sp

Other Gear on Berego the combat trained light horse:

Bit and bridle
Military Saddle
Saddlebags
Small tent
Bedroll
Holy text (The Parables of Erastil)
Rest of the Druid's Kit:
- animal feed (5 days)
- backpack
- belt pouch
- blanket
- flint and steel
- holly
- mistletoe
- iron pot
- mess kit
- soap
- torches (10)
- trail rations (10 days)
- waterskin

Party Loot:

an oil of shillelagh
an oil of magic stone
a potions of protection from good
a divine scroll of read magic
a masterwork heavy mace