Halfling

Apostolos Murandea's page

92 posts. Alias of Mainer.


Full Name

Apostolos Murandae

Race

Gymnaga

Classes/Levels

Druid 2/ HP: 18/18 / F +4, R+1, W +6

Gender

M

Size

M

Alignment

N

Strength 12
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 16
Charisma 15

About Apostolos Murandea

Backstory:

Near MacNorra House, there is a young Gymnaga artisan that goes by the nick-name Stolos, and has spent his time creating sculpture or representation of the deities interacting one with another, or occasionally singular portrayals. Recently he threw his passion into a work described as "Where The Clouds Land," a representation of a union between Keravus and Yovit. Despite his fickle nature, Keravus was depicted as a caring father in the moment of an understanding Yovit.

When asked about this portrayal, Stolos could only shrug and say that he had felt it to be true. It wouldn't be until after the creation of this work that Stolos dreamed a dream wherein he found himself watching a tree be buffeted about by winds, drenched in rain. Fighting his way to the small tree, Stolos wrapped his arms around it just as the storm broke and sunlight shone forth. Turning to gaze into the light, Stolos heard a whisper...no, two voices whispering...in his ear.

Apostolos, you are a special son of mine, the voice whispered. You are to go forth, a witness of the power of the gods, and a protector of the land. Go forth, and proclaim the New Age of Union to your people.

When he awoke, Stolos found himself tangled in his bedding. As he prepared for the new day, he began making preparations. Gathering a few of his tools, he prepared to begin spreading the words of Yovit and Keravus.


Statistics:

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DEFENSE
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AC 15, touch 11, flat-footed 14
hp 18
Fort +4, Ref +1, Will +6
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OFFENSE
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Speed 20 ft.

Melee

Mwk. Scimitar
Attack: +3
Damage: 1d6+1
Crit: 18-20/x2

Spear
Attack: +2
Damage: 1d8+1
Crit: x3
Range: 20 ft

Sling
Attack: +2
Damage: 1d4+1
Crit: x2
Range: 50ft

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STATISTICS
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Str 12, Dex 12, Con 12, Int 12, Wis 16, Cha 15
Base Atk +1; CMB +2; CMD 13
Traits
Illuminator: You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.
Artisan: You gain a +2 trait bonus on a single Craft skill (your choice).
Drawbacks
Feats
Prodigy: Gain a +2 bonus on two Craft, Perform, or Profession skills.
Skills
Perception (+7)
Knowledge (Nature) (+8)
Spellcraft (+5)
Survival (+10)
Diplomacy (+10)
Profession (Stonemason) (+9)
Craft (Fortification) (+9)

ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages: Common, Sylvan, Druidic

Special Abilities:

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SPECIAL ABILITIES
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Weapon & 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.

Nature Senses
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy
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
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.


Race Info:

Gymnagaophthian (Gymnaga) the name is derived from the species of legless lizards on earth, the Gymnophthalmidae

Gymnaga people prefer to live close to sources of fresh water, but even something as small as a four acre pond will be sufficient for their needs. They can, and often do, live among regular populations of Humans and Maetaur.

Physical Description
Gymnaga appear to be a mix of a reptilian creature and a Halfling. It has always been interesting to both the Gymnaga and Maetaur people that their Halfling-like parts are very similar, though generally speaking Gymnaga have a more robust Halfling physique and are considered, by Humans and Maetaur alike as more physically attractive, having larger, more almond shaped eyes, wider mouths, and shinier hair. It is important to note that a Gymnaga’s lower body is not Snake-Like, and a common misconception among many races is that the Gymnaga are “snake-peopl.”. All of the major body organs of a Gymnaga are found in the torso. Gymnaga take offense to being called “snake-men,” “snake-like,” or “snake-people,” and will quickly point out that they are Lizard-folk, and explain that snakes have long bodies and short tails, while lizards have short bodies and long tails. This difference is very important to the Gymnaga folk who have a history of conflict (and were once slaves) of a race of snake-people called the Sashi-Anhain (what would be Yaun-ti). The reptilian lower body, which begins at the hips is scaled, muscular, and contains a short bone structure that is connected to the hip bones and is a strange fusion of two upper leg bones that are separated at the hip but join together into one common knee. There are no lower leg bones, only the tail bones continue after the knee. The color of a Gymnaga’s lower body can be dark brown through dark green, and speckled yellow and blue over a deep emerald green is not uncommon. Typical height, when standing on the knee, of a Gymnaga is 4’’-10” to 5’6” for females and 5’2” to 5’8” for males. Typical overall length for a Gymnaga is 9 to 12 feet. Typical weight is 190 to 300 pounds. Obesity is extremely rare, but very thin Gymnaga are not uncommon. Gymnaga are semi-aquatic. They cannot breathe water, but can hold their breath for very long periods. A Gymnagaopthian can hold their breathe for up to four times their constitution score in rounds, before any checks would be required to continue to hold their breath, even while performing strenuous activity like swimming at a full round movement rate).

Society
Gymnaga have strict rules for place among their communities based upon Class. There are four Classes in their society, The Priest Class (the ruling class, and this is handed down from mother to first born daughter), The Artisan Class (which includes all craftsmen but not laborers or people who take care of animals, hunt, fish, or farm), the Warrior Class (a very small class), and finally the Low Class which is all unskilled workers (laborers, animal handlers, hunters, fishermen, farmers). Class conflict is rare, and each Gymnaga respects and understands their place in society. However, these class distinctions are often pushed very far to the side when a community of Gymnaga is smaller than a few hundred. Generally, when encountered as isolated small settlements, Gymnaga will be found trying to break out of their class roles, though there will always be Priestesses (Clerics) among any settlement population. Among the Gymnaga are a strange sort of warrior (Inquisitors and Paladins) who would be technically considered to be part of the warrior class, but, due to the nature of the vows they take (they have taken a vow to enforce the society accepted norm that only females can be priests of their Pantheon), these unique individuals are often considered “classless” by other Gymnaga. Typically a Gymnaga, male or female, will wear a long dress like garment that is wrapped around the upper body (in the fashion of what we would know as “Ancient Greece”). These garments can be made from cloth or skins, and often the finer, more delicate the fabric, the higher the class of the wearer. Belts are common, but the preferred material is wool, tightly woven and colorfully died. While Gymnaga interact with other races amicably, they can often cause unusual “bad” relations to exist because of their lack of acknowledgement of the need for physical boundaries. They are often intimate with Humans and Maetaur alike and while Humans find this behavior welcome, if challenging, Maetaur find it offensive. Gender Identity is not clear among the Gymnaga, and no non-Gymnaga races understand this. It can be difficult to differentiate a male from a female Gymnaga, the only absolute behavioral differences that can be observed by an outsider are the behaviors of the Priestesses, which tend to be authoritative, a behavior no male Gymnaga exhibits. It is not uncommon to see male and female Gymnaga be overly concerned with their physical appearance and charm, and the attention of other Gymnaga, and other races, of a sexual nature, is always welcome if not sought after. Gymnaga, as far as anyone knows, cannot produce offspring with Human or Meataur relations. Gymnaga bear live young, typically one baby is born, but twins are not unheard of. Gymnaga do not form mated or bonded pairs and families of Gymnaga raise children as a cooperative effort. Gymnaga see all other races, regardless of an individual’s place within their own society, as “Classless”. This does not mean they treat other races with disdain, only that they do not see a need for other races to be identified by class as they are not Gymnaga.

Relations
Gymnaga like the company of Humans and Maetaur and find their behavior, their tendency to be uncomfortable around Gymnaga, as a curiosity. Indigenous Humans, being accustomed to the behavior of Gymnaga, find them pleasant if a bit difficult to interact with at times.

Alignment and Religion
Gymnaga are predominately Good and Lawful but can be Neutral and are rarely Chaotic. Their religion is highly structured and worships a Pantheon of various gods that are both like the Gymnaga in appearance, and in some instances, not at all. Some isolated Gymnaga communities have been known to adopt Druid-like followings. They are reluctant to acknowledge the authority of other race’s deities. Gymnaga Clerics are always leaders of their communities and can be found acting alone, as a village leader, or at times as groups.

Racial Build: (standard – 12 points)
---Racial Qualities---
Type: Monstrous Humanoid (3 RP)
Even though Gymnaga are Monstrous Humanoids, they lack Darkvision, and instead have Low Light Vision

Size: Small (0 RP)
Due to the long tails, Gymnaga are medium sized creatures. They are required to use small sized weapons and armor (worn on their human-like torso) due to the small size of their human-like torso

Base Speed: Slow Speed (-1 RP)
Gymnaga have a base speed of 20 feet.

Ability Score Modifiers: Standard (0 RP)
+2 Strength, +2 Intelligence, -2 Constitution

Language: Standard Language Quality (0 RP)
Gymnaga speak Common

---Racial Traits---
Advance Charisma (4 RP)
Gymnaga are considered attractive and well mannered by almost all intelligent races, and receive a +2 racial bonus to their Charisma Score

Swim (2 RP)
+8 to Swim Skill Checks
Swim Speed of 30’

Skill Bonus (2 RP): Alluring
+2 to Diplomacy Checks

Hold breath (1 RP):
Can hold breath for 4 x constitution in rounds

Flexible Body (1 RP):
Gymnaga are never denied their Dexterity Bonus to AC unless they are magically or physically restrained


Spells:

Orisons
Enhanced Diplomacy
Mending
Stabilize
Guidance

Lvl. 1
Cure Light Wounds
Produce Flame
Touch of Combustion


Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried: less than 100 lbs
Hide Armor

Appearance and Personality: