Arkon the Thunderer's page

442 posts. Organized Play character for Tharasiph.

Full Name

Arkon the Thunderer


Wildshape 0


Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12


Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8






Neutral Good




Common, Druid

Strength 17
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Arkon the Thunderer


Oread Druid - (Saurian Shaman)
NG Medium humanoid
Init +2; Senses Dark Vision, Perception +9


Str 18, Dex 14, Con 14, Int 11, Wis 16, Cha 12

AC 19, touch 13, flat-footed 14 (+4 armor,+2 Dex,+2 Shield +1 Dodge)
HP 27 (3d8+9)
Fort+5, Ref +2, Will +6;
Favoured Class Bonus +3 hp


BAB +2 CMB+6 CMB 18
Speed 20 ft

Standard Attacks

Melee Sunsilver Masterwork Scimitar +7 (1d6+4/18-20)(S)
Melee Sunsilver Masterwork Scimitar Power Attack +6 (1d6+6/18-20)(S)

Melee Dagger +6 (1d4+4/19-20*2)(SorP)
Melee Dagger Power Attack +5 (1d4+6/19-20*2)(SorP)

Missile Dart +4 (1d4+4)(P)
Missile Dart Deadly Aim +3 (1d4+6) (P)

Claw *2 +6 (1d4+4)
Bite +6 (1d6+4)

Claw *2 Power Attack +5 (1d4+6)
Bite Power Attack +5 (1d6+6)

Spell Casting:

Druid Spells Known (CL 3rd; concentration (CL+Wis=+6):
2nd (2:2) - Iron Skin, Summon Swarm
1st (3:3)- Cure Light Wounds *2, Goodberry
0 (at will)- Guidance, Stabilise, Detect Magic, Create Water



Elemental Strike: Swift action power up attacks with +1 Acid dmg per 5 lvls

Birthmark: Dripping Leaf Tattoo
This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Highlander TraitYou were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands.

Benefits: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Campaign Trait: Foreigner You are from a land located far away, and have no ties to Ustalav, Lastwall, or any of the other countries bordering this region. You gain a +1 to Perception and a +1 to AC. The benefit to AC is considered a dodge bonus that stacks with all others. Should you be surprised, incapacitated, or otherwise lose your AC bonus from dexterity, you will temporarily lose this benefit until you regain your bonus from dexterity.

*Climb (Str) +8 (1R)
*Swim (Str) +8 (1R)

Acrobatics (Dex) +2 (0R)
*Fly (Dex) +2 (0R)
*Ride (Dex) +2 (0R)
*Stealth (Dex) +7 (1R+1trait)

*Knowledge (nature)(Int) +4(1R)
Knowledge Religion (Int) +4(1R)
*Spellcraft (Int) +4 (1R)

*Perception (Wis) +9(3R)
*Survival (Wis) +8(2R)
*Heal (Wis) +7 (1R)

*Intimidate (Cha) +1 (0R)

Background Skills: 6
*Kn (Geography) +4 (1R)
Kn (History) +1 (1R)
Kn (Engineering) +1 (1R)

*Handle Animal(Cha) +7/+11(3R)

Languages Common, Druidic


Sunsilver Masterwork Scimitar (4/415gp)
Cold Iron Dagger(1/4gp)
Darkwood Wooden Shield Large (5/257gp)
Masterwork Leather Lamellar Armour (25/210gp)
Dart*6 (3/3)


Magical Gear
Travelers Any-tool (4/250gp)
Ioun Stone - Magenta Prism - Cracked - +2 competence Bonus to a skill changeable once per day (800gp)

Wand of mage armour 50 charges (750gp)

Cloak of Resistance +1 (1000gp)

Other Gear

Backpack (2/2gp)
Waterskin (4/1gp)

Flint and steel (-/1)
Explorers outfit

Bedroll plus Blanket (8/-)
Mess Kit (1/1)
Soap*2 (2/-)
Various extra clothing (Shirts, Pants)

Trail Rations *6 (6/3)
Wander meal * 12 Days (5/-)

Berries for Good Berry 8
Berries with Good Berry cast on it.


Leather Lamellar Barding Dinosaur Orz (13/120gp)

Magical Gear

Encumbrance: Light = 76: Carried = 71lbs

317GP 2sp 5cp

Druid Abilities:

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

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.

Trackless Step: You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. The druid may select from the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armour bonus to AC), senses (low-light vision, scent), or 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. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The
saurian shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This
is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey.

This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

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. She can apply the young template to any reptiles or dinosaurs to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant
template, or increase it by two to apply both the advanced and giant templates. This ability replaces a thousand faces.

Giant Creature (+1)
Creatures with the giant template are larger and stronger than their normal-sized kin. This template cannot be applied to creatures that are Colossal.
Quick Rules: +2 to all rolls based on Str or Con, +2 hp/HD, –1 penalty on all rolls based on Dex.

Advanced Creature (CR +1)
Creatures with the advanced template are fiercer and more powerful than their ordinary cousins.
Quick Rules: +2 on all rolls (including damage rolls) and special ability DCs; +4 to AC and CMD; +2 hp/HD.

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.

Oread Racial Traits:

Energy Resistance: Oreads have acid resistance 5.

Darkvision: Oreads can see perfectly in the dark up to 60 feet.

Mostly Human: A few oreads have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Spell-Like Ability (Sp) Oread can use magic stone 1/day (caster level equals the oread‘s total level; DC 11 + Charisma modifier).

Stone in the Blood: Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread’s resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces earth affinity.

Animal Companion Velociraptor Orz:

Animal Companion


N Small dinosaur Velociraptor
Init +4; Senses Low-light vision, Scent, Perception +5


Str 12, Dex 18, Con 17, Int 2, Wis 12, Cha 14
Base Atk +2, CMB +2, CMD 16

AC 21, touch 15, flat-footed 16 (+3 natural armour, +3 Studded Leather armour, +4 Dex, Small +1)
hp 30 (3d8+12)
Fort +6, Ref+7, Will +2


Speed 60ft
Talon 1 +6 (1d6+1)
Talon 1 PA +5 (1d6+3)

Talon 2 +6 (1d6+1)
Talon 2 PA +5 (1d6+3)

Bite +6 (1d4+1)
Bite PA +5 (1d4+3)

(1) Toughness
(1) Weapon Focus Natural Weapons

Masterwork Studded Leather Barding (-0AP) - Small (350GP/10lbs)

Skills: 3
*Perception(Wis) +5 (1R)
*Stealth(Dex) +12 (1R+4 Small)
Survival(Wis) +2 (1R)

Languages None

Animal Tricks: 7

attack * 2

Special Abilites
Tricks: Bonus (2) Attack, attack 2 (unnatural creatures),

Small Size
+1 to hit, +1 AC, - 1 cmb, -1 cmd, +4 stealth

Link You can handle your animal companion as a free action, or push it as a move action, even if you don’t have any ranks in the Handle Animal skill.

You gain a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding your animal companion.

Share Spells You may cast a spell with a target of “You” on your animal companion (as a touch range spell) instead of on yourself. You may cast spells on your animal companion even if
the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Future Advancement
7th-Level Adv.: Size Medium; AC +2 natural armor; 2 talons (1d8), bite (1d6), 2 claws (1d4);

Ability Scores Str +4, Dex –2, Con +2; Special Qualities Pounce

Sample Post:

Arkon is wandering the streets, which with the rebuilding are packed with merchants hawking their wares. He savours the sites, sounds and flavours on offer and when he spots his favourite vendor he takes out a coin, he waits until he catches her eyes and flicks the coin to her. Yasmina a strikingly beautiful woman who wears a long gypsy style dress neatly catches the coin and returns his throw with a wink, an apple sailing through the air to Arkons outstretched palm, he takes a bite with a crunch and savours the sweet taste, with a smile and nod to Yasmina he continues walking through the increasingly crowded streets.

Arkons looks at his companion Orz, the Velociraptor is out of place in this setting but despite his fearsome appearing claws, teeth, tail and scales he looks at peace examining each stall as they pass it.

Arkon hears a cry for help ahead from what must be a block away "Go Orz see what is going on, i'll catchup as I can", Orz runs ahead, quickly outpacing the lumbering steps of Arkon.

After approximately 30 seconds Orz returns and with a wave of his taloned hand signals to Arkon that he is needed, "Show me where they are" rumbles Arkon and he keeps following Orz who is keeping only slightly ahead.

Arkon sees a merchants cart with it's load of leathers and furs strewn on the road. It has broken a wheel and has fallen on it's side, trapping a young boy underneath. The boy Mikel if

Arkon remembers rightly a local urchin is screaming in pain, his legs trapped underneath the heavy weight. The merchant Sion by name is trying to lift the cart, but having no success. Arkon runs up to the cart, takes hold and lifts.

"Together now as he struggles and strains to lift it off the trapped child, he is joined by the merchant. When it has been lifted high enough the boy is dragged out from under the cart.

Arkon releases the cart to the ground, he sees that Mikel is attempting to rise but his bleeding broken leg will not support him and with a cry of pain he falls to the ground. Arkon moves to
hold the boy "Be well Mikel ... look Orz" He points to Orz as the Velociraptor begins capering around to distract the boy from his pain. Arkon places a hand near the boys injuries and intones the words to call upon the healing light of Gozreh "Oh Great Gozreh, grant your divine light to this lad so that he may know your mercy and greatness", a light erupts from Arkons hand and where it touches, the boys injuries are healed.

Soon Mikel is able to stand, he looks to run off "Take it easy, your leg will require a few days to be fully healed", Mikel gives Orz a quick pat and begins walking away "Thankyou mister", before disappearing around the corner. Seeing there are no other injuries, Arkon continues wandering down the street.

The Ten-Minute Background:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1. Chosen by The Dinosaur Spirits (Gozreh), leaving his home and travelling to a new land Arkon is a bit bewildered by the new society, he is trying to find the best in the peoples around him and to teach them new things. He is hoping that the Dinosaur Spirits (Gozreh) will reveal their plans for him soon (Gozreh will most likely do no such thing, it is for Arkon to Rise to the challenge and become that which can serve Gozreh as is needed.

2. Arkon is strong, dextrous and resilient and because of this he looks down on others capabilities, but he is also very willing to help others as he feels that if he has these gifts he should use them to make the world a better place.

3. Arkon is very in tune with nature, he feels a part of the of it all and does not really tolerate it's abuse. He will try and utilise fallen or unhealthy trees as much as possible and will advise others on how best to live in tune with nature.

4. Arkon likes to roam alone even in his homelands where dinosaurs roamed, he used Orz to help him spot and evade dangers, the two working as a team, Orz would lead the predator away until

Arkon could escape or hide. He has an unquenchable wanderlust, which is why after his long journey he chafes at staying in town as he is burning to get out there again.

5. Arkons early life was generally of challenge and danger as the life of a tribal in the lands of the Thunder Lizards is a hard one. he was tempered a little by his intuitive harmony with nature and the teachings of Hecton, but he is still a savage. Life is hard and that is what forges the strong.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

Two Goals
1 - Finding out information about the true power behind the tribes veneration of the Thunder Lizards (Gozreh). Then finding other worshippers and gain a true insight into the deities needs
and wants of a follower.

2 - Making nature stronger or providing ways in which the preservation of nature is furthered in a way that will see if prosper into the future as well.

Two Secrets
1 - (Aware) The image on his arm is not a tattoo, it is burned into his very being and is a chain of servitude of a kind to Gozreh.

2 - (Unaware) Being a chosen for Arkon is a great honour for him and his tribe, but to Gozreh all it represents is a grand competition to find the strongest followers, to see if those who are marked/not marked are able to rise up and find their inspiration to greater things.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Hennik Karn - Barbarian, Kellid tribesman (Skoan-Quah) from Varisia , Saved Arkon from orcs because he was a fellow tribesman, he is currently hunting across Belkzen, hunting down orcs, he may journey to Ustalav as the challenge of taming the land may jsut suite him.

Mikel - young boy that lives in nearby, Arkon looks after him, when he allows it. Mikel likes to play with Orz and at times can be seen running through the streets with the dinosaur in tow. If Arkon he is away he allows Mikkel to stay at his place and leaves some money for him.

Atala - A fellow druid of the "Thunder Lizard" tribe and is jealous and envious of the position of honour that Arkon "stole" from her, as she feels the role of chosen is rightly hers. Finding it near impossible to beat the legend of someone not present she has left the tribe for the moment to pursue her own path to greatness. Unknown to her, she is following the path taken by Arkon and shall eventually encounter him again, Gozreh loves to challenge his followers, allowing the strongest to thrive.

Hecton - his teacher and mentor from the tribe of the Thunder Lizards.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1 - The night that the symbol of Gozreh the Dripping Leaf, burned itself onto his arm. The pain he felt that night was not of mere flesh, he felt as if the image was being burned into his very soul and he knew that he was now inextricably bound to Gozreh.

2 - The day that Orz became his companion, the touch and the locking of eyes, where their souls met and they were bound in a way that was a construct of feelings that defied description.

3 - Leaving his people, the sadness of the faces of those he knew and loved and those first steps that lead him away from home, to a new place.


6 foot tall, blocky but athletic Arkon looks a bit like a stone due to his Oread ancestry, but he is able to pass as human due to his Oread genetics having been far in the past. He dresses in earthy tones and uses tough fibres and weaves in his clothes so that they will survive the rigors of the wild.


He earned his name through the Thunder of his footsteps and his Roar he gives in victory.

Arkon hails from near walled town of Tolguth in northern Realm of the Mammoth Lords, the hot springs and tropic conditions are perfect for the dinosaurs that make the area so treacherous to live in. Arkons tribe the "Thunder Lizards" live on the edge of this territory high in the mountains to avoid the larger dinosaurs, for the more nimble ones they keep raptors bred and trained by the tribal druids.

Arkon was identified as being especially close to the tribes raptors which was fortunate for at a very young age he wandered away from the village, he was found in the company of a young Velociraptor, he had developed an empathic bond with the beast which he named Orz. The emergence of the Dripping Leaf tattoo on Arkons arm and his bond with the Dinosaur Orz was taken by the tribal elder shaman, Hecton as a sign of his favoured status to the Dinosaur spirits (Gozreh) of the tribe. Hecton took him in and taught him magical rituals, the ways of nature and how to exist in the wilds. Hecton taught him about the Thunder Lizard spirits (Gozreh), Arkon at first railed at this not wanting to be controlled by anyone but when he began manifesting powers, he began to appreciate his status.

Arkons education focused on several types of magic and rituals with the goal being the ability to take on the physical manifestation of the spirits themselves, Hecton also taught him the ways of nature and how to nurture and exist with the wilds.

Arkon knew there was more to life than just the mountains of forests of his upbringing with the Thunder Lizard tribe and he decided that he would see what he could find. Hecton knew of Arkons arrogance and headstrong nature and to help combat this he advised him to seek out new experiences, "They will help you learn of the mysteries of the world and you will face many challenges on the way" were his last words to Arkon.

Arkon is brash and loud but he can be subtle and cunning like the denizens of nature and thus he has managed to survive so far.