| Full Name |
Ashrem Callister |
| Race |
Human (Varisian) |
| Classes/Levels |
Druid (World Walker) 2 HP 15/15 |
| Gender |
Male |
| Size |
Medium |
| Age |
25 |
| Alignment |
Neutral |
| Strength |
14 |
| Dexterity |
16 |
| Constitution |
11 |
| Intelligence |
12 |
| Wisdom |
14 |
| Charisma |
12 |
About Ashrem Callister
Male Human (Varisian)
Druid (World Walker) 2
Medium Humanoid (Human)
Alignment: Neutral
STR 14 DEX 16 CON 11 INT 12 WIS 14 CHA 12
Favored Class: Druid (+2 skill points)
COMBAT STATS
Init + 3 Senses: Perception + 7
CMB +3 (+1 BaB, +2 Str)
CMD 16 (+1 BaB, +2 Str, +3 Dex, +10 base)
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 leather armor )
HP 15 (Lv 1: 8 hp, Lv 2: 7)
Fort +3 (+0 Con, +3 base)
Ref +3 (+3 Dex, +0 base)
Will +5 (+2 Wis, +3 base)
OFFENSE
Speed 30 ft
Melee MW Dagger +4 (1d4+3/19-20/x2)
Club +3 (1d6+2/x2)
Ranged Sling +4 (1d4+2/x2) range 50ft
Dagger (x10) +4 (1d4+3/19-20/x2) range 10ft
Spell Club +4, 2d6+3/x2 for 1 minute with Shillelagh
Sling +4 (1d6+3/x2) with Magic Stone (2d6 vs undead)
STATISTICS
Feats:
Point Blank Shot,
Precise Shot
Traits:
Ship's Surgeon (+1 Craft (Carpentry) and Heal checks), River Rat (+1 dagger damage and +1 Swim)
Skills:
Climb +7 +2 Str, +2 Rank, +3 Class
Craft (Carpentry) +6 +1 Int, +1 Rank, +3 Class, +1 Trait
Fly -
Handle Animal +5 +1 Cha, +1 Rank, +3 Class
Heal +7 (+9 w/ Healer's Kit) +2 Wis, +1 Rank, +3 Class, +1 Trait
Knowledge (Geography) +5 +1 Int, +1 Rank, +3 Class
Knowledge (Nature) +7 +1 Int, +1 Rank, +3 Class, +2 Nature Sense
Perception +7 +2 Wis, +2 Rank, +3 Class
Profession(Sailor) +6 +2 Wis, +1 Rank, +3 Class
Profession(Cook) +6 +2 Wis, +1 Rank, +3 Class
Ride +3 (untrained)
Spellcraft - (untrained)
Survival +8 +2 Wis, +1 Rank, +3 Class, +2 Nature Sense
Swim +7 +2 Str, +2 Rank, +3 Class, +1 Trait
Racial Modifiers +1 Feat at 1st level, +1 Skill rank per level, +2 to ability score (Dex)
Languages: Common, Polyglot, Druidic
Combat Gear: MW dagger (kitchen cleaver), 10 daggers, 1 oak club, sling w/ 20 bullets, leather armor
Other Gear: Healer's Kit, Artisan's tools (carpentry), Fortune-teller's Deck (common), Leeching Kit (x2)
SPECIAL ABILITIES
Nature Bond: Weather Domain- Storm Burst: ranged touch attack (30ft max) 1d6+1 non lethal damage, causes -2 penalty on attack rolls for 1 round. Use 5/day.
Domain Spell: Obscuring Mist- 1/day
Nature Sense: +2 Knowledge (Nature) and Survival
Orisons 4/ Create Water, Light, Purify Food and Drink, Guidance
Spells 3/ Magic Stone, Shillelagh, Cure Light Wounds (may replace with Summon Nature's Ally I spontaneously)
Wild Empathy- 1d20+2 to improve the attitude of an animal
Woodland Stride: may move through any sort of undergrowth at his normal speed and without taking damage or suffering any other impairment.
Background:
"Like a thunderstorm in my heart, beautiful, powerful, unpredictable, and a little frightening at times but I don't want it to end. I feel this every time I watch the sea… and I wonder, heart aching to know, what is out there over the horizon?"
Ashrem Callister was the son of a well known Varisian wood carver. Even though Ashrem loved working with wood, he had no intention to stay and take over his father's business. He yearned too much for the freedom of the sea and the lands that laid beyond. As a young lad, he would run away from home at nights looking for adventure and excitement. He fell in with a young gang of orphans called the Red Rags. Confident, level-headed, and already skilled with a knife from his work, Ashrem may never have been the leader but he was always respected. Sometimes merchants and smugglers would hire the gang out to cut anchor and/or docking lines of their rivals. Ashrem would always be the first one in the water, knife clenched between his teeth as he set to doing the dirty work. He was also well liked because he gave his share to the others, having a home he didn't have any need of the coins.
A few years older and wiser, Ashrem would spend a lot of time learning from visiting sailors and merchants and even went on a few voyages with his father. During this time, he was surprised to learn that quite a few of the sailors with wooden prosthetics had been carved and placed by none other than his father. He admired his father for that and set to learning all he could about various medicines and treatments. He would even come close to setting aside his dream of setting out on his own and instead carry on the family business. That would change as he entered adulthood, on one dark stormy night in particular…
News came late the next day, the ship his father had last sailed with had sank during the storm. There were rumors that the ship had actually came under attack from pirates but no one could be certain. Ashrem did his best to track down any more information that he could find over the next few years, eventually catching word that there was a survivor somewhere in Port Peril who may know more. With that, he has just arrived at the Formidable Maid awaiting a message to be returned by his beloved sea hawk. And after dining on a good meal and drinking one or two drinks, he finds himself feeling a bit woozy…