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About Azhul KurnDruid HP:14/14|AC:16|T:11|FF:15|CMB:+4|CMD:15|Fort:+4|Ref:+1|Will:+6/+8vFear|Init :+1|Perc:+8|
Male Oread Druid 1 (Goliath Druid)
Stats:
Statistics Str 18, Dex 12, Con 14, Int 12, Wis 18, Cha 8 AC 17, touch 11, flat-footed 16 (+4 armor,+1 Dex,+2 Shield) hp 14 (1d8+6) Fort+4, Ref +1, Will +6/+8 vs Fear; Favoured Class Bonus +1 HP Offense
Melee Club +4 (1d6+4)
Magic:
Spells Druid Spells Known (CL 1st; concentration (CL+Wis=+5): 1st (2:2)- Cure Light Wounds *2
Feats/Traits/Skills:
Feats
Traits
Campaign Trait:Making good on promises +2 Fear saves Skills:5
*Fly (Dex) +1 (0R)
*Knowledge (geography)(Int) +1 (0R)
*Spellcraft (Int) (Int) +1 (0R) *Perception (Wis) +8(1R)
*Bluff(Cha) -1 (0R)
Background Skills
Languages Common, Druidic, Giant
GEAR:
Scimitar (4/15gp) Club (3/-) Cold Iron Dagger(1/4gp) Wooden Shield Large (10/7gp) Leather Lamellar (25/60gp) Dart*6 (3/3) Other Gear
Backpack (2/2gp)
Flint and steel (-/1)
Chalk * 5
Trail Rations *6 (6/3)
Encumbrance: Light = 100: Carried = 79lbs Magical Gear Oread Racial Abilities:
Darkvision: Oreads can see perfectly in the dark up to 60 feet.
Treacherous Earth: Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of
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
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. Crystalline Form Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity. Special Abilities:
Primal Empathy (Ex) A goliath druid's wild empathy functions only with creatures that are Large or larger. This ability alters wild empathy. 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. Nature Bond:Animal Companion Velociraptor: Orz [spoiler=Animal Companion Velociraptor Orz]
Orz N Small dinosaur Velociraptor
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AC 15, touch 14, flat-footed 12 (+1 natural armour +1 size)
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Speed 60ft
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[/b]Str 11, [b]Dex 17, Con 17, Int 2, Wis 12, Cha 14
Feats
Size Small Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Skills
Languages None --------------
attack *2
Special Abilites
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: Level 7
Sample Post:
Arkon is wandering the streets of Sandpoint, which with the upcoming festival 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 Varisian 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 Rok, the Tyrannosaurus Rex is out of place in this setting but despite his 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", Rok runs ahead, quickly outpacing the lumbering steps of Arkon. After approximately 30 seconds Rok 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 Rok 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 Rok" He points to Rok as the Tyrannosaur 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 the Dinosaur Spirits "Oh Great Spirits, 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 Rok 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, ripped from his home and forced to travel to a new land by a higher powers wishes Arkon is a bit bewildered by these new lands and finds civilisation a bit weak, he is trying to find the best in the peoples around him and to teach them new things. He is hoping that the Thunder Lizard Spirits will reveal their plans for him soon (The Dinosaur Spirits will most likely do no such thing, it is for Arkon to Rise to the challenge and become that which can serve The Dinosaur Spirits as is needed (The Dinosaur Spirits can be in actuality whatever the GM wants, without screwing the story too much please)). 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, especially so being an Oread, 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 Rok to help him spot and evade dangers, the two working as a team, Rok 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
Two Secrets
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 bandits because he was a fellow tribesman, he is currently is hunting across Varisia as he likes the open spaces and does not appreciate life amongst other people. Mikel - young boy that lives in Sandpoint, Arkon looks after him, when he allows it. Mikel likes to play with Rok and at times can be seen running through the streets of sandpoint 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 The Dinosaur Spirits the Claw, 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 Rok 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. Appearance:
Background:
He earned his name through the Thunder of his footsteps and his Roar he gives in victory. Arkon was identified as being especially close to the Great Lizard spirits of his tribe, the Thunder Lizards and he was educated from an early age in several types of magic and rituals with the goal being the ability to take on the physical manifestation of the spirits themselves. The tribal shaman Hecton 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 the great temple of the Gods in Sandoint, "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. |