Primal Companion Hunter

Baradim Walks-The-Earth's page

100 posts. Alias of KingHotTrash.


Race

| HP: 8/14 | AC: 16 (12 Tch, 14 Fl) | CMB: +3, CMD: 16 | F: +5 R: +2 W: +7 | Init: +2 | Perc: +10, SM: +3

Gender

| Speed 20ft | Active conditions: None

About Baradim Walks-The-Earth

Appearance:
Baradim Walks-The-Earth stand just a little over 6'1 and weighs around 230lbs. He wears clothing made from rough but durable cotton coupled with the heavy hide armor he wears. The leather of dozens of different creatures have been stitched into it, giving a messy and haphazard appearance. His skin color is a mixture of mustard yellow and sickly green blended together which makes his clear, blue-grey eyes stand out by a shocking degree. His cloth bag is of Shoanti design; light and slung over his shoulders. His gaze seems to always be looking past people and his smile is kind, albeit crooked.

A dagger is kept tucked away in his waistband, simply-made and showing great menial use. A leather sling hangs on his hip beside a pouch full of rough bullets. Truly impressive though is a falchion strapped to his back. While it is of orc design, with sharp edges and strange designs engraved upon it, the craftmanship of it cannot be denied. For those knowledegable of such things, it is obvious to tell it is made of cold-iron.

Baradim walks with a nearly carefree gait and a simple smile is never far from his face. However, when angered or in combat, the lethal precision of the druid becomes apparent and his affinity with predators comes to the forefront. Implacable, vicious, and without mercy, Baradim is little different from the tiger that walks beside him and kills with brutal efficiency. It is almost like there was two sides of the druid; the man and the beast.

Snowpaw is a tiger from a massive forest that joined the young druid some time ago and has been a stalwart companion since. It is young for its breed but is growing more and more every day. His name is earned from the fact his paws are white just like freshly fallen snow but otherwise, the animal is the dark orange and black striped beast that one would imagine

Personality:
Baradim is a quiet sort, prone to listening far more than speaking. It is how he learned to harness his gifts by listening to the spirits and the teachings of his mentor. When he speaks, his voice is rough but not loud at all. His knowledge of "civilized" etiquette is certainly lacking and he says what he means with no regards to how others may react. For those who grow to know him, he is a wanderer and seeks the truth of the world yet he knows he is doomed to never learn it. The experience of it though is what is worth it. As a druid though, he advises those that listen and does his best to help maintain the balance of the world's powers that be. Everything must be kept in check lest we break and fall into a true cataclysm.

In combat though, Baradim is merciless and will only stop if his prey submits before his might. Even then, he is quick to kill should it prove to be better for the world that such a person be destroyed. When it comes to the unnatural though, there is little to compromise on. The dead should return to the dust and the aberrant must be destroyed before they upset the balance of all things.

Snowpaw is oddly sweet for a tiger, still growing out of his young kitten phase. Loving, cuddly, the tiger is prone to slowly crawling onto someone to cuddle whether they wish to or not. When a fight comes though, the natural instincts of the massive feline come to be and it works in deadly tandem with Baradim.

Baradim Walks-The-Earth
Half-Orc Druid (Nature Fang) 1
NG Medium Humanoid (Human, Orc)
Init: +2 Senses: Darkvision 60ft Perception: +9
--------------------
Defense
--------------------
AC 16 TAC 12 FF: 14
HP 14 Fort +5 Ref +2 Will +8
Special Defenses:
--------------------
Offense
--------------------
Melee
mwk coldiron falchion +5 (2d4+3/18-20x2)
dagger +2 (1d4+2/19-20x2)
Ranged
sling +2 (1d4+2/x2/50ft)
dagger +2 (1d4+2/19-20x2/10ft)
Speed 30ft. (20ft)
--------------------
Statistics
--------------------
Str15 (+2) Dex 14 (+2) Con 12 (+1) Int 12 (+1) Wis 16 (+3) Cha 9 (-1)
Base Atk +1 CMB +3 CMD 16
Feats Endurance, WF: Falchion
Skills Survival +7 (1), Perceptio +10 (2), Kn: Nature +5 (1), Kn: Geography +6 (1), Handle Animal +4 (2), Heal +7 (1), Spellcraft +5 (1), Climb +6 (1)
Languages: Common, Orc, Sylvan, Skald, Druidic
SQ: Darkvision 60ft, Weapon Familiarity, Shaman's Apprentice, Bestial, Orc Blood
Traits Ancestral Weapon, Restless Wayfarer, Auspicious Tattoo, Scarred
Favored Class: Druid - +1 HP
Combat Gear: mwk cold-iron falchion, hide armor, dagger, sling, 20 bullets, 1 vial of alchemist's fire
Mundane Gear: animal feed (5 days), backpack, belt pouch, blanket, flint and steel, holly, mistletoe, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, cold iron weapon blanch 2pp, 5gp, 9sp, 10cp
Magical Gear:
--------------------
Special Abilities
---------------------
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Studied Target (Ex):At 1st level, a nature fang gains the slayer’s studied target class feature. At 5th level and every 5 levels thereafter, the nature fang’s bonus against her studied target increases by 1. Unlike a slayer, a nature fang does not gain the ability to maintain more than one studied target at the same time.
---------------------
Spellcasting
---------------------
Caster Level: 2
Spell DC: Spell Level + WIS (3) + 10
Orisons (4): guidance, stabilize, light
1st Level (3): magic fang, acid maw
---------------------
Animal Companion
---------------------
Snowpaw
TN Medium Animal (Cat, Big) (Wrecker Archetype)
Init: +3 Senses: Low-light Vision Perception: +6
--------------------
Defense
--------------------
AC 16 TAC 14 FF: 12
HP 22 Fort +4 Ref +6 Will +3
Special Defenses:
--------------------
Offense
--------------------
Melee
bite +5 (1d6+1/x2)
2 claws +5 (1d4+1/x2)
Special Attacks
rake 1d4
Speed 40ft.
--------------------
Statistics
--------------------
Str13 (+1) Dex 17 (+3) Con 13 (+2) Int 2 (-4) Wis 15 (+2) Cha 10 (0)
Base Atk +2 CMB +6 CMD 21
Feats Dodge, Toughness
Skills Perception +6, Stealth +7, Climb +5 (1)
SQ: low-light vision, scent
Tricks: Combat Training, Aid
Combat Gear:
Mundane Gear:
Magical Gear:
--------------------
Special Abilities
--------------------
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her 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.
--------------------

Background:
The Tamiir-Quah are the most mysterious and secluded of the Shoanti people, keeping to themselves and protecting the lands that they considered holy. To most outsiders, they were only known as vicious raiders that attacked the lowlanders for loot and supplies. To Baradim though, the Tamiir-Quah were his family and his home, his saviors and his teachers.

Earlier than Baradim's memory could return to, his mother fled her orc tribe after their chieftain learned that she had betrayed him and slept with one of the slaves. It was his gentleness, his absolutely opposite demeanor of an orc, that had attracted her. Yet her love had led to his execution and would've been Baradim's death as well had she not fled. She went where the orcs dared not go, where the skulls of their kind decorated the domain of the Shoanti.

Ambushed by the tribesmen, she threw herself down in supplication. She begged for her child to be saved, her lover having told her that his tribe was harsh and cold but not heartless. She did not care if she was killed, as long as her child survived. The warriors lifted their spears to end her life but before the strikes could land, their shaman would shout out for them to stop.

Running Shadow would come down from his horse, stalking over and taking the child from his mother's hands. He declared that he would take the child and mother into his care; her wounds from escaping were too severe for her to survive and she did not need to be put down for giving them such a gift. Unsure but trusting their shaman, the young half-orc was taken in by the Tamiir-Quah. Running Shadow would speak with his mother, telling her the visions he had of the child she brought to him. Born with Shoanti blood, he would be raised strong and would grow into his strength. Baradim's mother died peacefully in the shaman's yurt, knowing her child was in good hands.

Baradim's childhood was not gentle nor kind, Running Shadow's test would push his shaman apprentice to the very edge. He was taught of the ancestors and the spirits, the gods above them who watched down onto them. He was taught how to hunt, how to kill mercifully, and how to take care of the land. While Baradim tried to learn as best he could, his rough nature did not lend himself towards empathy with nature. It was his orcish nature that gave him strength, his skill in battle growing stronger and fiercer. It took time for Running Shadow to realize that he did not have a caretaker in his midsts, he had a predator instead. Baradim's training changed the very next day, training to become the fierce beast he could become. His nature exposed, Baradim was able to excel at last. Embracing his predatory nature, he grew in strength both physically and in his divine connection.

Baradim's trial was a violent one; to find the leader of the orc tribe that had taken his mother's life. For days, he wandered the lands of Varisia, following the tribe's trail. A battle with adventurers had left them weaken and the chieftain was trying to recuperate as quickly as he could. Hiding among the orcs, he quietly made his way in and found the chieftain's favored blade; a fierce falchion of hard iron. It was with that blade that he took his life, driving it through the orc's chest and tearing out his heart. Returning with his head, Baradim was finally given his name by his mentor. It was a premonition of who he would be in time; Walks-The-Earth.

Officially recognized by the Tamiir-Quah, Walks-The-Earth would succumb to the wanderlust his name evoked. Leaving the safety of his tribal lands, the half-orc went out into the world to seek his destiny and learn all that he could. It was this same wanderlust that brought him to the southern reaches of Taldor, where a great adventure awaited him.