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Basilfield's page

53 posts. Alias of Basilforth.


About Basilfield

OOC Comment thread

RP Thread

Basilfield The Stick

Basilfield, or simply, "Basil" to those who know him is a stick of a man: short, skinny, and plain-looking. His black hair is slightly disheveled, with bits of twig and what appears to be herb. His clothes are plain, but sturdy. Most would be tempted to dismiss him as a hapless peasant if it weren't for his eyes which are are dark, quick and deep. And then there is his voice. It is surprisingly deep and mellow. When heard that is, as his words are few, since he spends most of his time in the wilderness and prefers to listen rather than speak when he is in civilization. Those who have spoken with him find him knowledgeable about nature and common sensical about life in general.

Basil keeps to himself, in the woods, near Falcon's Hollow. Nobody really knows how he lives, but he appears in town at irregular intervals, not when called for, but usually when needed. He is known and disliked at the lumber camp north of town, having exchanged cross words with the lumberjacks on numerous occasions.

Tendencies:

Basilfield is a bit detached and forgetful. Typically doing what seems right at the moment. Let to his own, he spends much of his time living in the wild, acting a casual caretaker of both the plants and animals in his vicinity. He just generally enjoys his surroundings.

He does not actively shun civilizations, rather he feels no obligation towards society and frankly often forgets about the civilized world. His main desire is to live and let live, though he has a soft heart and his innate abilities as a Druid often draw him into complicated situations. He is scrupulous about being a person of honor, but is wary of zealots of any flavor.

My Personal E-mail:

davidferguson1327@gmail.com

Basilfield
Male Human Druid 1st level
Neutral
Init +2; Perception +8
Languages Common, Druidic, Sylvan, Elven
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AC 14, touch 12, flat-footed 12
(+2 Dex, +2 armor)
hp 8 (1d8)
Fort +2, Ref +2, Will +6
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Speed 30ft.

Melee weapon Unarmed Strike -5 (1d3-1) and
Quarterstaff -1 (1d6-1)
Space 5 ft.; Reach 5 ft.
Base Atk +0; CMB -1; CMD 11

Combat Gear Unarmed Strike, Quarterstaff, Leather
Druid Spells Prepared (CL 1, -1 melee touch, +2 ranged touch):
level 1 (DC 15, 2/day) - Cure Light Wounds x2
orisons (DC 14, 3/day) - Resistance, Guidance, Purify Food and Drink

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
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Abilities Str 9 Dex 15 Con 10 Int 14 Wis 18 Cha 9

Feats Armor Proficiency (Light), Armor Proficiency (Medium), Shield Proficiency, Druid Weapon Proficiencies, Catch Off-Guard, Self-sufficient

Trained Skills Handle Animal +3 (+7) Burrow, Heal +11, Perception +8, Sense Motive +5, Spellcraft +6, Survival +12, Swim +3, Knowledge: Nature +9

Possessions combat gear plus Money, Traveller's Outfit (Free), Backpack (4 @ 1.76 lbs), Holly and mistletoe, Sack (1 @ 0.76 lbs), Signal whistle, Smokestick.
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Traits
Devotee of the Green: Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (choice=geography) is always a class skill for you.

Caretaker: As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
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Animal Companion: Badger:

Based on the stats of the d20srd.org entry modified by the PF Core rule book entries for animal companions. on pages 52 and 53.

Starting Statistics: Size Small; Speed 30 ft., burrow
10 ft., climb 10 ft.;

AC 16 (+1 size, +3 Dex, +2 natural armor); 14 touch; 12 flatfooted;

Hit Points: 12, 2 HD

Attack bite (1d4), 2 claws (1d3); BAB +1

Saving throws: (fort +3, ref+3, will +0)

Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10;

Special Attacks rage (as a barbarian for 6 rounds per day);

Special Qualities low-light vision, scent (+8 perception) (page 564)

taught tricks: 1) Attack, 2) Down, 3) Fetch, 4) Heel, 5) Seek, 6) Track

Bonus Trick: Defend (page 97) defends me without command, I can also command the animal to defend another person

Special (page 52) = Link

Skills: TBD when intelligence reaches 3 (page 53)

Feats: TBD when intelligence reaches 3 (page 53)

Link (Ex): A druid can handle [DC=10] his animal companion as a free action, or push [DC=25] 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.

Basil's badger, "Burrow", has a short, dark grey, nearly black coat, with a white stripe down his back. He has a light grey under belly. Burrow usually stays a short distance from Basil, unless Basil travels in cities or towns, or unless Basil specifically commands Burrow to attend. Usually, Basil allows Burrow to stay in the wilds near any town he is visiting. When Basil leaves the town and re-enters the wilds, then Burrow eagerly rejoins him.