Captain Josper Creesy

Ben Gar's page

18 posts. Alias of Zotsune.


Full Name

Ben Gar

Race

Human

Classes/Levels

Aquatic Druid 1

Gender

Male

Size

Medium

Age

19

Alignment

NG

Location

Port Peril

Languages

Common, Drudic

Strength 11
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 18
Charisma 12

About Ben Gar

Back Story:
Ben grew up with only his mom. He had heard tales of his father being a feared pirate Capitan. He always played around, imagined being on a ship with his dad at command. He would always get beat up because the other kids didn’t believe him, but Ben knew that what his mom said was true. When he first started to learn how to swim it was in the ocean and, it came to him as naturally as walking. And one day when he was done swimming he found a dog washed up on shore. Ben took the dog back to his house and asked his mom if he could keep him, as all kids would do. After persistent begging his mom finally gave in and Ben was allowed to keep the dog he now named Blacktail. Since that day Ben and Blacktail were inseparable and whenever Ben would get into trouble with the other kids, Blacktail would back him up.

A mysterious person came into to town years after Ben found Blacktail and started speaking in a language that nobody seemed to understand, except for Ben. The two were conversing and everyone around them thought that it was strange. When Ben finally asked the person what was going on and why everyone was looking at them like they just saw a devil rise from hell, the person said that they were speaking a language that most don’t know. The language was Druidic, and that had meant that Ben was a Druid. Ben asked what it meant to be a Druid and the person said that he was a guardian of nature, someone to protect and preserve whatever natural setting felt at home to Ben. After thinking for a little bit Ben knew what natural setting felt the most natural and that was in the water. When Ben told this new person what he felt as being the most natural setting to him, the person said his name was Brett and that he was going to instruct Ben in the ways of the Druids of Water. His mom flipped out after hearing the news that Ben was a Druid, saying that no son of hers could ever be a Druid after being kicked out of the order herself. Reluctantly she agreed to Brett teaching Ben in the ways of the Druids if only to ensure his future would lead away from becoming a pirate like his father before him.

Years passed and Ben finally learned the first steps to becoming a Druid, the rest he would have to learn as time went on and after many battles have been fought. He left home shortly after Brett finished teaching him leaving a note to his mother saying “I have left to tame the seas, I don’t know when I will return or if I ever will but know this: I will always love you.”

Ben found himself in Port Peril a few weeks after his journey started. With Blacktail at his side he went into the Formidably Maid for a drink, knowing that this was a pirate hideout. What better way to tame the seas than on a ship traveling across them? After his third or fourth drink he noticed a dashing and flirtatious corsair. With the booze clouding his mind he went to talk to her and after a while of talking found he was beaten senseless and stuffed in a sack, carried off to who knows where.

Racial Abilities:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (+2 Wis)
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common.

Bonus Feat: Humans select one extra feat at 1st level. (Uncanny Concentration)
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Traits, Feats, Class Abilities:

Traits: Buccaneer’s Blood, Reactionary, Focused Disciple

Feats: Combat Casting, Uncanny Concentration

Class Abilities:
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

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.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): An aquatic druid's wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype; however, she can improve the attitude of any such creature with Intelligence 2 or less regardless of type, including mindless creatures.

Blacktail's Feats:

Improved Natural Armor

Blacktail's Skills:

Acrobatics +7, Swim +5

Blacktail's Tricks:

Attack
Break Out
Defend
Deliver
Exclusive
Watch
Maneuver(Trip)

Skills:

Skills: Handle Animal (+5), Knowledge (Nature) (+6), Profession (Sailor) (+9), Survival (+10), Swim (+4).

Equipment:

Equipment: Leather (+2 to AC, +6 Max Dex, APC 0, 15 lbs.), Scimitar (1d6, 18-20x2 4 lbs.), Sling (1d4, x2, - lbs.), Hammock (3 lbs.), Trial Rations (5 lbs.) Traveler’s Outfit (5 lbs.), Backpack, Common (2 lbs.), Pouch, Belt (1/2 lbs.), Pouch, Spell Components (2 lbs.), Mess Kit, (1 lbs.), Waterskin (4 lbs.), Feed, Carnivore (25 lbs.)
Total Gold used: 32 G, 9 S, 5 C Total Weight: 66.5 (med) Carrying Cap. Light: 38 lbs, Medium: 76 lbs., Heavy: 115 lbs.
Total Coins Left: 37 G, 0 S, 5 C

Combat:

Offense
Movement 20ft.
Scimitar to hit: +0
Damage: 1d6
Sling to hit: +1
Damage 1d4

Defense
HP: 11
AC: 13 FF: 12 Touch: 11
Saves: Fort: +4 Ref: +1 Will: +6

Blacktail's Combat:

Offense
Movement 40ft.
Bite to hit: +2
Damage: 1d4+1

Defense
HP: 13
AC: 16 FF: 13 Touch: 13
Saves: Fort: +5 Ref: +6 Will: +1

Trackable Info:

Spells
3 0 level/day
2 1st level/day

Items
Trail Rations 5/5
Animal Feed 5/5

Coins
P: 0
G: 37
S: 0
C: 5