Barbarian

Bozvrig Wur's page

215 posts. Alias of djdust.


Full Name

Bozvrig Wur

Classes/Levels

M Half-Orc Druid 4 | HP 25/25 | AC 17 T 11 FF 16 | CMD 16 CMB +5 | F +5 R +2 W +7 (+4 vs Fey)| Init +1 | Perc +8 Darkvision 60 | Active Spells/Conditions:

About Bozvrig Wur

Crunch:

Bozvrig Wur
M Half-Orc Druid 4
NG Medium Humanoid (human,orc)
Init +1; Senses darkvision 60ft.; Perception +8
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 25 (4d8+1)
Fort +5, Ref +2, Will +7
Resist none
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Offense
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Speed 30 ft.
Ranged Masterwork Sling +5 (1d4+2/x2)
Melee Masterwork Greataxe +6 (1d12+3/x3)
+1 Scimitar +6 (1d6+4/18-20/x2)
Special Attacks Power Attack: Greataxe +5 (1d12+6/x3), Scimitar +5 (1d6+5/18-20/x2)
Spell-Like Abilities none
Druid Spells Prepared (CL 4)(Concentration +7):
Level 0 (at will) [DC 13]
Guidance, Detect Poison,Resistance, Stabilize
Level 1 (4/day) [DC 14]
Magic Fang, Detect Animals or Plants, Faerie Fire, Cure Light Wounds
Level 2 (3/day) [DC 15]
Barkskin, Bull's Strength,Lesser Restoration

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Statistics
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Str 15 (+2), Dex 12 (+1), Con 12 (+1), Int 9 (-1), Wis 16 (+3), Cha 12 (+1)
Base Atk +2; CMB +4; CMD 15
Feats Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Skill Focus: Intimidate, Power Attack
Skills Acrobatics -1, Appraise -1, Bluff +1, Climb +6, Craft -1, Diplomacy +1, Disguise +1, Escape Artist -1, Fly +5, Handle Animal +7, Heal +3, Intimidate +10, Kn. Nature +5, Perception +8, Perform +1, Ride -1, Sense Motive +3, Stealth -1, Survival +9, Swim +6
Languages Common, Orc, Druidic
SQ none
Other Gear +1 Scimitar, Heavy Wooden Shield, Masterwork Greataxe, Masterwork Sling, Masterwork Hide, Druids Kit, Adventurer’s Sash, Potion Bull’s Strength (2), Scroll Warp Wood, Acid Flask (5), Alchemist’s Fire (3), Antitoxin (3), Smokestick (5), Tanglefoot Bag (1), Thunderstone (2), Rope, Coin: 21 GP
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Special Abilities
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Racial Traits
Darkvision Can See in dark up to 60ft.
Intimidating Gain +2 bonus to Intimidation checks
Orc Blood Half-Orcs count as both Human and Orc for any effects related to race.
Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Feats
Skill Focus: Intimidation You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Class Features
Nature Bond: Animal Companion (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. 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.
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.
Wild Empathy (Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
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 (Ex) Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex) Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (Su) At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

FCB
+2 HP, + 2SP

Truffels:

F Med Animal (Boar)
Init +0, Senses Low-Light Vision, Scent; Perception +5

Defense
AC 19 Touch 10 Flat-Footed 19
HP 30
Fort 7 Ref 4 Will 2

Offense
Speed 40ft
Melee Gore +7 (1d8+6/x2)
PA Gore +6 (1d8+8/x2)

Stats
Str 18 (+4), Dex 11 (+0), Con 17 (+3), Int 3 (-4), Wis 13 (+1), Cha 4 (-3)
BAB +3 CMB +7 CMD 17
Skills: Acrobatics +4, Swim +8, Survival +1, Perception +5, Climb +8, Intimidate -3

Special Abilities
Feats:
Improved Natural Armor The creature’s natural armor bonus increases by +1.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Specials:
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.
Low-Light Vision Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.

Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Share Spells (Ex) 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.
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Tricks
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
Flank You can instruct an animal to attack a foe you point to and to always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. While animals following the attack trick will flank when convenient, this trick instructs them to flank even if doing so denies it a full attack or puts the animal companion at an inconvenience or at risk, such as from attacks of opportunity, dangerous positioning, or difficult terrain. The animal must know the attack trick before it can learn this trick, and it performs it only against foes it would normally attack.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Intimidate The companion bares its teeth, barks, bristles, growls, or otherwise threatens a creature you designate, or, alternatively, it can be trained to do so when it encounters any creature besides its handler. The companion takes a –4 penalty on Intimidate checks against creatures other than those with the animal or humanoid types unless it has also been trained to attack creatures of any type. A companion that knows this trick automatically uses the aid another action to assist Intimidate checks attempted by its handler, provided that it is within 15 feet of its handler at the time and has not been ordered to perform another task.

Fluff:

Like most of his kind, Bozvrig was found at the edges of society, a child of mixed blood, abandoned and left for the wild to take him. And take him, the wild did. Discovered in a hollow at the base of a tree by Tisnug Wur, a gnome member of a nearby Druid sect on her way into Kingsholm to trade medicinal herbs, Bozvrig was taken to the High Elder of The Myriad, who decided Tisnug should raise the child as her own.

Under the care and tutelage of the druids, Bozvrig quickly grew to tower over his adopted mother. As a youth, he carelessly ventured deep into the woods on his own, taking joy in his wilderness adventures. But these escapades usually landed him in trouble when he found himself confronted with a danger he could not handle. Having been rescued time and again, it was decided that Bozvrig be taught the ways of a warrior. Growing into adulthood, his towering physique garnered him the role of sentry and guardian to The Myriad clan. Under the tutelage of the Elder Sentry, an elf named Molomum Nan, Bozvrig learned to be patient and tune into the environment to sense approaching dangers. He learned to commune with the animals of the forest, and gained a loyal companion in the form of a she-boar named Truffels. Furthermore, he learned to use his physique as a means to intimidate would be dangers into submission, and thus bypassing conflict. Some dangers in the forest can not be intimidated, however, and Bozvrig took up the greataxe to fell such opponents. In all reality though, Bozvrig has a kind heart, of not naive, and only wishes to protect those he holds dear.

Three moons after his final rites of initiation, it was sensed by the High Elder that a darkness was growing in nearby Kingsholm. Having shown great promise, Bozvrig was chosen to visit the town and investigate. This will be the first time for him to return to the place of his birth since an infant, and his first voyage into civilization proper.

Bozvrig is driven by a sense of duty to protect all he holds dear. He is afraid of loss. He is a child of the wilderness and thus uncomfortable amongst the constructs of civilization. He likes mushrooms, and dislikes beds for their softness.

Three word personality: Kind, Patient, Terrifying

Appearance:

Bozvrig is hard not to notice. Standing at 6 and a half feet, and weighing in at 275lbs, he’s a solid build. He leans heavily toward the orc side of his lineage, with deep green skin and large tusks. His hair is long and mostly wild, with a braid here and there. Dressed in hides and furs, with a large greataxe on his back and a boar companion at his side, he surely stands out amongst the masses. Not to mention he probably smells a bit.