Artemis Entreri

Bran "Wolf Arrow"'s page

60 posts. Alias of Blue Drake.


Race

| Fort 4, Ref 2, Will 6 | Longbow (1d8/x3) | Create Water, Mending, Spark, Cure Light Wounds, Magic Fang |

Classes/Levels

| Greypelt: HP 17, AC 14, T 12, FF 12, Fort 5, Ref 5, Will 1, CMB 2, CMD 14, Bite +2 (1d6+1 plus trip)

Gender

Druid (Wolf Shaman) 1 | hp 10/10 | Init 2, Per 8 | AC 14, T 12, FF 12

About Bran "Wolf Arrow"

Background and History:
Bran's birth was a mysterious union between that of a nymph and a human. Though most children born of such unions are female nymph, this nymph had a human son instead. Unwilling to force such a child to live an awkward life, the nymph left the boy with a young farming couple on the edge of the Stolen Lands, leaving only his father's name and a keepsake token.

Named by his adopted parents, Bran was raised for a while in the simple lifestyle of farming on the frontier of Bravos, which involed the occasional bandit or wolf attack. Though human, his blood flowed with that of the fey, and the boy grew up to find more and more strange things about himself. For one, he grew a tail and animal ears, rather than a normal human's ears. For another, his eyes and hair changed color with the season, and he felt a natural connection to the wilds around him. It wasn't long before Bran discovered his natural abilities of magic, reaching out and making a connection with the nature around him.

His adopted parents accepted him as he was, though his tail and ears rarely caught anyone's eyes out on the edge of the wilds. They raised him well, and taught him the ways of the bow, both for protection and for food. They also encouraged his talents, telling him that he had a great destiny ahead. They were a little worried when he brought home a wolf as a pet one day, though.

It was not until he was coming of age that he learned of his true heritage. He was given a small keepsake, which was a small lock of glowing auburn hair wrapped in twine. He recognized such an item, as his earliest memory was that of glowing auburn hair. Then he was told of his real parents, a mysterious woman of unmatched beauty and no name, and a man with the name of Sedrick Surtova. And Surtova was none other than a noble family here in Bravos.

Conflicted within about having lived a lie for so long, Bran left his homestead and sought out his lineage of Surtova. Understanding his decision, his parents gave him some supplies, including one of their two donkeys, and sent him on his way with a blessing and a promise that he was always welcome to return. It was a hard decision for him to make, but something inside stirred within him to find his true parents and find the reason of why he was given away.

His father was easy enough to find, as he was a rather influential man within the prestigiuos family. He did not find a warm welcome, however, as his father outright denied any such claim and had him taken away. Any other attempts to talk to his family was snatched away, and he soon found rumors surrounding him spreading, both from his claim and his appearance.

Hating such an environment so different from how he was raised, Bran sought out anything to try to talk to his father once more, if only to find out who his mother was. It was then that Bran heard about the announcement of the southern expedition into the Stolen Lands. Gathering what meagre possessions he had, he sought out a spot for just such an opportunity. If his father wouldn't accept him, then he would just need to rise high enough to convince him to tell him of his mother, one way or the other.

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Personality and Motives:
Bran was raised on the outskirts of the Stolen Lands, often facing the banditry that lived within. Raised by simple farmers, he has a rather simple outlook on good and evil. His natural connection with nature constantly draws him toward the wilds, and though he sees the necessity of living on the land, he is against any wasteful destruction of nature.

Bran is a little backward having been raised away from most civilized lands. He knows more about nature than most other subjects and is more than happy to talk about such things, though he is somewhat 'innocent' of some of the more rough-and-tumble ways of human. He also sees no reason to worry about walking around with a wolf at his side in urban areas.

Though Bran isn't too interested in power, he does realize that he will not be able to speak to his father in his current position and is joining in on this quest to find a position high enough to talk to his father on the same level. His true objective is to find out about his missing mother, but deep down inside, Bran also longs for the acceptance of his father.

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Appearance and Mannerisms:
Though human, and even Taldoran, in appearance, Bran is distinctly different from others in that he has a wolf-like tail and ears. Both auburn like his hair, the ends of his hair and tail actually change color with the season, from white in winter, to green in spring, yellow in summer, and red in autumn. His eye change accordingly as well, giving off different reactions to his gaze depending on the season.

Bran wears regular clothing of a peasant, never much having a sense of 'city fashion'. He does wear the leather vestments his adopted father made, as well as carry the longbow that was made for him. Though extremely awkward in a lot of social situations, Bran actually strikes a rather handsome figure, if one ignored the animal features and could convince him to wear nicer clothing. Most of his appearance comes from his mother, though his tell-tale Taldor ethnicity definitely comes from his father.

Bran's adopted parents taught him common sense and how to survive on the harshness of the frontier, but did not teach him much in the way of social graces. As such, he rather blunders his words and fails to get his point across, though he does mean well. He feels out of place in a large town, but moves much more comfortable when out in the countryside and wilds.

Bran also has a companion in the form of a wolf. Befriending it during one of his excursions to the nearby woods, Bran has trained the wolf to obey and follow him, though others are highly doubtful of that. The wolf, Greypelt as Bran calls him, seems to follow Bran well enough, and a connection seems to exist between them that others do not understand.

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Stat Block:
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Bran the Wolf Arrow
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Male Human (Taldor/Fey) Druid (Wolf Shaman) Level 1; Age 20
NG Medium humanoid (human)
Init +2; Senses Low-Light Vision, Perception +8

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Defense
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AC 14, touch 12, flat-footed 12 (2 Armor, 2 Dex)
HP 10
Fort +4, Ref +2, Will +6

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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+2/19-20)
Ranged longbow +2 (1d8/x3)

Special Option
Point-Blank Shot - +1 to attack and damage with ranged attacks within 30 ft

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Statistics
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Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 18 (+4), Cha 8 (-1)
Base Atk +0; CMB +2; CMD 15

Alternate Racial Options
Fey Magic, Fey Thoughts, Low-Light Vision - A human can take these in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision. (Heroes of the Wild, page 5)
Military Tradition - Several human cultures raised their children to be able to use certain weapons. Choose two martial or exotic weapons to be proficient in. This replaces the racial bonus feat. (Longbow, Shortbow)

Traits
Bastard (Kingmaker) - Campaign - Bran takes a -1 on all Cha based skills checks on nobility until he becomes a noble or proves his claim; +1 on will saves.
Magical Talent - Magic - Bran's fey-like nature has allowed him to innately cast a 0-level spell once per day as a spell-like ability. (Arcane Mark)

Feats
Point-Blank Shot - +1 to attack and damage with ranged attacks within 30 ft

Skills (8 Ranks - 4 Class, 2 Background, 1 Int, 1 Favored Class Bonus)
Handle Animal +3 (1 rank, 3 class, -1 Cha)
Knowledge (Geography) +5 (1 rank, 3 class, 1 Int)
Knowledge (Nature) +7 (1 rank, 3 class, 2 Druid, 1 Int)
Lore (The Stolen Lands) +5 (1 rank, 3 class, 1 Int)
Perception +8 (1 rank, 3 class, 4 Wis)
Profession (Farmer) +8 (1 rank, 3 class, 4 Wis)
Spellcraft +5 (1 rank, 3 class, 1 Int)
Survival +8 (1 rank, 3 class, 4 Wis)

Favored Class Bonuses
Druid - +1 Skill Rank (x1)

Languages
Common, Druidic, Taldan, Slyvan

Archetypes
Wolf Shaman

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Special Abilities
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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.

Fey Magic - The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.

Fey Thoughts - The character sees the world more like a native of the First World. Perform and Use Magic Device are always class skills for the character.

Low-Light Vision - This character has low-light vision, as do many feyborn.

Nature Bond (Ex) - At 1st level, a druid forms a bond with nature. This bond has taken the form of an animal companion for Bran. 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.

Orisons (Sp) - 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.

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. 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 able to study each other, which means that they 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 wolf shaman can use wild empathy with canines as a full-round action with a +4 bonus.

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.

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Magic:
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Magic
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Spellcaster Level 1
Concentration +5; DC14 + Spell Lv

SPD
0 - 3
1 - 2

Spells Currently Prepared
0 - Create Water, Mending, Spark
1 - Calm Animals, Magic Fang

Other Spell Sources
Fey Magic - Forest
Bran has a number of spell-like abilites when in his favored terrain (forest), each usable once per day.
0 - Level
1/day - Detect Magic, Guidance, Stabilize
1 - Level
1/day - Cure Light Wounds
These spells from Fey Magic are unuseable until Cha reaches 11 or higher!

Magical Talent - Trait
He also can cast another spell once per day as a spell-like ability in any terrain.
0 - Arcane Mark

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Possessions:

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Possessions
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Inventory
Equipped/Worn
longbow, dagger, outfit (peasant's), spell component pouch, pouch (belt), backpack, waterskin (filled), quiver (40 arrows)

Inside the Backpack
animal feed (1 day), trail rations (2 days), torch, flint and steel

Inside Pouch
holly, mistletoe, spices

Carried by Borne, his Donkey
saddle pack, blanket, iron pot, soap, mess kit, animal feed (22 days), torches (9), trail rations (12 days)

Emcumberance
Current Load - 33.5 lbs (Light)
Loads - 58 Light, 116 Medium, and 175 Heavy

Wealth
7 gp, 9 sp, 10 cp

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Companion:
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Greypelt
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Male Wolf Companion HD 2; Age 3
TN Medium animal (wolf/canine)
Init +2; Senses Perception +5

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Defense
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AC 14, touch 12, flat-footed 12 (2 Natural Armor, 2 Dex)
HP 17
Fort +5, Ref +5, Will +1

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Offense
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Speed 50 ft.
Melee bite +2 (1d6+1, plus trip)

Special Option

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Statistics
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Str 13 (+1), Dex 15 (+2), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +1; CMB +2; CMD 14

Tricks
Attack

Feats
Armor Proficiency (Light)

Skills (2 Ranks - 2 Companion Skills)
Acrobatics* +2 (2 Dex)
Climb* +1 (1 Str)
Escape Artist +2 (2 Dex)
Intimidate -2 (-2 Cha)
Perception* +5 (1 rank, 3 class, 1 Wis)
Stealth* +6 (1 rank, 3 class, 2 Dex)
Survival +1 (1 Wis)
Swim* +1 (1 Str)
*Are class skills

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Special Abilities
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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 (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.

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Personality and Quirks
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Greypelt, as his namesake, is a grey timber wolf saved from a trapper's snare by Bran. He follows Bran around without complaint or aggression, but doesn't like a lot of attention, just like Bran. Devoted to Bran, Greypelt instinctly defends Bran against anything it feels is a threat.

A few quirks about him, is that he refuses to calm down when away from the druid, always sleeps next to him, and refuses to allow anyone to try to touch Bran while sleep, even if its a fellow companion. Its mental link with the druid makes it also wary whenever Bran is in a state of distress, and becomes very protective of him during such moments.

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