Yakmar

Chu'Rall's page

6 posts. Alias of terok.


Full Name

Chu'Rall

Race

Yarra

Classes/Levels

Druid 12

Gender

None

Size

6'4 180lbs

Age

unknown

Alignment

Neutral

Deity

World Mother

Strength 10
Dexterity 14
Constitution 20
Intelligence 10
Wisdom 24
Charisma 9

About Chu'Rall

Chu’Rall Druid (FC) 12
N Medium Yarra
Init +4 ; Senses Perception +20

==DEFENSE==
AC 29, touch 13, flat-footed 13 (+11 armor, +4 shield, +2 dex, +2 deflection)
hp 127 (55+60-con+12-FC) Current
Fort +15, Ref +8, Will +17

==OFFENSE==
Spd 30 ft./x3
Staff, melee +9 dam 1d6 20/x2

==STATISTICS==
Str 10, Dex 14, Con 20 (18), Int 10, Wis 24 (20), Cha 9
Base Atk +9/+4, CMB +9, CMD 21

Feats:
Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Shield Proficiency (PFCR 133), Spell Focus Conjuration (PFCR 131), Augment Summoning, Scribe Scroll, Combat Casting, Natural Spell, Craft Wondrous Item.

Skills:

(48 pts) Acrobatics +2, Bluff -1, Climb +4 (1), Diplomacy -1, Disguise -1, Escape Artist +2, Fly +6(1), Heal +14(4), Intimidate -1, Knowledge Nature +13(10), Knowledge Geography +10(7), Perception +20(10), Ride +2, Sense Motive +2, Spellcraft +10(7), Stealth +2, Survival +18(8), Swim +0.

Languages: Common.
Equipment:

Dragonhide Plate +2 (7300),Darkwood heavy shield +2(4257).
Headband of Inspired Wisdom +4 *C(8000), Belt of Mighty Con +2 *C(2000), Handy Haversack *C(1000), Rod of Lesser Extend(3000), Rod of Extend(11000), ring of protection +2(8000), cloak of resistance +2 *C(2000), pearl of power 2nd lvl *C(2000), wand of cure light wounds x2 (1500).
Scrolls of:
Barkskin 12thx4 *C(1200), scroll of animal growth x2 *C (1125), Dispel Magic Greater *C(825), Neutralize Poison *C(350), Remove Disease *C(350)
Total value 53,907gp
For animal companion – Belt of physical might +4str/+4con *C (20000), +5 bracers of armor *C (12500), ring of protection +2 (8000), +2 ring of shielding (8000), vest of resistance +3 *C(4500).
Pouch, belt, Explorer's outfit, Rope, silk (50 ft.), Bedroll, Waterskin, 2 Sunrods, flint & steel.
Quarter Staff
Total Value 53,000gp
Cash: 1093gp

==Class Abilities==
* Nature Bond Animal Companion (Ex): Treeling
* Nature Sense (Ex):
* Wild Empathy (Ex):
* Woodland Stride (Ex):
* Trackless Step (Ex):
* Resist Nature Lure (Ex):
* Wildshape 5/Day (Ex): Beastshape III, Elemental Body IV, Plant Shape III.
* Venom Immunity (Ex):

== Traits ==
•Focused mind: +2 trait bonus to concentration checks.
•Reactionary: +2 trait bonus to initiative

== Spells Memorized ==
0 Level: Detect Magic, Know Direction, Light, Mending
1st Level: Cure Light Wounds x2, Entangle, Longstrider x2, Speak with Animals
2nd Level: Barkskin x3, Fog Cloud, Resist Energy, Restoration Lesser
3rd Level: Barkskin, Cure Moderate Wounds x2, Magic Fang Greater, Protection from Energy, Spike Growth
4th Level: Air Walk, Cure Serious Wounds, Flame Strike, Freedom of Movement
5th Level: Animal Growth, Cure Critical Wounds, Stoneskin, Wall of Thorns
6th: Dispel Magic Greater, Fire Seeds, Wall of Stone
Cast Spellstaff on my quarterstaff, has Dispel Magic Greater in it.
*C=Created

Summoned Air Elemental:

Lvl 5 Summon Nature's Ally
N Large outsider (air, elemental, extraplanar)
Init +11; Senses darkvision 60 ft.; Perception +11
Defense
AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
hp 84 (8d10+40)
Fort +11, Ref +13, Will +2
Defensive Abilities air mastery; DR 5/—; Immune elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee 2 slams +16 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks whirlwind (DC 18)
Statistics
Str 22(18), Dex 25, Con 20(16), Int 6, Wis 11, Cha 11
Base Atk +8, CMB +13; CMD 31
Feats Combat Reflexes, Dodge, Flyby Attack, Improved
InitiativeB, Mobility, Weapon FinesseB
Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge
(planes) +5, Perception +11, Stealth +11
Level 6 Summon Natures Ally
N Huge outsider (air, elemental, extraplanar)
Init +13; Senses darkvision 60 ft.; Perception +13
Defense
AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size)
hp 115 (10d10+60)
Fort +13, Ref +16, Will +5
Defensive Abilities air mastery; DR 5/—; Immune elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee 2 slams +19 (2d6+8)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (DC 21)
Statistics
Str 26(22), Dex 29, Con 22(18), Int 6, Wis 11, Cha 11
Base Atk +10; CMB +20; CMD 40
Feats Combat Reflexes, Dodge, Flyby Attack, Improved
InitiativeB, Iron Will, Mobility, Weapon FinesseB
Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge
(planes) +7, Perception +13, Stealth +9

Summoned Earth Elemental:

Level 5 Summon Nature Ally
N Large outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.;
Perception +11
Defense
AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 84 (8d10+40)
Fort +11, Ref +1, Will +6
DR 5/—; Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +16 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks earth mastery
Statistics
Str 28(24), Dex 8, Con 21(17), Int 6, Wis 11, Cha 11
Base Atk +8; CMB +16; CMD 25
Feats Cleave, Greater Bull Rush, Improved Bull RushB,
Improved Overrun, Power Attack
Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3,
Knowledge (planes) +6, Perception +11, Stealth +5
Level 6 Summon Nature Ally
N Huge outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13
Defense
AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
hp 115 (10d10+60)
Fort +13, Ref +2, Will +7
DR 5/—; Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +19 (2d8+11)
Space 15 ft.; Reach 15 ft.
Special Attacks earth mastery
This hulking, roughly humanoid creature of dirt and stone explodes
up from the earth, faceless save for two glowing gemstone eyes.
Elemental, Earth
Statistics
Str 32(28), Dex 8, Con 23(19), Int 6, Wis 11, Cha 11
Base Atk +10; CMB +23; CMD 32
Feats Awesome Blow, Cleave, Greater Bull Rush, Improved
Bull RushB, Improved Overrun, Power Attack
Skills Appraise +6, Climb +18, Knowledge (dungeoneering) +4,
Knowledge (planes) +7, Perception +13, Stealth +4

Summoned Fire Elemental:

Level 5 Summon Natures Ally
N Large outsider (elemental, extraplanar, fire)
Init +9; Senses darkvision 60 ft.; Perception +11
Defense
AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size)
hp 76 (8d10+32)
Fort +10, Ref +11, Will +4
DR 5/—; Immune elemental traits, fire
Weaknesses vulnerability to cold
Offense
Speed 50 ft.
Melee 2 slams +14 (1d8+4 plus burn)
Space 10 ft.; Reach 10 ft.
Special Attacks burn (1d8, DC 16)
Statistics
Str 18(14), Dex 21, Con 18(14), Int 6, Wis 11, Cha 11
Base Atk +8; CMB +11; CMD 27
Feats Dodge, Improved InitiativeB, Iron Will, Mobility, Spring
Attack, Weapon FinesseB
Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate
+9, Knowledge (planes) +5, Perception +11
Level 6 Summon Nature’s Ally
N Huge outsider (elemental, extraplanar, fire)
Init +11; Senses darkvision 60 ft.; Perception +13
Defense
AC 21, touch 16, flat-footed 13 (+7 Dex, +1 dodge, +5 natural,
–2 size)
hp 105 (10d10+50)
Fort +11, Ref +14, Will +5
DR 5/—, Immune elemental traits, fire
Weaknesses vulnerability to cold
Offense
Speed 60 ft.
Melee 2 slams +17 (2d6+6 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burn (2d6, DC 17)
Statistics
Str 22(18), Dex 25, Con 20(16), Int 6, Wis 11, Cha 11
Base Atk +10; CMB +18; CMD +36
Feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will,
Mobility, Spring Attack, Weapon FinesseB
Skills Acrobatics +16, Climb +13, Escape Artist +16, Intimidate
+9, Knowledge (planes) +7, Perception +13

Summoned Water Elemental:

Level 5 Summon Natures Ally
N Large outsider (elemental, extraplanar, water)
Init +2; Senses darkvision 60 ft.; Perception +9
Defense
AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural,
–1 size)
hp 84 (8d10+40)
Fort +9, Ref +8, Will +2
DR 5/—; Immune elemental traits
Offense
Speed 20 ft., swim 90 ft.
Melee 2 slams +14 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks drench, vortex (DC 19), water mastery
Statistics
Str 24(20), Dex 14, Con 21(17), Int 6, Wis 11, Cha 11
Base Atk +8; CMB +14; CMD 27
Feats Cleave, Dodge, Great Cleave, Power Attack
Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5,
Perception +9, Stealth +5, Swim +24
Level 6 Summon Natures Ally
N Huge outsider (elemental, extraplanar, water)
Init +4; Senses darkvision 60 ft.; Perception +13
Defense
AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural,
–2 size)
hp 115 (10d10+60)
Fort +13, Ref +11, Will +3
DR 5/—; Immune elemental traits
Offense
Speed 20 ft., swim 90 ft.
Melee 2 slams +17 (2d6+9)
Space 15 ft.; Reach 15 ft.
Special Attacks drench, vortex (DC 22), water mastery
Statistics
Str 24, Dex 18, Con 19, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +21; CMD 36
Feats Cleave, Dodge, Great Cleave, Improved Bull Rush,
Power Attack
Skills Acrobatics +11, Escape Artist +15, Knowledge (planes) +7,
Perception +13, Stealth +3, Swim +26

Summoned Stone Giant:

Level 6 Summon Natures Ally
N Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12
Defense
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 126 (12d8+72)
Fort +14, Ref +6, Will +7
Defensive Abilities improved rock catching
Offense
Speed 40 ft.
Melee greatclub +18/+13 (2d8+14) or 2 slams +18 (1d8+10)
Ranged rock +13/+8 (1d8+14)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)
Statistics
Str 31(27, Dex 15, Con 23(19), Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point
Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12
in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant
Ecolo gy
Environment temperate mountains
Organization solitary, gang (2–5), band (4–8), hunting party
(9–12 plus 1 elder), or tribe (13–30 plus 35% noncombatants,
1–3 elders, and 4–6 dire bears)
Treasure standard (greatclub, other treasure)
Special Abilities
Improved Rock Catching (Ex) A stone giant gains a +4 racial
bonus on its Reflex save when attempting to catch a
thrown rock with rock catching. This ability otherwise
works like the rock catching ability (see page 303).

Background of Chu’Rall:

Chu’Rall
The eons passed and the Yarra were little more than wondering thoughts deep within the world. When the light finally rested upon them and thought aroused in their being, they were at first resentful of having to share the light with the gods and the other races. So they withdrew into the wilds and interacted little with them. As the races expanded and they encountered them more and more the Yarra eventually resigned to have to interact with the races and discovered language with them, in their own way. It was unlike anything the surface dwellers had ever experienced before.
Sometimes their interactions were peaceful, sometimes not. After a time, as time means little to the Yarra, they bonded with the land, air, sea to wield the magics granted to them by the world. Their bond, as being one with the world, allowed them to use the forces of nature to defend themselves against the surface folk and the others.
The Yarra lead a simple life off the land listening to the “great mother” as they call it, the soul of the planet itself. They take no more than they need, and return all back to the earth when it is done including themselves.

The Chu are a small group of Yarra living as close as Yarra can to the “fleshlings”. It was from this life that Chu’Rall was created. Chu’Rall was an impatient growth. Whereas most of the other Chu slowly grew on ancient boroughs, Chu’Rall sprouted on an open Oak in full sunlight. When the other Chu lifted themselves from their life to slowly become sentient, Chu’Rall sprung from the tree. Chu’Rall hungered for information. It wanted to know about why things were the way they were and when he learned of them, the fleshlings. It was hard for the other Chu they didn’t know what to do with it most of the time, but their elder, Chu’Tik, knew that its coming signaled much. A time of un-birth, the time of pain.
Chu’Tik had felt that one would come, unlike those before him, to protect the Chu. So Chu’Tik started to teach the young plantling all he knew. After some time he also summoned from the earth, the Kalenar, the spirit of the woodlands. This spirit felt the need of the Chu and so inhabited a small oak, bringing it to life. The oak then became one with Chu’Rall, as a protector and friend. The Chu gathered together and over some time taught all of what they knew to Chu’Rall; the earth magics, how to fight, things about the surface world, and finally about the fleshlings. They also began to fashion things for Chu’Rall, to protect and serve him. Armors from fleshling beasts as well as other items of power to try and enable their champion to succeed as no other would.

When Chu’Rall finally went out into the sixth world it could sense its own need to know. It had met the fleshlings a few times and was fascinated by them. The nearest village Ket’chen, became a regular stopping point for Chu’Rall. At first the fleshlings there were a little surprised to encounter a Yarra, especially one accompanied by an Oakling. Ultimately though, they were won over by it after Chu’Rall helped them through several crop and monster issues. Chu’Rall is still greeted by many with surprise and fear, but the fleshlings at least don’t try to attack him on site any longer since most have heard, seen, or met it.

When he heard of the murders Chu’Rall knew he needed to help. He wondered what this spring must be and if it was a threat to the Chu as well as the fleshlings.

Personality: Chu’Rall is curious and friendly. Its 9 Charisma is due to how different he is so it is often hard for him to meet fleshlings initially and become friends with them. Chu’Rall’s biggest fault is that it is probably too trusting.