Prankster Illusionist

Cruodh the Wanderer's page

61 posts. Alias of TheCelticCircle.


Size

3'8'', 43 lbs

Age

46

About Cruodh the Wanderer

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Info:
Init: +1 | HP 10 , Con 14 | AC 15, Tch 12, FF 14 | CMD -1 | Fort +2, Ref +3, Will +5| Percep. +5| Weathered P. 1/1 | Storm burst 6/6 | Danc. lights 1; ghost snd 1; prestidigitation 1; speak w/ animal 1

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IMPORTANT NUMBERS
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Stat block:

Male Kellid-raised Gnome Shaman (future animist) 1
N Small Humanoid (Gnome)
Favored Class: Shaman
Init: +1
Senses: +5, low light vision
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DEFENSE
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AC 15 | Touch: 12 | Flat Footed: 14 |
HP 10
Fort: +2 Ref: +3 Will: +5
CMD: -1
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OFFENSE
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Speed: 20
BAB: +0
Melee: +0 longspear 1d6-1 (x3)
+0 dagger 1d3-1 (19-20, x2)
+0 javelin 1d4-1 (x2, 30 ft)

Ranged: +2 javelin 1d4-1 (x2, 30 ft)

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STATISTICS
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Str: 8 (-2 gnome)
Dex: 12
Con: 14 (+2 gnome)
Int: 10
Wis: 17
Cha: 15 (+2 gnome)

Feats: Skill focus (diplomacy)

Traits: Weathered patience, naturally gifted.

Skills: 0 = 4(shaman) 2(background)
Skills/ Total/
Bluff 3
Diplomacy 10
Heal 7
K. Nature 4
Linguistics 1
Lore (oral history) 4
Perception 5
Spellcraft 5
Stealth 4
Survival 7

Languages: Taldan, Kellid, Terran, Auran.

Spells:

Spell-like abilities dancing lights (1), ghost sound(1), prestidigitation(1), and speak with animals(1).

Spells per day:
Level 0, DC 13 (3): Light, mending, stabilize.
Level 1, DC 14 (2) Cure light wounds (x2), charm animal (D)

Equipment:

Travelers outfit: 2lbs
See descritpion
-Belt pouch (0,125 lbs)
-Spell component pouch (2 lbs)

-Longspear (4.5lbs/5 gp)
-Dagger(0.5/2)
-Javelins(3) (3/3)
-Studded leather (+3, -1) (10, 25)

Weight: 22,125/26/53/80
Gold: 5

Stout the pony (Shetland style) (35 gp)
Image of Stout
-Backpack (0,5 lbs)
-Bedroll (1,25 lbs)
-Candles (10) (0 lbs)
-Flint and steel (0 lbs)
-Iron pot (4 lbs)
-Mess kit
-Rope (10 lbs)
-Soap (1 lb)
-Torches (4) (4 lbs)
-Trail rations (5) (1,25 lbs)
-Waterskin (1 lbs)

-Cold weather outfit (packed) (2 lbs, 8 gp)
-Furs (packed) (1,25 lbs, 12 gp)
-Tent (5 lbs, 10 gp)
Weight: 30/100/200/300

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FLUFF
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Strategy:

Appearance:

When eyes set on Cruodh, they see but momentarily a kellid of short stature. Soon they are drawn to his own gaze, an intensity burns within it fueled by curiosity and wonder. Yet, his eyes of dark purple are framed by an impassive if not stern face, as if a façade had been built to contain the very nature of the soul hiding within. In all other manners, Cruoch appears fully kellid. Mostly lacking in facial hair, he sports wavy shoulder length thick brown hair in which two strands of white can sometimes be seen. However, for those would look closer, dark blue root can be seen, evidence of a gnomish heritage purposefully hidden by brown dye. His face, seems unusually proportionate for that of a gnome, with no specifically large or small features, yet there is still an inexplicable air of unnaturalness to, which paired with his pointy hears make it obvious that he is not simply a short human.

Answers to Mahorfeus:

Where did your character come from? Do they live in Torch? If not, why are they in the area?
-Cruodh is from a tiny secluded Kellid village to the south. He his the indirect cause of Kanata’s death and seeks to pay his debt by looking out for Kanata’s sister, Anna.
What does your character do for a living? Are they new to adventuring?
-Cruodh is a wandering shaman, going from shrine to shrine throughout Numeria to commune with the most powerful spirits of the land. His people consider this to be a sacred duty to appease the spirits and put their clan in good standing with them. He was forced on this path because of the bleaching only a few months ago.
What inspired your character to take on their starting class? Were they tutored or schooled, or were their skills self-taught?
-Cruodh could never achieve what warriors and hunters in his tribe could, thus he chose the next best path, that of shaman. He was apprenticed for most of his life.
How does your character get along with Torch’s locals? Are there any locals in particular that your character is closely acquainted with?
-Never been to Torch before.
Is your character religious? What is their opinion of technology?
-Cruodh believes that everything, living or non-living, possesses a soul, including pieces of technology. Getting to know these souls is what motivates him the most (including technology).
Why might your character be compelled to oppose the Technic League?
-Don’t know! They oppress is people?

Background:

The beginning, on how Cruodh was adopted
Forty odd years ago, an unearthly storm raged upon the southern lands of Numeria, covering the land in a white blanket and leaving all to esconce to their warm homes, all except a group of Kellid hunters who found themselves lost in the cold flurries of the storm. Desperate for a shelter and on the brink of freezing to death, Crudhe heard a baby’s cry muffled by the curtains of snow. Following the sound, the hunting party finally reached salvation: a small cave, just large enough to protect them from the storm, and in its midst, a lone baby bundled up in furs. Crudhe, having recently lost her first child, quickly found an outlet for her maternal instinct in the baby, and when the storm subsided she returned home with her new baby boy, Cruodh.

Growing up and the path of spirits
The unusual birth of Cruodh to the clan of the Obelisk was only the beginning of an uncommon life. Credhe and Kolar, her husband, soon came to realize that their son whom they believed to be small and fragile, was in truth not human but fey touched. He grew slowly but steadily, surprisingly fit for one so small.
Despite his small stature, Cruodh was raised like any other Kellid, taught to hunt, forage, farm, and fight. Even as he succeeded to equal the strong and large men of the tribe in these activities, he still found himself ostracized and never quite fitted in. Yet, he persevered, wanting to make is family proud. But, in the end, a series of unsuccessful romances led the small Kellid to realize he would never be like the others of his tribe. And so, he chose a different path, seeking apprenticeship with the tribe’s shaman. This is when he learned to speak with the spirits, and this aptitude opened to him a world he would never have imagined. If Cruodh had become bored and shown signs of a sickness in the months preceding his apprenticeship, he became most vibrant and excited as he communed with the many spirits surrounding the village.

Bonding, on how Cruodh found a spirit companion
Cruodh’s obsession to know every spirits he could one day led him a nearby landmark after which his clan was named, a metallic obelisk that had once felled from the skies. As he approached, he heard an alien voice in his mind, the whisper of an imprisoned soul. Curious, Cruodh spent days cautiously observing the structure and listening to the voice. Once he felt he understood the obelisk, he came to its side and whispered to its spirit. In a loud hum the obelisk emitted a rainbow of colors before its wall dematerialized leaving a metal skeleton and, in its midst, a lone weasel. Cruodh and the weasel stared at each other for minutes as they slowly realized who each was, the savior and the prisoner. From then on, they were inseparable.
Cruodh learned about the weasel’s origin as a spirit of the land, named Llinellau Haul, on whom the obelisk had fallen. Yet, instead of dying, Llinellau had merged with the strange structure and infused with its power.

The exile, on how Cruodh indebted himself
After 26 years as an apprentice to the shaman, Cruodh had contacted all of the spirits that resided within miles. Once more, boredom settled in, and within a year, Cruodh showed signs of a sickness none in the village recognized. His hair started turning white and he became bedridden. One day the shaman, unable to find the cause of the disease called upon the spirits for aid, and that very night travellers came to the village, travellers short in stature and with colorful hair. Quickly, they came to identify Cruodh’s disease as the bleaching and exposed the cure. The elders conferred and made the decision to send Cruodh into exile for his own sake. He would wander the land and commune with its spirits on the clan’s behalf, safeguarding his own life in the process.

Two years passed. One day, Cruodh came upon another metallic obelisk that had rained from the sky. Once more hearing the voice of an alien spirit, he approached it. Days passed until he dared touch the stone, a grave mistake, for it soon activated a monstrous being of metal. Barely escaping it with his life, Cruodh trailed the beast from afar hoping to stop it before it could commit any atrocities. But he failed, for the beast came upon Anna and Kanata of clan Stormlord. In the chaos of battle, he was able to save a gravely wounded Kanata, dragging her away and losing sight of Anna in the process.

General personality:


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DETAILED INFORMATION
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Race:

Ability Score Racial Traits +2 Constitution, +2 Charisma, and –2 Strength.
Size: Small,+1 to AC, a +1 attack rolls, a –1 to CMB, CMD, and a +4 size to Stealth.
Base Speed: (Slow Speed) 20 feet.
***Languages: Would it be okay to start with the language of Kellids?

Keen Senses: +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Gnome Magic: +1 to the DC of illusion spells. 11 or higher charisma: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level = gnome’s level. The DC 10 + the spell’s level + the gnome’s Charisma modifier.

Gift of Tongues: Gnomes love languages and learning about those they meet. +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Class:

Weapon proficiencies: A shaman is proficient with all simple weapons, and with light and medium armor.

Spells: Cruodh must converse with Llinellau Haul for an hour at 2 in the morning to regain daily spell allotments.

A shaman can spontaneously cast a limited number of spells per day beyond. She has one extra spell slot per day of each shaman spell level she can cast. From the list of spells of spirits (spirit+wandering). Can be enhanced by metamagic feat possessed (higher-level spell slot)

Spirit spells (nature): Charm animals.

Spirit animals
-Without Llinellau Haul, cannot prepare spells
-Outsider(native)

Storm Burst (Su): Standard action (6/day), the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.

General level stuff:

General
Favored class
-HP: 0
-SP: 1

Feats
- Skill focus(diplomacy) (lvl 1)

Traits:

Adopted(Weathered Patience): You had to learn to control your attention to survive in the wilds. Once per day, when you ready an action to make a ranged or melee weapon attack, you can add a +4 trait bonus to it.
Naturally gifted: Additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability.

Feats:

Skill focus: Diplomacy +3(+6).

Detailed skills and others:

Total/AbilityScore/Ranks/Class/Others
Skills/ Total/ AbilityScore/ Ranks/ Class/ Others
Bluff 3 2 0 0 +1 race
Diplomacy 10 2 1 3 +1 race,+3 feat
Heal 7 3 1 3
K. Nature 4 0 1 3
Linguistics 1 0 1 (2 lang.) 0
Lore (oral history) 4 0 1 3
Perception 7 3 0 0 +2 (race)
Spellcraft 5 1 1 3
Stealth 4 1 0 0 +4 (size), -1 ac
Survival 7 3 1 3

Total Ability Armor Size Class Magic Others
AC 1 +1
Touch 1 +1
FF 0 +1
AT 0 -1 +1 0
Dg -1 -1
CMB -2 -1 -1 0
CMD -1 +1/-1 -1 0
Fort 2 2 0
Ref 3 1 0 +2(spirit)
Will 5 3 2


Llinellau Haul:

N Tiny animal (native outsider) Sage Familiar
Init: +2
Senses: scent, low light vision, +1
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DEFENSE
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AC 15 | Touch: 14 | Flat Footed: 13 | (+2 Dex, +1 natural, +2 size)
HP 5
Fort: +2 Ref: +4 Will: +3 | improved evasion
CMD: 6 (10 vs trip)
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OFFENSE
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Speed: 20 ft, climb 20 ft.
BAB: +0
Melee: bite +4 (1d2-4 + attach)

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STATISTICS
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Str: 3 | Dex: 15 | Con: 10
Int: 6 | Wis: 12 | Cha: 5

Feats: weapon finesse
Attach (Ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

Others:
-Intelligence: 5+master level
-No natural armor improvment
-Improved evasion
-Empathic link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
-Share spells: animal may count as self for the target of spells.

Special animal spirit ability: The shaman’s spirit animal looks feral, and appears to be in peak physical form. The animal can move through any sort of undergrowth or natural difficult terrain at its normal speed without taking damage or suffering any other impairment. If the animal has a fly speed, it can ignore the penalty on Fly skill checks for winds up to windstorm strength.

Skills/ Total/
Skill points: 2 (lvl1) + skill point of animal (1).

Skills/ Total/ AbilityScore/ Ranks/ Class/ Others
Acrobatics 10 2 0 0 +8 race
Cllimb 10
Escape artist 3 2 1
K. Geography 2 -2 1 3
K. Planes 2 -2 1 3
Stealth 14 2 0 0 +8 size, +4 race

Total Ability Armor Size Class Magic Others
AC 16 2 +2 +1 nat (familiar), +1 nat (race)
Touch 14 2 +2
FF 14 0 +2
AT 0 2 +2
Dg -4 -4
CMB ?-6 -4 -2
CMD ?-4 +2/-4 -2
Fort 2 0 2
Ref 4 2 2
Will 3 1 2 (master)