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About Cruodh the Wanderer*
Info:
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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 __________________________________________________________ DEFENSE __________________________________________________________ AC 15 | Touch: 12 | Flat Footed: 14 | HP 10 Fort: +2 Ref: +3 Will: +5 CMD: -1 __________________________________________________________ OFFENSE __________________________________________________________ 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) __________________________________________________________
Feats: Skill focus (diplomacy) Traits: Weathered patience, naturally gifted. Skills: 0 = 4(shaman) 2(background)
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:
Equipment:
Travelers outfit: 2lbs See descritpion -Belt pouch (0,125 lbs) -Spell component pouch (2 lbs) -Longspear (4.5lbs/5 gp)
Weight: 22,125/26/53/80
Stout the pony (Shetland style) (35 gp)
-Cold weather outfit (packed) (2 lbs, 8 gp)
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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
Bonding, on how Cruodh found a spirit companion
The exile, on how Cruodh indebted himself
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:
__________________________________________________________ DETAILED INFORMATION __________________________________________________________ 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.
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
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
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
Total Ability Armor Size Class Magic Others
Llinellau Haul:
N Tiny animal (native outsider) Sage Familiar Init: +2 Senses: scent, low light vision, +1 __________________________________________________________ DEFENSE __________________________________________________________ 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) __________________________________________________________ OFFENSE __________________________________________________________ Speed: 20 ft, climb 20 ft. BAB: +0 Melee: bite +4 (1d2-4 + attach) __________________________________________________________
Feats: weapon finesse
Others:
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/
Skills/ Total/ AbilityScore/ Ranks/ Class/ Others
Total Ability Armor Size Class Magic Others
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