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Gender
Male N tiefling druid (wild whisperer) 4
Age
27
Alignment
N
Deity
Green Faith
Strength
12
Dexterity
16
Constitution
14
Intelligence
14
Wisdom
16
Charisma
12
About Duzz "Li'l Lamb"
Background:
Duzz never knew his parents for he was found on the margins of the East Sellen. He was raised by Old Then, short of Thenoticus, back then already old, of course. He was raised in the fringes of the Narlmarches where it meets the Hooktongue Slough, having no one else to play except for the occasional fey who wandered close, which was just natural since Old Then told Duzz he had fey blood and was likely some sort of small satyr.
Duzz did not fancy the woods and swamps that much so he eventually left to travel along the River Kingdoms, mainly Mivon, Pitax and Avendale. In the big cities, Duzz lost himself to its many pleasures and perils. Alcohol, drugs, games, sex, gambles and even thefts. It was a dark time and once it grew too dark, he was forced to return to the bucolic woods of his childhood, where time apparently had stopped.
Old Then continued old, more so even, but his mood did not improve, but now it add an ever present 'I told you so' air. Duzz is mostly recovered now and begins to wonder about travelling again to the cities, but also fears about losing himself again. As it happens, it appears the cities are coming to the Narlands instead and aren't so big, so perhaps he could take a look there. Should be safer, right?
Personality:
Primary Motivators: Balance/Peace (balance his slow and calm pace with the excitement of cities), Entertainment (to enjoy himself), Love (Duzz needs people around him)
Emotional Disposition: Calm (in the wilds) and Anxious (in the cities)
Moodiness: Even-Tempered
Outlook: Hopeful but cynical
Integrity: Responsible but lazy and deceitful
Impulsiveness: Thoughtful but capricious
Boldness: Daring but tentative
Agreeableness: Warm and open-minded but stingy
Interactivity: Talkative but evasive
Conformity: Down to earth but freethinking
Sense of Humor: Cynical
Favorite Topics of Conversation: Humor
Religion and Spirituality: Green Faith
<>Adherence: Orthodox adherent
<>Tolerance: Tolerant
<>Religious Demeanor: Occasional expression of beliefs, casual in converting others, humble attitude
Quirks, Habits and Oddities: Daydreaming and collects odd things
Hobbies and Enjoyments: Drinking and bird watching
Description:
Duzz is reasonably handsome, with curly blond hair, deep dark eyes, an easy smile, and absolutely no hint of facial hair. Duzz could pass for a regular halfling if not for a pair of ram horns on his head and his goat legs. He is fit and agile, even if there is some laziness on his gestures. While his appearance is already striking, his most memorable characteristic is his voice, which is deep and powerful and much more fitting to a hulking orc than to a small halfling.
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SPECIAL ABILITIES
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Druid Herbalism Duzz can use combinations of natural ingredients to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect. Duzz can create a number of free herbal concoctions per day equal to his Wisdom modifier. Additional concoctions cost half as much as creating an equivalent potion using Brew Potion and takes half as much time. He can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares). When a creature attempts a Perception or Spellcraft check to identify one of Duzz’s concoctions, the concoction appears to be a different herbal concoction of the his choice unless the creature exceeds the identification DC by 5 or more. Duzz must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that he tried to fool it.
Inspiration (Ex) Duzz has an inspiration pool equal to 1/2 his druid level + his Intelligence modifier (minimum 1). His inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. Duzz can only use inspiration once per check or roll. He can use inspiration on any Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Ride, Sense Motive, Survival and Wild Empathy checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Wild Empathy (Ex) Duzz can improve the attitude of an animal with this ability just like a Diplomacy check made to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Duzz 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. Duzz can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Wild Shape (Su) Duzz has the ability to turn himself into any Small or Medium animal and back again once per day. His 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 he 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 with which he is familiar. Duzz loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as her new form.
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CRITTERS
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Asor, the hawk:
N Tiny animal
Init +3; Senses low-light vision; Perception +14
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4-2)
Space 2-1/2 ft., Reach 0 ft.
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14, Stealth +11; Racial Modifiers +8 Perception
Tricks come, deliver, fetch, seek, sneak, watch
Ira, the Owl:
N Tiny animal
Init +3; Senses low-light vision; Perception +10
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4-2)
Space 2-1/2 ft., Reach 0 ft.
Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth
Tricks come, deliver, fetch, seek, sneak, watch
Guard, the viper:
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +9
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 3 (1d8-1)
Fort +1, Ref +5, Will +1
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2-2 plus poison)
Space 2-1/2 ft., Reach 0 ft.
Str 4, Dex 17, Con 9, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
Tricks down, intimidate, watch
Maruk, the elk:
N Medium animal
Init +3; Senses low-light vision; Perception +7
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 15 (2d8+6)
Fort +6, Ref +8, Will +2
Speed 50 ft.
Melee gore +3 (1d6+2), 2 hooves –2 (1d3+1)
Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7
Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
Feats Lightning Reflexes, RunB
Skills Perception +7
Tricks attack, come, defend, down, guard, heel
Rö, the bat:
N Diminutive animal
Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +4, Will +2
Speed 5 ft., fly 40 ft. (good)
Melee bite +6 (1d3–5)
Space 1 ft., Reach 0 ft.
Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5
Base Atk +0; CMB –2; CMD 3
Feats Weapon Finesse
Skills Fly +16, Perception +6, Stealth +14; Racial Modifiers +4 Perception
Tricks heel, guide, intimidate, seek, sneak, watch