About Erebechi Bol KonErebechi Bol Kon Description:
Small(5’7”, 143 lbs)), wiry. Skin weathered past bronzed from being outdoors. Brown eyes and a hooked beak of a nose, a scruffy black hair and beard, with mild greying. Is rapidly wandering towards middle aged (33 years old). Demeanour:
Quiet, depressed and angry. If and when he catches up to the slavers, folks are gonna get hurt! Background:
When Erebechi returned from visiting the holy city of Ubtao (Mezro), it was not a happy homecoming. He found his tribefolk had been massacred. His wife (Nkechinyere) and his fourteen year old son (Keheto) among the dead. Slavers had assaulted the tribe, while he was away. The tracks were five days old, but still showed that a coffle of new slaves had been lead away; his two daughters (Chiamaka, and Kianga, twins, 11 years old) presumably among them. He made a pyre of the dead, and then set off in pursuit... The pursuit took him from the wilds of Chult to Port Nyanzaru. By the time he sighted the city gates, he had cut the lead to a day... But the city stymied him. It took nearly two weeks for the savage to sneak into the city, and then gather the information as to where the slaves had been taken. By boat, first to Amn... He’s a stubborn man; he did not abandon the pursuit (more than 1000 miles of ocean, for a man who’d never been to sea!). A “cat” was aboard the next ship headed to Amn (2 weeks later). Erebechi has made it to Athkatla. But now, he has a problem; Erebechi is a much better tracker in the wild, rather than on the cobbled streets of civilization. He’s picked up enough Thorass and common to get by, but diplomacy is not a strong suit... He’s not giving up, but he needs to find a clue, somehow... Stats:
Erebechi Bol Kon CG Male Human
Defense AC: 22 = 10+3(dex) + 6 (armor) +1 (Armor Enhancement) + 2 (Shield)
CMD: 20 = 10 +7 (bab)+0 (str) + 3 (dex) Offense BAB : +7
Stats
Feats:
Vaporous Potion (Lvl 1)
Augment Summoning (Lvl 3)
Craft Wondrous Item (Lvl 5)
Natural Spell (Lvl 7)
Superior Summoning (Lvl 9)
Vital Strike (Saurian Shaman 9 Bonus Feat)
Traits:
Skills (10*(4+1 int +1 human+1 Finding Haleen) /lvl) (NOT INCLUDING ACP)
Spellcraft 10 ranks +3 trained +1 int
Background Skills (10*2 = 20 ranks)
Languages: Common, Chuultan, Sylvan (int), Druidic (class), Thorass (Linguistics) FCB: +1 HP * 10 + 1 Skill Point * 10 (Finding Haleen) Class Abilities:
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
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. Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Orisons: 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. 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.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. 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 (see Using Skills). 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.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will. (Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The dragon shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.) Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood. Totemic Summons (Su): At 5th level, a saurian shaman may cast summon nature’s ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability. (She can apply the young template to any reptile/dinosaur to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.) Wild Shape (Su) (12th level Dinosaurs, 8th level all others, 3/day +1 vestements +2 dinosaur shapes): At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2. This ability replaces wild shape.
Bonus Feat: At 9th level and every 4 levels thereafter, a saurian shaman gains one of the following bonus feats: Improved Overrun, Nimble Moves, Power Attack, Skill Focus (Intimidate), or Vital Strike. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity. Race Abilities:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Equipment (62000 gp, ):
Magic Items 8750 (CWI) Shifter’s Headband of Wisdom +4 5000 (CWI) Belt of +2 Con +2 Dex 16700 +1 Wild Agile Breastplate (Dragonhide) 1000 (CWI) Handy Haversack 4500 (CWI) Cloak of Resistance +3 1875 (CWI) Druid’s Vestment 3500 Ring of Eloquence 8000 (CWI) Amulet of Mighty Fists +1 Guided 4250 (CWI) Triceratops Helm (Renamed Helm of the Mammoth Lord) 2500 (CWI) Polymorphic Pouch 2250 (CWI) Cauldron of Overwhelming Allies 250 (CWI) Cracked Dusty Rose Prism Ioun Stone 375 (CWI) Snapleaf 750 Wand of Cure Light Wounds 200 (CWI) Feather Token: Tree (59900) Armor:
Gear
31 gp in assorted coinage
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