Death Initiate

Esgean Eyre's page

252 posts. Alias of Therenger.


Full Name

Esgean Eyre

Race

Skills:
(Str+1, Dex+2, Wis+3, Cha+1, Armor Check -1) Handle Animal +5/+9 (Link), Heal +7, Kno Nature +6, Perception +7, Spellcraft +4, Survival +9

Classes/Levels

Spells:
Spell Slots: O: 4, Lvl1: 0/3 | Concentration: 1d20+4 | Lvl 0: Detect Magic, Create Water, Guidance, Spark | Lvl 1: CLW, Goodberry 0/2 | Sponateous Casting: Summon Nature's Ally I

Gender

Female NG Human Druid 2 | HP 10/16 AC15 T12 FF13 | CMB 2 CMD 14 | F3 R2 W6 | Init +2 Speed 30 | Quarterstaff +2/1d6+1; Sling +3/1d4+1, 9 bullets | Goodberries: 0

Age

15

Deity

Sarenrae

Languages

Common, Druidic

Strength 12
Dexterity 14
Constitution 10
Intelligence 10
Wisdom 16
Charisma 13

About Esgean Eyre

Appearance
Willowy and tall with a bramble of fiery red hair, Esgean looks older than her fifteen years. She is fair but odd, and the young men of Kassen her age shy away from her. Some of that has to do with the wild cat that is always at her side. She has acquired a simple hide vest and chooses to wear skirts trimmed with woven vines and leaves. She is usually barefoot, having learned how to step carefully.

Personality
Esgean is proud and occasionally brash, but her heart is good and true. She does not make friends easily, but she would give her life for her family and the people she counts among her close group of confidants.

Goals
To be a better steward of the natural world, and to defend it from darkness.

Prepared Spells
Orisons (4)
Light
Guidance
Detect Magic
Read Magic

Level 1 (3)
Cure Light Wounds
Decompose Corpse
Entangle

In Pocket
Summon Nature's Ally

Armor & Weapons
Hide Shirt (+3 AC)
Quarterstaff +1 to-hit, 1d6+1
Sling +2 to-hit, 1d4+1
10 Bullets

Animal Companion, 'Rejke':
Bobcat (Cat, Small)

Init +5; Senses low-light vision, scent; Perception +5
+1 Ability point added to Int

--- Defense ---
AC 18 T 17 FF 13 (+5 Dex, +1 natural, +1 size, +1 Dodge)
HP 16 (3d8+2)
Fort +4, Ref +8, Will +2

--- Offense ---
Speed 50 ft.
Melee Bite +8 (1d4+1 plus Trip), 2 Claws +8 (1d2+1)

--- Stats ---
Str 12, Dex 21, Con 13, Int 3, Wis 12, Cha 6
BAB +2, CMB 2 (7 to Trip), CMD 17 (21 vs Trip)
Feats: Weapon Finesse, Dodge
Skills: Perception +5, Survival +5, Swim +5
Known Tricks: (attack [all creatures], come, deliver, detect, down, fetch, flank, flee, watch)

--- Special ---
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Mentor, Olmira Treesong:
Druids are not an uncommon sight in Nirmathas, but Olmira draws stares even in the streets of Kassen. This middle-aged woman only wears clothing made from natural materials (such as bark, leaves, and grass) and is always accompanied by a host of small woodland creatures. She talks to herself and her retinue constantly, having full conversations despite the fact that no one seems to answer her. Over the years, Olmira has had a number of apprentices who have gone on to become successful druids. Those who learn from her are sent on all manner of esoteric missions, such as listening to the wind for a week, planting new seeds throughout town, and mimicking local animals.

Skills:
Skill Ranks Per Level: 4 + 1 (Human, Skilled) +1 (Fav Class Bonus) = 6
5/9* (1+3+1+4*) Handle Animal (Cha) *Link w/Animal Companion
7 (1+3+3) Heal (Wis)
1 (1+0+0+0) Kno Arcana (Int)
1 (1+0+0+0) Kno Dungeoneering (Int)
1 (1+0+0+0) Kno History (Int)
6 (1+3+0+2) Kno Nature (Int)
7 (1+3+3) Perception (Wis)
5 (2+3+0) Spellcraft (Int)
9 (1+3+3+2) Survival (Wis)
5 (1+3+1+0) Swim (Str)

Feats:
Lvl 1: Spell Focus (Conjuration), Augment Summoning
Lvl 3: Superior Summoning
Lvl 5: Natural Spell

Class Features:
Nature Bond: Animal Companion

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

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. 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. To use wild empathy, the druid and the animal must be able to study each other, which means that they 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. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Orisons (Sp): 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.

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.

Spells: A druid casts divine spells, which are drawn from the druid spell list. 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. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Weapon & Armor Proficiencies:
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.

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 wooden ones.

Equipment:
35.5lbs (Light Load)
Hide Shirt +3/-1, 18lbs 20gp
Quarterstaff 1d6/1d6 (double), 4lbs Free!
Sling 1d4 Range Increment 50ft, 0lbs Free!
10 Bullets, Sling 5lbs 1sp
Spell component pouch 2lbs, 5gp
Bag, waterproof (for goodberries) 1/2lb 5sp
Handwraps (used on feet when necessary) 2sp
Esgean's Backpack: a winter blanket, and a box containing tinder and 3 tindertwigs.

--Left behind for this adventure--
36gp 5sp 5cp
Hunting knife 1lb 2gp
Backpack 2lbs 2gp
Blanket 3lbs 5sp
Flint & Steel 1gp
5 Candles 5cp
Fishing line and hook 1sp

Esgean's Story so far...:

"What do you think happened to the rest of him?"

Esgean shuddered before answering her younger brother. "Vultures, probably." The pale corpse floated idly at river's edge, face down. A tear in the flesh from shoulder to hip festered in the cold water.

Gael brushed always-dirty hair away from his eyes. "Have you ever seen a dead man before?" He seemed to Esgean to be strangely calm.

She swallowed bile and looked about for a large stick, finding one a few paces off at forest's edge. With it she pushed the bloated figure away from shore back into the current. The pair watched it float away in silence.

"We should go home and tell Daa."

Esgean pursed her lips. "We haven't caught anything yet. We can't go home without fish or we won't eat. Come on, we'll catch nothin' here."

She led her brother upriver another mile before casting her line among the rocks in the quicker action in the middle of the current. There, the Tourondel narrowed and the waters rushed over large round stones where trout waited for smaller prey. Her hands trembled, her mind fixed on the dead body. But then she felt the familiar tug on the end of her line. The fish leapt from the water, a good catch that would feed her entire family for the night.

"Esgean!" Gael's cry stole her focus and the trout spit the hook. Before she could muster a curse, her eyes followed her brother's unblinking stare. Across the river, not ten strides through the shallow water, a man glared back at them. Blood dripped from the fingertips of one arm, flowing from a nasty gash at the base of his neck. He glowered at them with a dark purpose. For the first time in her young life, Esgean knew the face of evil.

She grabbed her brother's hand in hers and they ran as fast as his six-year-old legs could turn. She didn't dare turn to look until Gael's hand pulled out of hers. The man was on them - he had her brother! She had forgotten to drop her fishing pole, and so she swung it at their attacker, snapping it off against the man's head. He leered at her, spitting curses. Then he picked Gael off the ground and looked as if he was about to take a bite out of the skinny lad. Esgean kicked at the side of his knee and the he buckled and hollered in pain, dropping Gael and reaching for her. She fell backward and he loomed over her, but then he stopped, his eyes veering beyond her into the forest. The man squinted and tried to clear his eyes with a bloodied hand as if struck dumb.

Esgean seized the chance, landing a solid kick on the open wound at the man's neck and the he howled and spun, grasping his torn flesh in agony. He stumbled and rolled toward the river, barely stopping himself from tumbling into the water. If he gathered himself up once more he would kill them.

The young girl sped past him and pulled a stone from the rocky shore with both hands. In one smooth motion she swung it high and brought it crashing down on the man's head, smashing his skull. Over and over she hit him until nothing resembling a face remained and she was sticky from ears to toes in red blood. At last she dropped the stone, stumbled into the river's edge, and sobbed while the cold water of the Tourondel rushed over her.

Gael hugged her tightly. "Sis, look."

Through tears Esgean raised her head and followed her brother's outstretched hand. There, at the edge of the wood was an incredible collection of animals. A pair of badgers sat next to a group of raccoons. A small herd of deer stood in a line watching the human siblings. A hawk perched on a low limb. There were skunks, squirrels, rats, birds of every feather, and lurking deeper was what looked like the shape of a black bear! But in the fore stood a bobcat, as if it had led the rest to this spot.

Esgean didn't breathe. She thought she could hear something over the thrust of the river, like people talking, but in a language she did not understand. Then it stopped, and one-by-one the animals retreated into the undergrowth.

Except for the bobcat. It lingered, and then it lay down and watched.

Now shaking, Esgean scrubbed at her hands. Gael helped clean blood from her face. She shivered as they started the long walk home. She told her father what had happened and he called for the town militia in case more bandits were gathered nearby. Later that evening, Gael tugged his sister's arm as they sat near the fire spit. Father had managed to trap a rabbit and it cooked slowly while the sun set.

"It's that bobcat," her younger brother said. Sure enough. There was the cat sitting and watching them from edge of the brush grass. "What do you make of that?"

Esgean didn't know what to make of it, except there was that strange talking again. "Do you hear that?"

"I don't hear nothin," said Gael.

"No one can hear it but you and me, dear." Esgean looked over to see Olmira Treesong standing nearby, her retinue of woodland creatures gathered about her. "That one sees something in you. The same thing I've seen since before your mother passed. Whatever happened to you today awakened the gift of the wood in you."

In the years that followed, Esgean would learn to wield her magic. Her bobcat companion, Rejke, was always at her side. Olmira was her teacher, but there was some larger mystery surrounding the older woman that Esgean could only guess at. She knew that one day Olmira would likely send her on her own to learn the deeper truths of the natural world. Perhaps then she would discover what it was about Olmira that seemed to transcend this world.

But before any of that she must journey to the Crypt of Everflame.