Str 9, Dex 14, Con 13, Int 10, Wis 18, Cha 8
Base Atk +0; CMB -1; CMD 11
Feats Combat Casting, Druid Weapon Proficiencies, Toughness +3
Traits Empyreal Cultist (Magnimar) (Varisia, Birthplace of Legends p.21), Omen (Campaign Trait)
Skills Acrobatics -1, Climb -4, Escape Artist -1, Fly -1, Heal +8, Knowledge (nature) +6, Knowledge (religion) +1, Perception +8, Profession (fisherman) +8, Ride -1, Stealth -1, Survival +10, Swim -4
Languages Celestial, Common, Druidic, Varisian
SQ Druid (Eagle Shaman) Domain: Weather, Spontaneous Casting, Wild Empathy +0
Combat Gear Bullets, Sling (30), Dagger, Hide, Quarterstaff, Sickle, Sling; Other Gear Backpack (empty), Blanket, Fishhook (2), Flint and steel, Holly and mistletoe, Pouch, belt (empty), Rations, trail (per day) (5), Sewing needle, Soap (per lb), Spell component pouch, String (50')
Special Abilities:
Combat Casting +4 to Concentration checks to cast while on the defensive.
Druid (Eagle Shaman) Domain: Weather Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Empyreal Cultist (Magnimar) Celestial as a bonus language and a +1 on Diplomacy checks against good-aligned humanoids.
Omen (Campaign Trait) +1 to initiative and reflex saves.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Storm Burst (1d6+0) (7/day) (Sp) 30' Ranged touch attack deals 1d6+0 nonlethal damage and inflicts a -2 to hit penalty for 1r.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Background:
Born and raised in Magnimar, Eshtru Milovashti is a Varisian priest of the mystery cult of Ylimancha, a fisher-druid in service to the Empyreal Lord of coastal waters, fishermen, and flying creatures. He has learned to draw upon the power of nature and his divine patron by taking the osprey, a sea hawk, as his totem, and is able to command the weather, be it soothing winds or torrential storms. A quiet man by nature, Eshtru has spent most of his time up until now traveling the coastline and harbor of Outcast's Cove, attending to the needs of the faithful and using beneficent magic to aid sailors and improve the catches of fishermen. While generally unknown to the population of the city at large, he is well regarded by the native Varisians and those who make their living by the seashore as a kind and helpful man, subsisting as a fisherman who supplements his living by providing religious services. Occasionally he assists the authorities by using his magics to address some threat to the local community, but for the most part Eshtru attempts to steer clear of trouble.
Recently however, Eshtru's sleep has been plagued by disturbing visions. Beginning with an image of Magnimar engulfed in flames, the dreams have become increasingly cryptic, but as their memory is soon vanished upon waking Eshtru has been unable to piece together their true meaning. Frustratingly, what contacts he has been able to cultivate over the years have turned up nothing of use, as has any attempt to augur the cause of the omens from Ylimancha herself.
Feeling the desperate need to act but stymied by false leads, Eshtru awakens one evening after yet another dream to discover a letter signed by the notorious Irthir promising a meeting and assistance in deciphering the visions. Having exhausted all other options, Eshtru has resolved to follow up on this message and meet with Irthir and find out what he claims to know, for good or ill.
Appearance:
Eshtru appears as a Varisian man of average build apparently nearing middle-age. His dark black hair is beginning to recede, and he wears a beard and mustache that offsets his dusky complexion. He usually wears the typical clothing of a Varisian fisherman (earth-tones, hat, scarf, waders) accented with baubles and designs in the blue-and-gold motif of a mystery cultist of Ylimancha. He speaks softly but purposefully and more often than not leans against his staff for support.