Ranger

Flute's page

83 posts. Alias of Karma Police.


Full Name

Flute Earthstriker

Race

Dwarf

Classes/Levels

Druid 1

Gender

Male

Size

Medium

Age

65

Alignment

Neutral

Location

Sargava

Languages

Common, Dwarven, Druidic, Undercommon

Occupation

Entrepreneur

Homepage URL

575 xp

Strength 11
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 18
Charisma 10

About Flute

Flute Earthstriker
Male Dwarf Druid 1
NG Medium Humanoid(Dwarf)
Init +2; Senses Perception +8 (+10 with goldsniffer);
Height: 4ft 7inches
Weight: 170lbs

==DEFENSE==
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 dex), ACP -8(-3 medium load + -5 armor/shield)
hp 15 (1d8+3+3+1); Current 15
Fort +5, Ref +1 , Will +6
(Hardy: F/R/W = 7/3/8)

==OFFENSE==
Spd 20 ft
Melee +0
Ranged +1

==STATISTICS==
Str 10, Dex 12, Con 16, Int 12, Wis 18, Cha 9
Base Atk +0, CMB +0, CMD +11
Feats AP (Medium, Light), Shield Proficiency, WP (Druid), Toughness

==ATTACKS==
Melee

Warhammer: +0 1d8 x2

Ranged:
Sling +1 1d4 x2 50ft
or
Acid Dart (ranged touch attack) +1 1d6+1 x2 30ft (7/day)

Skills:
Acrobatics +1 (-4/-7), Appraise 1, Bluff -1, Climb +0 (-5/-8), Craft (any) 3, Diplomacy -1, Disable Device +0, Disguise -1, Escape Artist +1 (-4/-7), Fly +0, Heal +4, Intimidate -1, Knowledge (nature) +7, Knowledge (Geography) 5,Knowledge (Other) 1, Perception +8 , Perform -1, Ride +1 (-4/-7), Sense Motive +4, Spellcraft +5, Stealth +1 (-4/-7), Survival +10, Swim +0 (-5/-8), Use Magic Device -1

Traits:

Goldsniffer: You gain a +2 trait bonus on Perception checks related to metals, jewels, and gemstones.

Boarded in Varisia Traveling from lands far to the
north, you likely have little experience with the jungle,
its denizens, or its strange forces. Just as the lands of
Garund are wild and exotic to you, so are you to them. treat your spells with the mind-affecting descriptor as being +1 caster level higher
when cast against creatures and natives of the jungle.

Equipment:

Hide Armor
Heavy Wooden Shield
sling
Bullets (10)
Warhammer

Backpack
Bedroll
Blanket
spell component pouch
1 potion CLW
1 potion Lesser Restoration
Total Weight: 55lbs

Gold: 40gp 6sp

spells:

3 o level spells prepared: (DC: 14)
Read Magic
Detect Magic
Flare

2 1st level spells prepared: (DC: 15)

Endure Elements x2

Dwarven Traits:

Stonesinger: Some dwarves’ affinity with the earth
grants them greater powers. Dwarves with this racial trait
are treated as 1 level higher when casting spells with the
earth descriptor or using granted powers of the Earth
domain, the bloodline powers of the earth elemental
bloodline, and revelations of the oracle’s stone mystery.
This ability does not give the dwarf early access to levelbased
powers; it only affects powers the dwarf could
use without this ability. This racial trait replaces the
stonecunning racial trait.

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet. See Vision and Light.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Craftsman: Dwarves receive a +2 racial bonus on craft checks This replaces greed.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon

Appearance:

Flute is an average sized Dwarf with light tan skin. His beard and appearance seems rather unkempt.
Well-made hide armor covers his body and 9 times out of ten he wears a smile on his face.
His bodyposture hints at his slightly aloof personality.

Personality:

Flute is a kind-hearted, curious dwarf, who synthesizes his love for the dwarven finer things in life, an adventurous spirit, and sense of duty and purpose.. even if he knows not what that means at this time.
Flute wants what is best and makes the most sense. He would always rather do a "good" act than a bad one. He follows laws and traditions but also knows there are circumstances where the ends are more important than the means. Although he isn't selfish, promises of riches and treasure certainly can motivate Flute.

He is very easy-going but also harbors a deep, serious side to him.
Although some would label Flute distant or aloof, he is actually just shy and contemplative. Those who know him well know he is as rowdy as any other dwarf.
Flute admires loyalty above almost any other trait. He will go the extra-mile for his friends.

Background:

Once a typical dwarven miner of Janderhoff, Flute enjoyed the finer things in dwarven culture: stories, gems, and, of course, ale.
He always seemed to be day-dreaming and was never the best with a pick-axe, but despite his aloof nature, he always had a good eye for gems, ore and the like. His perception was highly valued among his co-workers.

One day while working in the mines of Janderhoff, deep below the surface, something happened to the dwarf. To this day, he knows not what compelled him, but he was overcome with a desire to craft.

He knew not what he was making, but knew he needed to assemble strange ingredients. No longer sleeping, working or, scariest of all, drinking ale, Flute scoured the city for his needed materials:

bones... yes he needed bones.. a large rat bone...
cloth.. yes cloth... silk cloth....made from the arachnids spun silk..yes this will do..
gold.. yes.. this amount will do...

He seemed to go on and on.
All the dwarves of Janderhoff know about the legends of the strange denziens of the darklands and darker fey creatures who take delight in dominating dwarves for fun and pleasure. They knew when dwarves become possessed like this, they become unpredictable. Possessions of this nature are mystical events which can lead to great works of craftdwarfship, religious spirituality, but a failed attempt can cause insanity to the possessed dwarf and woe to his/her clansmen. It is a very ominous sign if one cannot complete his craft.

For the saftey of the burrow, Flute was locked in the workshop he took over. Here he sat and slaved over his invention until it was finally done.

He crafted an incredible flute made of bone, adorned with gem, feathers and leather... as well as a silk carrying pouch.

A few days later, Flute woke up. His entire clan was proud of him. His burrow proudly displays his flute in the mayors office. (Engraved on the flute were pictures of gems, the mayor himself and a strange serpent). His original name was Rurik, but he adopted his nickname as his main name after his possession.

He went back to work, but remained even more aloof than prior to his possession.

He knew he wasn't meant to stay here. He had to go. He lied to his clanmembers saying he was going off in search of the prosperous Bandu Hills to seek a fortune.

Sometime during his possession, he felt a strange divinely inspired pull. He had visions of serpents, dark skies, jungles and heard the name "sssssssssssargava" hissed. He took this to be a sign and the next day he bid farewell to his clansmen (who were quite sad to see him go).

In reality, something within him was calling him to come to the jungles of the Sargava. He knew he must travel to Magnimar and take the next boat out to this place. While traveling, he found his reputation has begun to spread among the nearby Shoanti. Here he was tought some of the arts of a druid, a fellow traveler to Magnimar. His mentor foresaw Flute's travel and knew he had little time. Flute promised to write him letters of his travels.

His clan, to his knowledge, is still residing behind Janderhoff's iron curtain doing what they do best: mining.

Motivations:

Destiny- Flute feels called to Sargava for some reason. Something, he feels, is altering nature itself and he feels he must investigate.
Wanderlust- Flute wants to see the world. His daydreams were always about new experiences and adventure in the world above, away from the lightless depths of the Darklands.
Heritage- Flute, although his modesty won't allow him to openly admit it, would love to discover riches, drink ale, and become a hero like the ones he heard about in legends.