Hayato

Gan Naran's page

45 posts. Alias of Tharasiph.


Full Name

Gan Naran

Race

Human Druid (Natures Fang) HP:59/59|AC:26|T:12|FF:23|CMB:+8/+14|CMD:20|Fort:+7|Ref:+4|Will:+9|Init:+2| Perc:+14|

Gender

m

Size

m

Age

23

Alignment

N

About Gan Naran

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Details
Male Human Druid 7
CG Medium humanoid
Init +2; Senses Low-Light Vision, Perception +14

Stat Block
Str 16, Dex 14 Con 14, Int 13, Wis 18, Cha 10
Base Atk +5; CMB +8/+14 Overrun; CMD 20
HP 59 (7d8+21)
Favoured Class Druid +7 Hit Points

Combat:

Defense
AC 26, touch 13, flat-footed 23 (+10 armour, +2 Dex, Shield +4)

Fort +7, Ref +4, Will +9

Speed 20 ft

Combat

Melee +1 Corrosive Uchigatana + 10(1d6+4/18-20)(S)
Melee +1 Corrosive Uchigatana (Power Attack) + 8(1d6+8/18-20)(S)
Melee Cold Iron Dagger +8 (1d4+3/*2)(SorP)
Melee Club +8 (1d6+3/*2) (B)

Overrun Success Bulette Rampage 1d8+8

Combat Bonuses Studied Target +2Th +2D

Ranged Dart +7 (1d4+3) (20ft)(P)

Skills/Feats/Traits:

Traits

Slippery Stealth Class and +1
Dangerously Curious Use Magical Device is class +1
Magical Lineage Metamagic -1 lvl cost for Snowball spell

Feats
Weapon Focus: Uchigatana (Slayer Talent)
Heavy Armour Proficiency (Slayer Talent)
Power Attack (-2TH +4D)
Improved Overrun
Bulette Charge Style
Bulette Leap
Bulette Rampage

Skills: 42

*Climb (Str) +8 (1R)
*Swim (Str) +8 (2R)

*Ride (Dex) +10 (5R)
*Stealth (Dex) +10 (4R +1 Trait)

*Knowledge (dungeoneering) (Int) +5 (1R)
*Knowledge (nature) (Int) +10 (6R)
*Spellcraft (Int) +5 (1R)

*Heal (Wis) +8 (1R)
*Perception (Wis) +14 (7R)
*Survival (Wis) +14 (7R)

*Use Magical Device (Cha) +11 (7R +1 Trait)

Background Skills: 14

*Knowledge (engineering) (Int) +5 (1R)
*Knowledge (geography) (Int) +5 (1R)
Knowledge (history) (Int) +2 (1R)
Craft Wind Instrument (Int) +2 (1R)
Linguistics (Int) +2 (1R) Draconic

*Handle Animal (Cha) +10/+14(7R +4 Animal Companion)
Perform Wind Instrument (Cha) +2 (2R)

Languages Common(Hiruguo), Sudish, Druidic, Draconic

Gear:

Magical Gear
Ioun Torch (75gp)

+2 Darkwood Heavy Shield (4257/10)
+2 Dragonscale (Forest Dragon) O-Yoroi (7700/45)
+1 Corrosive Uchigatana (Scimitar) (8315/4)
Handy Haversack (2000/5)
Travelers Any-Tool (250/4)

Non-Magical Combat Gear
Sap (1/2)
Cold Iron Dagger (4/1)
Club
Dart *6 (3/3)

Other Gear
[Handy Haversack contents]
Waterskin * 1 (1/4)
Flint and Steel (1/)
Wandermeal *10 (.1/5)
Trail rations * 10 (5/10)

Sun Rod *10 (20/10)
Flask Acid *4 (40/4)
Fishing Kit (.5/3)

100' String (.1/1)
50' Silk Rope (10/5)
Bedroll (.1/5)
Mess Kit (.2/1)

Military Exotic Saddle (60/40)
Bit and Bridle (2/1)
Saddle Bags (4/8)
Extra Cloth/Leather to wrap meat in.

Gold Left: 880

Weight: 68 lbs (76)

Magic:

Spellcasting
Druid Spells (CL 7th; DC 14 + Spell Level, Concentration +11(lvl+d20+4)

Druid Spells Known (CL 7th; concentration +10)(d20+CL+Stat):
4th (DC 18)(1:1) - Prot from Energy Communal
3rd (DC 17)(3:3) - Cure Moderate Wounds, Ice Spears, Resinous Skin
2nd (DC 16)(4:4)- Barkskin(+3) *2, Bulls Strength, Lesser Restoration
1st (DC 15)(5:5)- Endure Elements *5
0 (DC 14)(at will:4)- Guidance, Stabilise, Create Water, Read Magic

Overrun Feats:

Improved Overrun (Combat)
Prerequisite: Str 13, Power Attack, base attack bonus +1.

Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your
Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.

Bulette Charge Style (Combat, Style)
Prerequisite(s): Str 13, Improved Overrun, Power Attack, proficiency with heavy armor.

Benefit(s): While using this style, you gain a +4 bonus on combat maneuver checks to overrun an opponent. Any magic ability or material that reduces your armor check penalty also reduces the bonus you gain for this style.

Special: A character with the armor training class feature can use Bulette Charge Style while wearing any type of armor with which she is proficient. Medium armor grants a +3 bonus, and light armor grants a +2 bonus.

Bulette Leap (Combat)
Prerequisite(s): Str 15, Bulette Charge Style, Improved Overrun, Power Attack, proficiency with heavy armor.

Benefit(s): While using Bulette Charge Style, you gain a bonus on Acrobatics checks to jump equal to your Strength bonus. Additionally, when you perform an overrun combat maneuver, you can attempt to overrun multiple foes, but you take a cumulative –2 penalty on each successive overrun attempt in the same round. If an overrun attempt fails, you cannot make any further attempts until your next round.

Bulette Rampage (Combat)
Prerequisite(s): Str 15, Bulette Charge Style, Bulette Leap, Improved Overrun, Power Attack, proficiency with heavy armor.

Benefit(s): While you’re using Bulette Charge Style, whenever you succeed at an overrun combat maneuver check against a foe, that foe takes an amount of damage equal to 1d8 (if your size is Medium) or 1d6 (if your size is Small) + 1/2 your armor bonus to AC + 1-1/2 times your Strength bonus.

Druid Class Abilities:

Studied Target (Ex): +2 TH & D
At 1st level, a nature fang gains the slayer's studied target class feature. At 5th level and every 5 levels thereafter, the nature fang's bonus against her studied target increases by 1. Unlike a slayer, a nature fang does not gain the ability to maintain more than one studied target at the same time.

This ability replaces nature sense, wild empathy, and woodland stride.

Slayer Talent: 2
At 4th level and every 2 levels thereafter, a nature fang selects a slayer talent. Starting at 12th level, she can select an advanced slayer talent in place of a slayer talent. She uses her druid level as her slayer level to determine what talents she can select.

This ability replaces wild shape.

Sneak Attack (Ex)
At 4th level, a nature fang gains sneak attack +1d6. This functions as the rogue sneak attack ability.

If the nature fang gets a sneak attack bonus from another source, the bonuses on damage stack.

This ability replaces resist nature's lure.

Animal Companion Wolf Naiz:

Animal Companion

Naiz

N Large Wolf
Init +2; Senses Low-light vision, Scent, Perception +5

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Defense
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AC 19, touch 12, flat-footed 17 (+4 natural armour, +3 AC, +2 Dex)
hp 57 (6d8+24)
Fort +9, Ref+7, Will +3
BAB +4

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Offense
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Speed 50ft
Melee
Bite +11 (2d6+9)(+Trip)

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Statistics
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Str 23(+6), Dex 15, Con 19, Int 3, Wis 12, Cha 6
Base Atk +4, CMB +12/+16, CMD 22

Feats
Dirty Fighting (+4 CMB Flanking)
Improved Trip (+2 CMB)
Improved Natural Attack

Gear
Masterwork Studded Leather Barding (-0AP) (250GP/10lbs)

Skills

*Swim(Str) +10 (1R)

*Acrobatics(Dex) +6 (1R)
*Escape Artist(Dex) +6 (1R)
*Stealth (Dex) +6 (1R)

*Perception(Wis) +5 (1R)
*Survival(Wis) +5 (1R)

Languages None

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Animal Tricks
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Attack * 2
Down
Defend
Come
Stay
Flank
Fetch
Guard
Heel

Track
Seek
Break Out

Combat Training
Riding Trained

Special Abilites
Tricks: Bonus (1) Attack, attack (unnatural creatures),

Link You can handle your animal companion as a free action, or push it as a move action, even if you don’t have any ranks in the Handle Animal skill.

You gain a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding your animal companion.

Share Spells You may cast a spell with a target of “You” on your animal companion (as a touch range spell) instead of on yourself. You may cast spells on your 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.

Background:

Ulaangom (Red Valley) was his home in a land to the East, Gan Naran (Steel Sun) is the bastard son of a Hiruguon merchant (Tai-Yang Feng) and a tribeswoman (Mongol), his father left his mother soon after he found out she was with child.

He was raised in part by most of the adults in the village and it was a good upbringing, he grew up learning the ways of the horse people, in harmony with nature. Like all his people he was taught the ways of war on horse and on foot and he excelled with sword and shield, throwing his considerable weight into a shield or shoulder charge to knock an opponent down and then deal with them.

Gan Naran had an unquenchable wanderlust and he roamed the plains and hills of his village. Sometimes with other children, ofttimes not, this in part was why he did not discover his druidic abilities earlier on as he did not know other could not do some of the things he did when he was away alone.

Naiz his animal companion came to him after a succession of meetings, in one of his sojourns into the wilderness Gan found a wolf pup that ran up to him and started playing with him and then he noticed the large wolf mother sitting under a tree a short distance away with two other pups, she was looking at him, but not moving to defend her pup. Gan payed with the pup for a few minutes and then two scared to push his luck left. This occurred several times when Gan returned to the same area, the same pup would come to him and spend more and more time with him until one day when Naiz was almost full grown, the mother wolf approached Gan, laid a paw on his hand and giving Naiz a final nuzzle of affection she left.

Naiz and Gan had been inseparable since and arriving home with a wolf at his side made it impossible for others to not recognise his druidic nature. Gan began his studies with the village holy man Suren Gal (Majestic Fire), where he learned about divine entities and he discovered how to talk to them and tap into the abilities they offered if he kept himself recognised as part of the natural world.

Gan made himself useful in his village as a healer, and leader of expeditions into the wilderness as his many sojourns in his youth and his helpful wolf companion allowed him to effectively hunt down prey, bandits or enemies troops.

Several times he helped hunt down and destroy bandit groups, his magic helping to out maneuver their foes and heal any injuries that resulted. These same techniques were used to defeat the soldiers of a coalition of two ambitious neighbouring villages hoping to conquer the Ulaangom people. They failed and weakened they in turn were soon conquered by the Ulaangom people.

Now Gan Naran had quite a few more people to help and council in the ways of living in harmony with nature. He performed his duties well, until he was able to train a couple of apprentices to take on his duties. His last duty was as part of The Heroes of Three expedition, where they hunted down and killed a forest dragon that had been terrorising the area for more than a decade. Gan was also the only member of the expedition to survive, he returned with the Skin of the dragon and tales of the Heroes slaying the dragon on his lips. The Dragonskin was fashioned into a great suit of armour for Gan, with many small number threes carved into it denoting the heroes who helped forge it.

Seeing as the villages were in good hands Gan began to travel, journeying to villages and towns further and further afield until he got the idea to find his father and see the other half of his legacy.

His journeys have changed him in numerous ways. He is much more open minded to other's viewpoints, culture and traditions and still finds new people and experiences fascinating. He is a confident warrior and healer who is more than capable of finding water and sustenance in various wilderness environments.

Gan has followed his heart and had many adventures along the way, he has made his way to Hiruguon and he is trying to install himself as a guardian of the people, showing villagers and townsfolk how to work with nature and avoid angering the local forest entities.

He has caused trouble for some, helping some fey creatures when they were assailed by greedy rulers, who were trying to clear the forests of pesky creatures.

Naiz is now big enough to ride, so Gan had a special saddle made up, so they now are able to traverse the lands at tremendous speeds, but never into combat, Gan trusts Naizs instincts far to much to ever wish to try and override his friends good sense in a conflict.

At the moment Gan is a traveler, who may be hunted as with many misunderstood protectors of the wild striving to shield the lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls.

Friends:
Nergui (No Name): He trained me in the martial arts, he instructed me in the ways of nature, the trails of man and beasts, the thickening of the air before a big rain. While not a druid he was attuned to the natural order of things.

SurenGal (Majestic Fire): Taught him how to contact the enigmatic spirits of nature that were granting him his abilities and instilling him as a guardian of nature. He taught Gan how to channel these energies into spells and how to appease their wants.

Ambitions & Goals:
To establish a freehold of sorts or at least get land that he can preserve and look after as a bulwark of nature. He also wants find his father, so that he can learn more about where he came from and how he lives. To this end he travels, helping nature as he can and seeing more of the world.

Personality:

He thinks before he leaps, he analyses almost every situation before he throws himself into it. He does not speak directly to a person until he knows something of them. He is quite matter of fact, especially when it comes to his guardianship of Nature or concerning his Animal Companion Naiz.

When in battle though he is a whole different being, in the pauses between breathes, he examines his opponents and then he charges in battering his opponents aside with blunt brutality. Naiz then takes advantage of the chaos to set upon a victim, while Gan sizes up his next target.

To hear GanNaran laugh is a rare thing but a welcome one as this means he has let his guard down enough to lavish in the joys of life.

Appearance:

Standing 6 ft tall with a Well muscled frame, he has long dark hair and a regal look about him as if he knows something.

He wears a dragonscale O-Yoroi of exceptional quality, with a Uchigatana hanging from his belt, a darkwood shield patterned with a dragon on it and a handy haversack on his back.

When not in armour he wears an unexceptional thick furred, Hat, Jacket, Leggings and boots in Mongol style.

Eyes:Brown
Hair:Long hair with beads throughout.
Hight:6"0
Wieght:210 lbs

Mongol Image.