Barbarian

Kabal Boarstooth's page

5 posts. Alias of Briccone.


Full Name

Kabal Boarstooth

Race

Half-Orc

Classes/Levels

Druid (Bear Shaman) 1(HP 12 AC:13 T:10 F:13 Saves F:+5 R:+0 W:+4 CMB:+3 CMD:13 Init:+0 Perc: +6

Gender

Male

Size

Medium

Age

22

Alignment

NG

Deity

Gozreh

Location

Stolen Lands

Languages

Common, Druidic, Orc, Sylvan

Strength 16
Dexterity 10
Constitution 17
Intelligence 12
Wisdom 14
Charisma 11

About Kabal Boarstooth

Kabal Boarstooth
Male Half-Orc druid (Bear Shaman) 1
NG Medium humanoid (orc, human)
Init +0, Senses darkvision (60 ft.); Perception +6
--------------------------------------------------
DEFENSE
--------------------------------------------------
AC 13, touch 10, flat-footed 13 (+3 armor, )
hp 12 ((1d8)+4)
Fort +5, Ref +0, Will +4
Hero Points: 0.0
--------------------------------------------------
OFFENSE
--------------------------------------------------
Speed 30 ft.
Melee club +3 (1d6+3)
Ranged club (thrown) +0 (1d6+3)
Ranged sling +0 (1d4+3)
Special Attacks Spontaneous Casting,

Prepared Spells
Druid (CL 1st; concentration +3)
1st-cure light wounds(DC 13), goodberry
0th-create water, know direction(DC ), purify food and drink(DC 12)
--------------------------------------------------
TACTICS
--------------------------------------------------

--------------------------------------------------
STATISTICS
--------------------------------------------------
Str 16, Dex 10, Con 17, Int 12, Wis 14, Cha 11,
Base Atk +0; CMB +3; CMD 13
Feats Animal Affinity
Skills Handle Animal +9, Heal +6, Knowledge (Nature) +8, Perception +6, Survival +8, Survival (Find Food) +10,
Traits Child of Nature (Gozreh) (Knowledge (Nature)),Pioneer (Handle Animal)
Drawback Attached: You have a strong emotional attachment to a person or object that you're terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a —1 penalty on Will saves and a —2 penalty on saves against fear effects. If the person or object to which you're attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback. (Darro)
Languages Common, Druidic, Orc, Sylvan
SQ animal companion, darkvision, intimidating, nature sense, orc blood, orc ferocity, orisons, weapon familiarity, wild empathy +1,
Combat Gear rations (trail/per day) (5),
Other Gear club, sling, outfit (explorer's), studded leather, backpack, waterskin, bullet, sling (20), bedroll, Gold: 89.2gp
--------------------------------------------------
SPECIAL ABILITIES
--------------------------------------------------

Animal Affinity You are skilled at working with animals and mounts. You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Animal Companion (Ex)

Child of Nature (Gozreh) (Knowledge (Nature)) You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

PioneerYou begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature),Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Wild Empathy

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Backstory:
Kabal Coggins was born to a human father and orc mother. His parents ran an inn, if it can be called that, in the Stolen Lands. When the meager rooms of the inn were all booked, a common occurrence, Kabal’s parents freely offered up their rooms and camped outside. Because of this, Kabal spent a great many days outdoors fully appreciating all of Nature’s bounty. He hated those times when his chores forced him indoors. As he reached adulthood, young Kabal’s father supplemented the family income by hiring Kabal out as a guide to travelers navigating the trail between his family’s inn and the next distant inn.

One day Kabal was hired out as a guide for a traveling menagerie. The owner was a cruel man that beat his animals freely. He derisively called Kabal “Boarstooth” for his orcish appearance. During the journey the owner, Skrag, was savagely beating the menagerie’s “star”, a bear he called ‘Timber’, when the bear, out of fear, took a swipe at him. Skrag, enraged, grabbed a short sword. This was too much for Kabal, who promptly knocked Skrag down temporary incapacitating him and freed ‘Timber’.

Kabal knew that he could not return home for surly Skrag would be looking for them, so he and Darro (The bear’s real name) made their living in wilds of the Stolen Lands. Kabal dropped his surname of Coggins and adopted the name of Kabal Boarstooth, a name he would carry with pride. It was on a provisioning visit to an outpost where Kabal heard of the Swordlords offer of charters for the Stolen Lands. Since he was familiar with many areas of the stolen lands and had made his living fending off bandits and highwaymen when he worked for his father, Kabal found the offer too good to pass up. Kabal is anxious to start this next chapter of his life with Darro at his side in the wilds of the Stolen Lands – his home.

Appearance:
Kabal stands 6’5” with grey skin and large tusks courtesy of his heritage. If it was not for his grey skin and tusks, Kabal would easily pass for human. He keeps his brown hair long and free. His ebony eyes enjoy watching all of nature’s creatures. His muscular arms and strong build gives Darro a challenge in their wrestling matches, the loser often getting the longest shift of guard duty! He is most at peace meditating under a tree with the sound of a babbling brook in his ears.

Sample Post:
Kabal sat watching the fire enjoying the aroma of the two rabbits cooking. He closed his eyes and listened to the night sounds when he heard the branch snap. He opened his eyes and saw the two bandits standing before him.

Well lookey here Shemp! This po' fool made us dinner. one rabbit for you and one for me! The gold-toothed bandit said to his companion who giggled at the remark. Are ye gonna leave nice and easy like or do we have to kill ye? The bandit continued.

Kabal made no move to grab his club resting easily beside him. Instead he made a few short whistles.

Well Shemp! He thinks he's a birdy! Ha! Ye will be seein' birdies soon enough when we beat the tar outta ye! The bandit says as he and Shemp raise there weapon menacingly. Say, why'd ye make two rabbis anyhow? ye hungry or somethin'?

Kabal just smiles. Oh they both aren't for me. One's for the bear!

The two bandits exchange worried looks. The bear? they say in unison.

A low growl from behind was the last sound they heard.

Progression:
Straight-up Druid Bear Shaman

PbP stats:

Race Line in Profile:
NG Male Half-Orc
druid
1
Class Line in Profile:
(HP 12 AC:13 T:10 F:13 Saves F:+5 R:+0 W:+4 CMB:+3 CMD:13 Init:+0 Perc: +6