Human

Kayle Harrel's page

194 posts. Alias of SqueezeMeNow.


Full Name

Kayle Harrel

Race

Human (Eye for Talent)

Classes/Levels

| SKILLS | Diplomacy 3 | Handle Animal 6 | Heal 11 | Perception 8 | Profession(Baker) 8 | Profession(Cook) 8 | Sense Motive 9

Gender

Human Male | HP: 30/30 | AC: 18 (T: 12, FF: 14) | Perc: +8 | Init: +2 | Fort +5, Ref +2, Will +5 | CMB: +2, CMD: 14 | Spd: 20ft

Size

Medium

Age

26

Alignment

NG

Deity

Desna

Languages

Common, Druidic

Occupation

Druid, Healer

Strength 12
Dexterity 14
Constitution 14
Intelligence 9
Wisdom 17
Charisma 12

About Kayle Harrel

Closest likeness I could find.

Attacks:

Club: +2 to hit | 1d6 + 1 | 20 x 2 Critical | Bludgeoning | Melee
Sling: +3 to hit | 1d4 + 1 | 20 x 2 Critical | Bludgeoning | 50'

CMB = 2

Defense:

HP: 30/30 (8 Class, 2 mod, 1 FC per level, 1 racial HD)
Fort: 5 ( 3 base, 2 stat) Ref: 2 ( 0 base, 2 stat) Will: 5 ( 3 base, 2 stat)
AC: 18 (10 base, 2 Dex, 4 armor, 2 shield, 0 misc)
Flatfooted: 14
Touch: 12
CMD: 13 ( 10 base, 0 BAB, 1 Str, 2 Dex)

Special Notes:

Class Features:

Weapon and 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 (see below).

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.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Nature Bond: At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Healing Touch: A restorer gains a +2 bonus on Heal checks. When a restorer uses Heal to provide first aid, the bonus increases to +3.

This ability replaces nature sense.

Natural Medic: A restorer can channel stored spell energy into healing spells that she did not prepare ahead of time. The restorer can “lose” any prepared spell in order to cast any cure spell she can cast of the same spell level or lower (a cure spell is any spell with “cure” in its name).

This ability replaces spontaneous casting.

Wild Empathy: 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.

Link: 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: 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.

Jinx (Su): Kayle gains the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a –1 penalty on all saving throws. This jinx lasts for 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects. Kayle can take feats that require the Halfling Jinx trait as a prerequisite.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Traits:

Healing Touch: A local child ate an herb from the nearby Fang Wood and became very ill, collapsing in the town square. You used your knowledge to quickly purge the child of toxins and save her life. Pick one of the following skills: Heal, Knowledge (local), or Knowledge (nature). You gain a +1 trait bonus in that skill, and that skill is a class skill for you.

Helpful (Halfling)*: You see nothing wrong with letting others achieve greatness so long as the job gets done.

Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer.

Benefits: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

* = This trait was acquired via the adopted trait.

Feats:

Combat Reflexes: You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Skills:

( Base 4, Mod -1, Racial +1, FC +1, Background 2) 2 level = 14 SP

* = Class Skill
ACP = 4

Diplomacy (CHR): 3 (2 ranks, 1 mod)
Handle Animal (CHR)*: 6 (2 ranks, 1 mod)
Heal (WIS)*: 11 (2 ranks, 3 mod, 1 trait, 2 EX)
Perception (WIS)*: 8 (2 ranks, 3 mod)
Profession [Baker] (WIS): 8 (2 ranks, 3 mod)
Profession [Cook] (WIS): 8 (2 ranks, 3 mod)
Sense Motive (WIS)*: 11 (2 ranks, 3 mod, +2 racial, 1 trait)

Special Notes: When a restorer uses Heal to provide first aid, the bonus increases to +3. A druid receives a +4 to handle animal checks to handle their animal companion.

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.

Prepared Spells:

0 (Orisons)- Create Water, Light, Purify Food and Drink
1st- Cure Light Wounds (Spontaneous), Stone Shield x2, Thunderstomp


Equipment:

Desna's Star
Scroll of Barkskin
Wand of Lucky Number (10x charges)
Scarf, silk- 5 GP, 0 lbs.
Outfit, Explorers(?)*- 10 GP, 8 lbs.
Hide Armor*- 15 GP, 25 lbs.
Shield, Heavy Wooden*- 7 GP, 10 lbs.
Club*- 0 GP, 3 lbs.
Sling- 0 GP, 0 lbs.
Sling Bullets (17)- 1 SP, 9 lbs.
Kit, Druids(!)- 14 GP, 44 lbs
Kit, Grooming- 1 GP, 2 lbs.
Kit, Shaving- 15 GP, 1/2 lbs.
Brush, Dandy- 2 SP, 2 lbs.

* = Worn Equipment
? = Provided outfit 10 GP or less, weight not factored when worn.
(!) = Swapped out the ten torches for firewood/cooking utensils to go with the pot.

1 PP, 1 GP, 16 SP, 9 CP

Current Weight = 90.5 lbs.

[Light = < 43 lbs.] [Medium = 44 - 86 lbs.] [Heavy = 87 - 130 lbs.]

Weight Notes: Kayle will drop his pack if entering combat. His sling and bullets are in his belt pouch with his coin.


Background:

Kayle was not born in the Seven Silvers tavern, but he has spent most of his life there. His parents stopped in one night for refreshments and purchased their toddler a plate of food. Shortly after they left, and before anyone was the wiser they had spirited themselves out of town. His mother had been a secretive and unremarkable women. The only one of the two anyone had gotten a good look at was his father. A handsome Taldan man with the same wheat blonde hair and features that Kayle sported.

Several hours later, well into the evening, and the boy was still sat patiently at his table. Seemingly unconcerned with where his parents had gone. He was taken in for the evening, and come morning he was up early to help prepare the morning meal. During the day he simply took up a stool and helped Jimes on occasion. It became natural for the young child to follow the halfling about, and was reluctantly taken in "for a few nights".

So it went like that for a while. Kayle helping out around the inn. Being taught what he didn't know about the kitchen or serving customers. Perhaps a few things he was too young to learn. Generally being helpful to a fault. Eventually it was reasoned he shouldn't be spending so much time in the tavern. Once he was older he was turned out most afternoons to find something else to do.

Most of the time that meant disappearing into the woods. Rather than try to fit in with the other children Kayle would spirit away with a few items, ironically taken from his foster father, and spend most of the day gone from town. Occasionally returning with a hand carved fishing pole and fish. Other times with fresh foragables. His pittances earned at the tavern were saved, added to by the occasional sale of his foraging. He did not spend much of it, only purchasing goods for the most part.

Except for his puppy. Kayle was already grown and had begun training under the druid Olmira when he bought Owens. Presenting the cheerful pup to his master's surprise and bringing the little tank home to the scepticism of his adopted father. While Kayle had always been good with animals, it was as if he could speak to his dog. Or more accurately, that Owens always knew exactly what Kayle was thinking. The large dog became his shadow, and outside cooking meals at the tavern Kayle was often in the woods most of the time by then.

The young man remained a bit of a puzzle to everyone. Much like his master he spent most of his time with animals, but when he was in town he was outgoing and friendly. He would bake and cook for others, share in his game and foragables, and even practiced healing from a young age. Still, he was often seen as a recluse, if a welcome one. There was never anything bad to be said about him, something that unnerved his adopted father to no end. Everyone had faults.

Description:

Kayle is somewhat tall standing at six feet, and of average build. He has wheat colored hair that falls just past his ears and forehead in loose bangs. One short braid hangs down the side of his head in front of his left ear. He has a cerulean blue silk scarf wrapped loosely about his collar. One end of it trails freely off a shoulder to his waist. Underneath is a white linen shirt tucked neatly into his gray woolen trousers. A leather belt with a brass buckle secures them, as well as gives his pouch a place to be secured. His feet are covered in calve high leather boots. They are a weathered and faded tan, bearing a multitude of stains.

His bulky pack rests on the ground, with an iron pot tied across the back of it with twine, and his stitched hide armor propping it up straight. A large round wooden shield and club are leaned against the weighty mess.

Progression and Party Role:

Definitely looking to go the route of teamwork feats. At least taking one to qualify for Harrying Partners. Will also be looking into spells that can be cast as less than a standard action, or taking metamagic to quicken spells.

The general idea is to assist allies as much as possible. Ensuring they are aided, given flanks, buffed with spells, and that their enemies are debuffed. All from the front line with his dog. It's a very flexible build on feats and spells. Depending on the party/campaign.