Barbarian

Kefir's page

2 posts. Organized Play character for Lord'Adam.


Full Name

Kefir

Race

Human

Classes/Levels

Druid / 1

Gender

Male

Size

Medium

Age

16

Alignment

CN

Deity

Gozreh

Languages

Common, Hallit, Druidic

Strength 18
Dexterity 14
Constitution 13
Intelligence 9
Wisdom 15
Charisma 7

About Kefir

"It's all for nothing if you don't have freedom" -- William Wallace

Kefir is a brawny, dark-haired Kellid from the harsh, cold lands of the Realm of the Mammoth Lords. When he was a child, as a member of one the the various nomadic tribes of Kellid, he ventured close to the frozen lands of Irrisen. There, his tribe was ambushed by Winter Witches. As any good Kellid would, the adults resited but to no avail falling prey to the assaults of Winter Wolves and the magic of the witches. Only the children survived. But as legend tells, children are used for obscure purposes. Yet somehow Kefir's destiny did not come to that. Rescued by a group of Ulfen inhabitants, a resistance known as the Heralds of Summer's Return, he was saved and free. That was when he learned from the druids their ways. He could not stay, he had to make his way back to his lands, to his home. Alone in the harsh cold of the north, he heard the call of Water. A new appreciation was found during this time. Now he was close to water, to cold, to ice. It became his element as he heard the voice of one known as Gozreh. A deity who rules over water and ice granted him special favor over his chosen element.

With this new found freedom he traveled wherever his heart would tell him. He found himself in the South, where he heard the ideals of the Andoren Faction, ideals that matched his own. The time spent under the tyrannic rule and fear of the Winter Witches, taught him to hate opression, the enslavement of men's lives. One day he'll return to the north, and aid the Ulfen who helped him; those who gave him back more than his freedom. They showed him his heart was free, and gave him the courage to follow it.

Scimitar x 1 = 15 gp
Dagger x 4 = 8 gp
Hide Armor 15 gp +4 +4 -3
Shield, Heavy Wooden 7 gp +2 -2

AC 10 + 2 + 4 + 2 = 18
Dex Armor Shield

Base Att + 0

HP: 8 + 1 + 1 + 6 = 16

Fort +2 +1 = 3
Ref +0 +2 = 2
Will +2 +3 = 5

Skills:
climb +4, Craft -1, fly +2, Handle Animal 1=+2, Heal + 2
Knowledge Geography 1=+3, Knowledge Nature 1= + 5, Perception 1= + 6
profession +2, Ride +4, Spell-craft -1,
Survival +4, Swim -1

Feats:
«Tribal Scars» - You gain 6 hit points. In addition, you gain another benefit, depending on which Mammoth Lords following you belong to. Great tusk: You gain a +2 bonus on combat maneuver checks to make bull rush or overrun maneuvers and a +2 bonus on Ride checks.

«Aspect of the Beast» (Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage

Traits:
«Frostborn»: Long nights in the frigid winters of the north have inured you to cold.
Benefit: You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.

«Beast of the Society»: A master druid revealed to you greater secrets of concentration when changing your form into that of an animal.
Benefit: Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.

«Heavy Hitter»Benefit: You gain a +1 trait bonus on damage rolls made with unarmed attacks.

Drawbacks:
«Unlearned»:You have always had difficulty learning and retaining information, and know very little about the world beyond the obvious and what pertains to your profession.
Effect: Choose one Knowledge skill. You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check's DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.

Spells:
3/2
0-Lvl
1)Detect Magic
2)Light
3)Create Water

1st-Lvl
1)Cure Light Wounds 1d8+1
2)Magic Fang

Animal Companion:
Deinonichus (Velociraptor)
Size Small; Speed 60 ft.; HP 9+6= 15 AC 10+3+1 natural armor= 14; Attack 2 talons +4 (1d6), bite +4 (1d4); Ability Scores Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14; Special Qualities low-light vision, scent, link, share spells; Feats: Weapon Finesse; Skills: Acrobatics +7, Stealth +7; Tricks: Attack, Flank, Defend, Hunt, Sneak, Track, Watch. Saves: Fort +6, Ref +6, Will +1