Tsadok Goldtooth

Kizzar's page

6 posts. Alias of Bpa144.


Race

Half-Orc

Classes/Levels

Druid 1

Gender

Male

Size

M

Age

20

Alignment

N

Languages

Common, Orc, Druidic

Strength 14
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 17
Charisma 8

About Kizzar

Background:
Kizzar was born into a group of nomadic orcs. At an early age he showed great insight, leading the groups shaman to take him under his wing and train him in the ways of nature. While the training was tough, Kizzar was able to handle it and earn from the elderly shaman. When Kizzar was 10 however, a group of adventurers came across the orcs, and stated fighting them. The fight quickly turned in favor of the adventures, who where far stronger then the group strongest fighters. The adventurers then moved on the rest of the group. Kizzar ws able to get away from the slaughter by running and hiding in the near by Mosswood.

Kizzar was the only survivor. In the woods, he used what he had learned from the shaman, but was only barely able to get by. One day the Elven ranger, Shalelu Andosana, found him in the woods. At that time Kizzar was barely living, whit not enough knowledge on how to fend for himself. For what ever reason, Shalelu decided helped him by teaching him more on how to find food, water and shelter in the forest.

After her teaching, Kizzar thrived in the forest. He was even able to befriend a fireplet cougar, whom he named Blaze. Kizzar recently has grown bored witht the forests of Varisia and wants to continue the nomadic life style he had in his youth. The only thing stoppig him is that he does not have a group to go with or an idea of where he should go.

Male Half-orc Durid 1
N Humanoid

Init +2

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DEFENSE
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AC 16, touch 12, flat-footed 14
hp11 (1d8 + 2 + 1 FCB)
Fort +5, Ref +3, Will +6

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OFFENSE
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Spd 20 ft.
MeleeFalchion +2(2d4+3 18-20)
RangedSling +2(1d4+2)

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STATISTICS
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14 Str, 14 Dex, 14 Con, 10 Int, 17 Wis, 8 Cha
Base Atk +0; CMB +2; CMD 14

Feats
Blood vengeance
Endurance

Traits

Student Survivalist::
Although she is seen as something
of a mystery to most of Sandpoint’s citizens, Shalelu has
never really seemed all that mysterious to you. Of course,
that’s probably because she helped raise you. You have
never quite figured out why Shalelu decided to treat you
as a younger sibling, but you certainly appreciated it—
and you eagerly absorbed all of the survivalist tricks that
she showed you over the years. As a result, you gain a +2
trait bonus on all Survival checks, and Survival is a class
skill for you. In addition, you gain a +1 trait bonus on all
attack rolls against foes that threaten your mentor. NPC
Choices: Shalelu.

Devotee of the Green::
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

Skills
Knowledge(Geography) +5{1 + 0 Int + 3 CS + 1 Trait}
Knowledge(nature) +7{1 + 0 Int + 3 CS + 2 Class Bonus + 1 Trait}
Perception +7(1 + 3 Wis + 3 CS}
Survival +11(1 + 3 wis + 3 CS + 2 Class Bonus + 2 trait)

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CLASS ABILITIES
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Spontaneous Casting::
A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Nature Bond(Firepelt couger) (Ex)::
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. 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.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.


Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks
Wild Empathy (Ex)::
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 (see Using Skills). 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 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.

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RACIAL QUAILITIES
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Half-orc:
Darkvision: Half-orcs can see in the dark up to 60 feet.
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

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Blaze, the Firepelt Cougar
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Small N Animal

Init +5

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DEFENSE
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AC 17, touch 16, flat-footed 11
hp11 (2d8 + 2)
Fort +4, Ref +8, Will +1

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OFFENSE
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Spd 50 ft.
Melee Bite +7(1d4+1 plus trip)
2 claws +7(1d2+1)

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STATISTICS
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12 Str, 21 Dex, 13 Con, 2 Int, 12 Wis, 6 Cha
Base Atk +1; CMB +1; CMD 16

Feats
Weapon finesse

Skills
Perception +5(1 + 1 Wis + 3 CS}
Survival +5(1 + 1 wis + 3 CS)

Ablities
Low-light vision
Scent
Link
Share spell

Tricks
Attack

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GEAR
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Gear:

Hide
Falchion
Sling
50 sling bullets
Sack

Potions/Wands/etc/:

Wealth:

0pp, 69 GP, 4 SP, 0 CP