Fisherman, Trapper, outsider, and fate-marked follower of the Old Ways
22 winters, 6'10" tall, 272 lbs, nearly black eyes w/ nearly white hair
Klò is a bear of a man. Nearly 7 feet tall, wide-shouldered and thick-limbed. But he doesn't walk with the ungainly or stoop-backed gait of many men his height. Instead, he moves with an athletically powerful – if sometimes lumbering – force. His arms measure the thickness of most men's legs, and his powerful shoulders bear a slight downward slope… not as if weighed down, but the sleek slope of a swimmer’s shoulders … an ice bear's shoulders.
Most Ulfen wear pale skin. Klò's skin is paler still. Nearly that of the snow. His hair, long and unkempt, is white as well, and usually held back by a simple leather cord. His watchful, wary eyes – a brown so dark as to seem black – peer out of an over-long and scarred face. A face which seems longer still on his thick neck bearing a strange birthmark. The rakes of four claws running across the right side of his neck.
His Ulfen clothes, a mix of thick cloth and furs, are simple and well-tended, if faded and worn from years weathering the local seaborne storms. His armor is thick braided leather, flexible yet durable. And with the exception of a thick-bladed, well-tended fish cleaver hanging at his belt, his weapons all appear to be chosen for flexible, utilitarian use.
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INFO Ancestry & Heritage: Human (Ulfen), Versatile Heritage
Background: Sailor
Class: Druid 1; Experience: 0
Size: Med
Traits: Human
Alignment: NG Deity: (a version of the) Green Faith
Languages: Common (Taldan), Druidic, Hallit
ANCESTRY FEATS & ABILITIES Versatile Heritage: Canny Acumen (Heritage) - Fortitude Saves: Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
Natural Skill (Human) - Acrobatics + Medicine: Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
SKILL FEATS Underwater Marauder (Sailor BG)
You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
GENERAL FEATS Shield Block (reaction): Trigger: While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
DRUID FEATS Wild Shape (Wild Order): You are one with the wild, always changing and adapting to meet any challenge. You gain the wild shape order spell, which lets you transform into a variety of forms that you can expand with druid feats.
Druid Stuff:
Primal Spellcasting: see pg 30, CRB
Component Substitution: when spell-casting swap Material component for holy symbol component.
Anathemas: As stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual (page 409).
• Using metal armor or shields.
• Despoiling natural places.
• Teaching the Druidic language to non-druids.
• Becoming fully domesticated by the temptations of civilization is anathema to your order. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home.)
Druidic Language: don’t teach this to non-druids
Druidic Order - Wild: The savage, uncontrollable call of the natural world infuses you, granting you the ability to change your shape and take on the ferocious form of a wild creature. You are trained in Intimidation. You also gain the Wild Shape druid feat. You gain the wild morph order spell.
Wild Empathy: You have a connection to the creatures of the natural 5 world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.