Tsadok Goldtooth

Korrum's page

22 posts. Alias of Daynen.


Full Name

Korrum

Race

half-orc

Classes/Levels

druid(storm druid) 1

Gender

male

Size

medium

Age

25

Alignment

neutral

Location

Chitterwood

Languages

common, orc, druid

Occupation

hunter, weather watcher

Strength 14
Dexterity 10
Constitution 15
Intelligence 8
Wisdom 18
Charisma 10

About Korrum

RACIAL ABILITIES:

+2 to one score(wis)
humanoid(human and orc)
medium size
speed 30
languages: common, orc, druidic
bestial: +2 perception
forest walker: low light vision, +2 to climb
intimidating: +2 to intimidate checks
weapon familiarity: proficient with greataxes and falchions, orc weapons are martial
orc blood: count as orc and human
favored class bonus: druid (+1 skill point)

TRAITS:

eyes of the wild: +2 perception in natural surroundings.
survivalist: +5 trait bonus to survival to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.

CLASS FEATURES:

proficient with dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, and natural attacks in wild shape. light and medium non-metal armors, wooden shields
nature bond: weather domain
granted powers:
storm burst--ranged touch attack for 1d6 nonlethal damage and -2 penalty on attacks for one round, usable 7/day
domain spells:
1-obscuring mist
nature sense: +2 knowledge(nature) and survival checks.
orisons
wild empathy: +1 to influence animal attitude with 1 minute
spontaneous domain casting

VITAL STATS:

HP: 8+2=10

BAB: 0
melee: +2
ranged: 0
CMB: +2
CMD: 10+2=12

FORT 2+2
REF 0
WILL 2+4

CLASS SKILLS:
4 per level
climb +2+2=4
craft
fly
handle animal
heal +4
knowledge(geography) 1+3-1+2=5
knowledge(nature) 1+3-1+2=5
perception 1+3+4=8
profession
ride 0
spellcraft
survival 1+3+4=8
swim +2

FEATS:

1-ironguts: +2 to saves vs nausea, sickened conditions, ingested poisons

SPELLS PER DAY:

0=3=create water, spark, detect poison
1=1+1+1: entangle, cure light wounds, (obscuring mist)

EQUIPMENT:
13gp 8s 5c

hide armor 15gp
spear 2gp
sling
10 bullets 1sp
peasant's outfit
druid's kit 10gp 5cp
backpack, belt pouch, blanket, flint and steel
holly and mistletoe
iron pot
mess kit
soap
spell component pouch
5 days trail rations
waterskin
50 ft silk rope 10gp
3 sunrods 6gp
dagger 2gp
2 thunderstones 60gp

BACKGROUND:

Korrum grew up in the wilds, mainly interacting with civilization just enough to keep his weapons maintained and remember how to talk to people. The majority of his time is spent hunting, fishing, and watching the weather for storms. He's always felt a resonance with inclement weather, especially when the darkened sky rumbles with thunder and flashes with untamed lightning. There are few things he enjoys more than feeling rain on his face as the sky turns from night to day in a flash.

Korrum has never held a grudge, since he has never been taught how. No animal in the wilds harbors resentment for its enemies; it either eats when it is hungry, or fights when it is threatened. In much the same way, Korrum bears no malice towards his enemies, even when they are woodsmen chopping down trees or hunting game. He knows that the hills and the trees will find a way to endure.

In the past, one of his common contacts between the wilds and civilization was the Drunken Silkworm inn. He would sometimes trade pelts, weather predictions and meat for supplies, clothes, and weapon maintenance, although on occasion he would be troubled by superstitious or intolerant folk, on account of his distinctively orcish features. Much like the predators of the woods, he paid his critics no mind unless attacked; the lesson of leaving a dangerous creature in peace was one he taught to many a foolish stranger.

The burning of Chitterwood, in stark contrast, left a gaping wound in his memories, as the death of the forest robbed him of his favorite sleeping spots, his neighbors, his hunting grounds, and the closest thing he had to a home. The dwindling visitors to the Drunken Silkworm only reminded him what had truly been lost. He'd seen forest fires before, but this time, something was different. The fire hadn't seemed natural. It consumed far more than any blaze he'd witnessed, and smelled of carelessness and murderous intent. The skies also seemed to fall silent at the blaze, offering no rain or respite from the fire. It was all somehow wrong.

Korrum travelled away from home for a time, leaving the wood to regrow on its own, or so he hoped. He sought answers as to the forest's demise, and hoped to find the source of the unnatural air the blaze carried, but he also just wanted to be away from the suffocating ash and lifeless husks of the trees he once knew.

With his search turning up empty and his supplies dwindling, Korrum has returned to the Drunken Silkworm to rest, resupply, and see if anything has changed for the better in Chitterwood...