I added a little more to the background. There are not a lot of key druid NPCs that I could track down, but I have used virtually everything in both player's guides and on the wikis to connect Nex to Sandpoint and still play a druid. But, I like the anticipated story of natural divine magic potentially fighting Runelord magic. I italicized the new stuff to save having to read through everything again.
Thanks, GM. I had changed this over from a stat rolled PC I have hoped to play in a past Rise of the Runelords game and had not had a chance to give the PC another look over. I will make those changes. Switched to dual talented to help with the MADness of this character. This delays feat progression slightly but it all works out in the end. The missing spells are open slots my shorthand is to leave the commas and spaces for empty slots. Moved a few skill points around due to having 3 too many skill points allocated. It's funny that you point that part out as a portion of it is cut and pasted from the player's guide so I assumed it would come up. I will change it, though it is just meant to be emblematic of the role of druids more broadly in Varisia Sandpoint or otherwise. There are tensions in the region.
Here is Nex. I have a few purchases yet to make. I think his campaign trait will be monster hunter for having grown up with stories of the Sandpoint Devil. Though I'm still trying to find one the fits well. Nex is the typical son of a military man. He likes order keeps things neat. Armour is clean and polished, cloak freshly maxed, and wolf always washed and brushed. This is in contrast to the more free stylings of his mother's side. Nex has strong features but they are too fresh and not nearly weathered enough to hold the type of authority he wishes he embodied. Mountain for time zone. Backstory: Nex was raised by a druid's circle of which his mother the head. His father, a local militiaman, and lived in town. Child care and druidic education was the responsibility of the whole circle, so Nex had, by default a large family. He did, however, spend half his time in the small barracks that housed the town’s militia. Bored most of the time, do to the lack of other children and teens Nex to took to training with sword and shield like the rest of the men in the barracks (Malitia Trait). Average for his age he made his mark as a relentless fighter, fighting dirty whenever he needs to (Dirty Fighter Trait). At the Circle with his druidic family, he studied nature and magic. To foster the care needed to tend to nature Nex, like all children of the circle was given a baby wolf to raise. The wolf eventually joined him in the training yards back at the barracks.
So was Nex’s life growing up, a week in town, a month with the circle. There was no fixed time in either place. Nex came and went. Every couple of weeks he, his mother and his father would spend the weekend together in the woods. At the end of their time together his mother would return to her duties at the Circle and his father to his small command. As a child, the parting was hard but adjusted as he got older. As an adult, they maintain this tradition. In the rare instances when Nex and his mother are in town they will go to the poorer areas and bring goodberries for as many people as their power will allow. It’s a small gesture they hope it helps. When on patrol Nex dons his leathers, calls for Amarok and they leave town. Nex searches for those forces which bring imbalance to the world. Nex has been thrust into the center of conflict recently as the factories of Palin's cover have drawn great animosity and even violence from druids, Gozreh worshipers, and even ordinary smiths and artisans, but none can deny that the quality of the goods turned out by these workhouses provides a huge boost to the Korvosan economy and an important Sandpoint trading partner.
Wolf Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Trip: 1d20 + 5 ⇒ (7) + 5 = 12 Scimitar Attack TWF: 1d20 + 5 ⇒ (19) + 5 = 24
Shield Attack TWF: 1d20 + 5 ⇒ (16) + 5 = 21
Nature: 1d20 + 7 ⇒ (7) + 7 = 14 Nex whistles and has his wolf flank and attack. Bite: 1d20 + 3 ⇒ (6) + 3 = 9
Nex studies his target and chops down with his blade. Scimitar: 1d20 + 6 ⇒ (10) + 6 = 16
It's flat-footed touch AC at this point in combat so it hits.
Hero's Initiative:
Nex: 1d20 + 3 ⇒ (2) + 3 = 5 Ekaitz: 1d20 + 5 ⇒ (5) + 5 = 10 Pajet: 1d20 + 4 ⇒ (5) + 4 = 9 Arguok: 1d20 + 3 ⇒ (1) + 3 = 4 Eÿliana: 1d20 + 5 ⇒ (19) + 5 = 24 Here is the Slides doc with the player info I have players update with each level so I can roll initiative and group perception checks. These speeds combat up greatly when used with block initiative. I have also included a grid for generic marching order that anyone in the group can change I picked a starting marching order that made sense based on the classes. It works best if you can put it at the top of the game. Cheers.
Nex thinks to himself, "We don't know the bandits and cultist don't have allies in town, the more people that know the more troubles we may encounter if this mission takes us beyond the mill. A bird could be sent in half the time it takes us to travel. "My concerns are a little longer term than that. The way back to town, follow-up missions and the like. I trust your judge of character but...we should get moving."
Nex whisper, "You're very cheery but maybe we should be a bit more vague with our exact destinations in the future. The worlds a dangerous place." "Yes I would like to patronize your wears. I have been whopped by enough 70-year-old druid women that I take nothing for granted. You stop underestimating people when you realize that some of them are immortals that can become huge earth elementals at will. It was nice to meet you but we need to be going." Miron Jazant has not participated in any online campaigns. |