Enforcer

Nutar Sanguyak's page

203 posts. Alias of CampinCarl9127.


Full Name

Nutar Sanguyak

Race

^:
Arctic Native: +1/2 level on Initiative, Knowledge (geography), Perception, Stealth, Survival in icy/cold terrain; cannot be tracked in cold/icy terrain

Classes/Levels

Circumstantial Save Bonuses:
Treat chilly climates as one category less server; +2 Fort vs cold climates, +2 vs slipping or falling, +2 vs hexes/spells/spell-like abilities/supernatural abilities of fey/hags/witches (3/3)

Gender

Male Human Arctic Druid 2 | HP 21/21 | AC 17, T 12, FF 15 | CMD 12 (+2 vs trip) | Fort +5, Ref +2, Will +7 | Init +3^ | Perc +9^

Size

Medium

Age

17

Alignment

N

Deity

Irori

Languages

Common, Druidic, Sylvan, Skald, Aklo

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

About Nutar Sanguyak

Statistics:
Male Human Druid (Arctic Druid) 2
N Medium Humanoid (Human)
Init +3^; Senses Perception +9^
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+3 armor, +2 dex, +2 shield)
hp 21
Fort +5, Ref +2, Will +7 (+2 vs cold climate, see hex nails)
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OFFENSE
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Speed 30 ft.

Melee Dagger +0 (1d4-1)

Ranged
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STATISTICS
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Str 9, Dex 14, Con 14, Int 14, Wis 18, Cha 7
Base Atk +1; CMB +0; CMD 12 (+2 vs trip)
Traits Vigilante Witch Hunter, Wisdom in the Flesh, Volatile Conduit
Drawbacks Impatient
Feats Spell Focus (evocation), Spell Specialization (burning hands)
Skills (16 points; 8 class, 4 Int, 4 background)
ACP -3
(1) Climb* +3
(1) Handle Animal +2
(2) Heal +9 (+2 with healer's kit)
(2) Knowledge (geography) +7^
(1) Knowledge (nature) +8
(1) Linguistics +3
(2) Perception +9^
(2) Sense Motive +10
(2) Stealth +9^
(2) Survival +11^
(-) Wild Empathy -1
*ACP applies to these skills
^Arctic Native (+1/2 level) applies to these skills
Non-Standard Skill Bonuses
+2 vs slipping/falling (race)
+1 Sense Motive (trait)
+2 Knowledge (nature) (class)
+2 Survival (class)
+1/2 level Initiative/Knowledge (geography)/Perception/Stealth/Survival in cold/icy terrain (class)
+2 Heal (item)
Languages Common, Druidic, Sylvan, Skald, Aklo

Special Abilities:

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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Heart of the Snows Humans born in chilly climates treat cold climates as one category less severe. They gain a +2 racial bonus on Fort saves vs cold climates, on any check or save vs slipping or falling, and to CMD vs trips.

Vigilante Witch Hunter You gain a +1 trait bonus on Sense Motive checks and it is a class skill. You also begin the campaign with 3 hex nails.

Wisdom in the Flesh You make Stealth checks with your Wis mod and it is a class skill.

Volatile Conduit 1/day as a free action when you cast a spell that deals acid, cold, electricity, or fire damage, it deals an additional 1d4 damage.

Impatient You can’t delay or ready actions, and if you are the last of your allies to act in a round of combat, you take a –1 penalty on ability checks, attack rolls, saving throws, and skill checks.

Spontaneous Casting A druid can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Nature Sense A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy A druid can improve the attitude of an animal similar to a diplomacy check. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the result.

Nature Bond Fire Domain

Fire (Ash) Domain You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (6/7) As a standard action you can unleash a scorching bolt of divine fire against a single foe within 30 feet as a ranged touch attack. It does 1d6 points of fire damage + 1 point per two levels. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—burning hands

Arctic Native (+1) At 2nd level an arctic druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in cold or icy terrain, and she cannot be tracked in cold or icy terrain.

Spells:

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Spells
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0th (at will)
Create Water
Detect Magic
Guidance
Light

1st (4/day)
Burning Hands
Deadeye's Lore
Open Slot
Open Slot

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-76 lb. Heavy 77-100 lb.
Current Load Carried 32.5 lb.

Money 5 GP 5 SP 5 CP
Dagger (2gp) (1 lb.)
Darkwood Wooden Armor (420gp) (12.5 lb.)
Heavy Darkwood Wooden Shield (257gp) (5 lb.)
Spell Component Pouch (5gp) (2 lb.)
Hex Nail x3
Cold Weather Outfit (8gp) (7 lb.)
Cracked Dustry Rose Prism Ioun Stone (500gp)
Survival Kit wi/ MWK Backpack (53gp) (5 lb.)
- Flint and Steel
- Mess Kit
- Waterskin x2
- Basic Maps

Expendable Resources
Scroll of Cure Light Wounds x3

Background:
Nutar was born in an Irorian monastery in the deep north. His mother, Camilia, was a refugee from Taldor. She had lived a simple and peaceful life, born in the lower class of Taldor, found a boy she fell in love with, and inherited some land to start a farm with him. Things were happy and dull until she got pregnant. A few months into her pregnancy something from her husband's past back to haunt them. An old witch appeared in their home, and with an evil smile reminded her husband that the pact he made with her had promised her his firstborn child. She gave little time to respond, vanishing as suddenly as she had come.

Camilia pressed her husband for answers and he soon admitted of the sickness his sister had, and how he had made a pact with this witch to cure her. His sister had lived, but he had promised "a life for a life". He thought she would one day take his life, or better yet forget the debt in time, but he was not so fortunate. They agreed to not give up their child, and her husband promised to draw the witch away while Camilia fled. Camilia has no idea what happened to her husband, but her flight lead her to the far north, where she took sanctuary in an Irorian monastery.

Nutar was born amongst the monks in the freezing dead of winter. He was raised by the entire monastery, with the exception of some of the monks who were less than approving of his mother's permanent sanctuary. The monks raised him as a "child of the monastery", imparting their wisdom and teachings, although others gave him the cold shoulder. Even from a young age Nutar knew something was off about the situation he was born into. Although the child was bright and picked up on many of the lessons from his elders, he was bored by their quiet lifestyle and craved something more exciting out of life. He developed a seed of rebellion, and would test the boundaries of the monks. Soon enough he found that their kindness and wisdom came at a price: obedience, and patience.

Nutar was in his teenage years when he started running away. He would flee into the wilderness, starting for a few hours, but developing into days at a time. Unlike the monastery which felt numbing to him, Nutar felt a great kinship with the wilds. They were often peaceful, but they were interesting and had bursts of excitement. Every new area he discovered had a new kind of plant or animal, a new piece of geography, always new and interesting things to try and learn and challenge and understand. He would meditate at a waterfall, yes, but he would also try strange new mushrooms and chase rabbits through the snow and watch a pack of leopards hunt an elk. Nutar had originally began running away as a stunt for attention and excitement, but it developed into much more than that.

The monks tried to adapt to the rebellious boy's growth and gave him space and patience, hoping he would either grow out of his foolishness or find whatever he was seeking. But Camilia worried herself sick every time he vanished. After he vanished for over a month she snapped and thought something out there had finally killed him. Against the advice of the monks she bundled herself up against the cold and waded out into the snow.

Well it turns out the witch had not forgotten the husband's deal. She had found Camilia years ago, but had not cared to challenge the monks in their own home. When Nutar had begun his excursions she nearly snatched up him, but her anger had grown sharp over the years, and even the boy's father had not sated her appetite for revenge. So she waited, patiently, and when her magic wards alerted her that Camilia had left the monastery, she set out for her revenge.

The witch waited for Camilia to find Nutar, even subtly nudging her along in the right direction. When they were reunited she struck, cruelly killing Camilia in front of her son. With Camilia's dying breath she pressed something cold and hard into his hands, a set of cold iron nails. While the witch cackled and relished in the bloodsport, Nutar felt a deep-seated anger boil in the pit of his stomach. He did not flee or cower, he screamed and attacked, and as much to his surprise as anybody else's fire leaped from his hands and scorched the witch. The witch recoiled more in surprise than in pain. She tried to hex him, but one of the nails glowed bright and the child was unaffected. She was a cruel and twisted old soul, but she was also cautious and patient. She had no idea what this child was capable of and vanished in retreat before he could deliver her any more surprises. She had waited this long, she could wait a little longer, and make sure to assess the threat before putting her life at risk.

Nutar had never been told about why his mother had sought sanctuary with the monks, but when he brought back her corpse to the monastery they solemnly informed him of her past. The rage in his belly continued to burn, a dull ache that was following him. The monks tried to make him stay, pleaded for him to grieve and think about his next steps, but Nutar impatiently swept them aside and stormed out the gates. He would find this witch and put an end to her. In Taldor, in the north, across the sea, it didn't matter where she went.

Appearance and Personality:
Nutar is a young human with a lanky build and pale skin. He has naturally dark red hair that is swept back, dark green eyes, and a spray of pale freckles across his skin. He wears bright clothing that is mostly made from things found in nature. He has brightly colored feathers and stones woven into his hair and made into various piece of jewelry hanging about his neck and limbs. He wears a set of white fur, although it only covers his upper torso and his legs down to his mid-shin. His eyes are sharp and darting, and his hands constantly fidget with different parts of his eccentric clothing.

Nutar is young, and his life experiences and personal desires have generated great conflict within his heart. Few children grow up with such dedicated lessons about worldly wisdom and patience, but Nutar had spent half of that time questioning the monks, and was unsure how much of their lessons should be absorbed and how many should be eschewed. He did see the tranquility and peace that they offered, but he desired excitement and adventure, although the one time he had experienced something that truly got his heart racing it was the death of his mother, but at the same time it had awakened a great power within him. Turmoil and conflict and uncertainty boil within Nutar, and only time will tell how (or even if) it will be resolved.