Winter Oracle

O∂ørn the Drowned's page

136 posts. Alias of Mjolbeard89.


Full Name

O∂ørn the Drowned

Race

Human

Classes/Levels

Aquatic Druid (Water domain) 1 | HP: 14/14 | AC:16, T:11, FF:15, CMD:12 | F:+5, R:+1, W:+5 | Init:+1, Perception:+7 | Status: Normal

Gender

Male

About O∂ørn the Drowned

O∂ørn the Drowned
Male Human Druid (Aquatic Druid, Water Domain) 1
LN Medium Humanoid (Human) 28 years old
Init +1; Senses Perception +7
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+4 armor, +1 dex, +2 shield)
hp 14
Fort +5, Ref +1, Will +5
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OFFENSE
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Speed 30 ft. (20 ft. with armor)
Melee
Spear +1 (1d8 +1; x3)
Club +1 (1d6 + 1)
Ranged
Spear +1 (1d8 + 1; x3; range 20 ft)
Club +1 (1d6 + 1; range 10 ft)
Icicle +1 (1d6 + 1; range 30 ft; 5/day)
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STATISTICS
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Str 13, Dex 12, Con 14, Int 10, Wis 15, Cha 15
Base Atk +0; CMB +1; CMD 12
Traits
Vastaviklander (Perception, Prof (sailor): Vastaviklanders have a reputation for being ferocious and easily angered. They also are known as some of the hardiest and best sailors in the Northlands. You gain a +1 trait bonus to Intimidate and gain it as a class skill. Also, you gain a +1 trait bonus to two of the following skills: Perception, Profession (sailor), or Survival.
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.
Outcast's Intuition: You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
Drawbacks
Zealous: You are fanatical in your beliefs, ruled by emotion over reason. When you attack a creature that you know worships a different religion than you do, you take a —5 penalty on the attack roll and a +2 trait bonus on the damage roll with your first attack.
Feats Toughness, Shield Wall
Skills Handle Animal (+7), Intimidate (+3), Knowledge Nature (+6), Lore (Northlands Coastlines) +6, Perception (+7), Profession Sailor (+9), Sense Motive (+3), Survival (+4), Swim (+7)
ACP -3, - 4 with shield equipped
Languages Common, Norsk, Druidic
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SPECIAL 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.
Wild Empathy (Ex): An aquatic druid's wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype; however, she can improve the attitude of any such creature with Intelligence 2 or less regardless of type, including mindless creatures.
Nature Bond (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.
Domain Powers Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (5x/day).
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
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Spells
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0th (at will) Know Direction, Flare, Resistance
1st (2/day) Hydraulic Push, Frostbite, Obscuring Mist (Domain spell)
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GEAR/POSSESSIONS
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Spear
Club
Hide Armor
MW Heavy wooden shield
Cold-weather outfit
Backpack
Common Survival Kit (flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife)
Hemp rope (50 ft)
Coral branch (divine focus)
Spell component pouch
Wand of Cure Light Wounds (46/50 charges)
Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
Current Load Carried 64 lb.
Money 222 GP 0 SP 0 CP

Background:
Before O∂ørn was called “the Drowned,” he was more frequently known as “the Drunk.” As a godi in training aboard a Vastaviklander longship, he was placed in charge of making the appropriate sacrifices and paying homage to the gods on the ship’s voyages. At the time, O∂ørn was not exactly a devout man, however, and he frequently was in his cups, which lead to him failing in his duties.
On one occasion, the longship he was meant to travel aboard was set to sail out of Halfstead at dawn, but O∂ørn was nowhere to be found. The captain of the ship, a pious, but brutal man named Sigurd, declared that the ship would not depart without its godi on board. The proper sacrifices had to be made. When O∂ørn was eventually found, he was lying face-down in a pig sty, drunk out of his wits. The captain had O∂ørn brought aboard, but took it upon himself to punish the godi for his lack of devotion. He had O∂ørn flogged within an inch of his life, so that his blood would run across the decks of the longship into the sea. “That,” Sigurd had said, “will have to suffice as our sacrifice.”
A few days after they set sail, the ship was beset by a massive storm. Though the captain and crew all strove bravely to weather the storm, the ship was soon lost beneath the waves. A full moon’s turn passed, yet nothing was heard of the ship or any of its occupants. All were presumed dead, taken by the sea as punishment, though none can agree if the punishment was for O∂ørn’s impiety or Sigurd’s presumption to punish a servant of the gods.

Finally, on a black, quiet night when the moon was dark and only the light of the stars shone upon the sea, O∂ørn appeared back at Halfstead, walking out of the sea onto the shore, his hair and beard laced with seaweed and a spear fashioned out of the wreckage of his ship in his hand. From that day on, the powers of the gods have manifested themselves in O∂ørn the Drowned, a godi dedicated to Rán, whose fierce devotion inspires not just faith in the gods, but fear of their powers and of their servant.


Appearance:
Although O∂ørn is only 28 years old, his appearance suggests a far greater number of years. His black hair and beard are long and mostly unkempt, with streaks of grey running alongside the strands of seaweed strewn throughout them. Decorative shells and bits of bone adorn the long braids he wears in parts of his beard. His face is pale and gaunt, and his eyes, which the maidens used to compare to the blue of a clear winter sky, now look more like the grey of a storm-tossed sea.
He has a sailor's build, relatively short among his people, and lean, but with hard, taut muscle underneath. He wears hide armor fashioned from walrus skins and caribou pelts, along with salt-faded cloak, shirt, and breeches.
He carries most of his equipment on his back, but he wears a waterskin of salt water at his side, ready to pour out libations for his slain foes.