Hasbim Ibn Sayyid

Okaris's page

66 posts. Alias of Gaming Ranger.


Race

Male N Human Druid 1| HP 14/14| AC 18 T 12 FF 14| CMB +4, CMD 16 | F: +4, R: +2, W: +5 | Init: +2 | Perc: +7| Speed 30ft | Effects:

About Okaris

Image (link)

Appearance:

Okaris is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. His skin is bronzed from constant exposure to the elements and is covered in scars that accentuate the hard, dangerous lines of his body. Although he is a big man, Okaris moves with the grace of a large cat and has the predatory gaze of a desert jackal. He has smoldering grey eyes, the color of the sky right before a storm, which are set below a low and broad brow. His dark, scarred, almost sinister face is that of a warrior, with a black flowing mane of hair worn loose reaching below his shoulders and a thick beard. Okaris has a loud booming voice like stone breaking. The large man’s head is usually covered with a white Keffiyeh and he wears robes of brown, grey, and tan, the colors of the desert.

Personality:

Okaris is curious and inquisitive, this, combined with the fact that he cans seldom hold his tongue has often led him into trouble. He is also superstitious, and has a deep distrust of arcane magic. Okaris has a unique sense of honor refusing to lie, except to enemies, and is reluctant to harm women. At times he speaks in riddles.

Background:

The Orasian Desert is a hard and unforgiving land that has produced hard and unforgiving people. Okaris, one of the Yerbira, is one such product.

Okaris was born during a storm, on the longest night of the year, in the wasted lands along the trade route between Sothis and Shiman-Sekh. It is said that Okaris was born dead and through some dark magic his mother, an alleged witch, traded her life for his. Regardless, Okaris was raised by his father a merchant and carpet weaver of renown amongst his tribe.

Okaris was an energetic and curious child, although he didn’t show much aptitude or interest in weaving. His lessons began at a young age and his father was a hard task master in showing him the weaver’s art. Suffice to say that after a short while it became clear to Okaris that he was not meant to be a weaver. He was too much of a free spirit and time at the weavers loom chaffed at him. It seemed that he was always dying, shearing, knotting, or tying when he would rather explore the vast desert around him.

This curiosity eventually led Okaris into trouble and he was accused of breaking one of the tribes many taboo’s. He was accused of converting with unclean beasts. As punishment for his crime he was thrown into the Desert’s Mouth. Unable to climb out on his own and desperate Okaris began to pray. To the boy’s surprise not long after he began his prayer a rope was thrown down into the pit. With hope Okaris climbed out of the pit expecting to see his father at the other end. However, to his surprise, it was the village wise woman waiting at the other end. "I do this for you mother. Your life is yours now but do not return to the tribe," the wise woman warned.

The desert nomad made his way to the Half-City Wati in hopes to find his fortune or at least survive another season.

Age 20; Height 6' 5"; Weight 220 lbs
NG Medium humanoid (human, Yerbira [Garundi])
Init +2; Senses Perception +7

DEFENSE
AC 18, touch 12, flat-footed 14 (+4 armor, +2 shield, +2 Dex)
Hit Points 14
Fort +4, Ref +2, Will +5

OFFENSE
Speed 30 ft. (30 ft in armor)
Melee Scimitar +4 (1d6+4/18-20 x2), or Club +4 (1d6+4/x2),
Ranged Sling +2 (1d4+4/x2) 50 ft, or club +2 (1d6+4/x2) 10 ft
Spells Prepared (CL 1st; concentration +4)
0 (3 /day, DC 13) — Create Water, Detect magic, Light
1st (2 /day, DC 14) — Cure Light Wounds, Snowball Domain spell Obscuring Mists

STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 17, Cha 8
Base Atk +0 CMB +4; CMD 16
Feats (1) – Toughness (1st Level),
Traits Magical Lineage [magic], Resurrected [campaign]
Skills(ACP-4)(4/level) – Climb +8 (1 rank), K(Nature) +6 (1 rank), Perception +6 (1 rank), Survival +9 (1 rank), Handel animal +3 (1 BG rank), K(Geography) +4 (1 BG rank)

FCB – Level 1 – 1HP,
Languages(1) Common, druidic
SQ Spells, Spontaneous Casting, Orisons, Natures Bond [weather], Storm Burst (5x/day), Domain Spells, Nature Sense, Wild Empathy

Combat Gear – Leather Lamellar (25 lbs, free), Shield, Heavy Wooden (10 lbs, 7 gp)Dagger (1 lbs, 2 gp), Sling (-), Sling Bullets 20 (10lbs, 2 sp), Club (1 lbs, -), Scimtar (5 lbs, Free)
Other Gear Belt Pouch (1/2 lbs, 1 gp), Flint and Steel (-, 1 gp), Spell Component Pouch (2 lbs, 5 gp), Backpack (2 lbs , 2 gp), Bed roll (5 lbs, 1 sp), Blanket (3 lbs, 5 sp), Hemp Rope 100' ( 20 lbs, 2 gp), Case, Scroll (1/2 lbs, 1 gp) Scroll (cure light wounds)[x1] (- lbs, 25 gp), Acid flask [x2] [x1] (2 lbs, 20 gp)

GP: 2; SP: 2; CP: 0

Light Load 100 Medium Load 200 Heavy Load 300
Total Carried 83 lbs

Feats:

Toughness - You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).


Weather Domain:

Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.

Storm Burst (Sp)

As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Lightning Lord (Sp)

At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.


Class Abilities:

Alignment: Any neutral

Hit Die: d8

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The druid’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Weapon and Armor Proficiencies
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells

A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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.

Chaotic, Evil, Good, and Lawful Spells

A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons (Sp)

Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages

A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Natures Bond

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. Druids also have access to a set of Animal and Terrain Domains. 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.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense (Ex)

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

Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex)

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex)

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex)

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su)

At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.

At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.

At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.

At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.

Venom Immunity (Ex)

At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su)

At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex)

After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

Ex-Druids
A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).