Harrow Bloodline

Orson Callevarno's page

26 posts. Alias of Jesse Heinig.


Full Name

Orson Callevarno

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

30

Special Abilities

Calming Touch 6/day, Inspired 1/day

Alignment

Neutral Good

Location

Sandpoint

Languages

Common (Taldane), Druidic, Varisian

Strength 12
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 16
Charisma 14

About Orson Callevarno

Orson Callevarno
Male human druid (urban) 1
NG Medium humanoid (human)
Init +3; Senses Perception +7

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Defense
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AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 shield)
HP 13 (1d8, +2 Con, +3 toughness)
Fort +4 (+2 base, +2 Con), Ref +2 (+0 base, +2 Dex), Will +5 (+2 base, +3 Wis)

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Offense
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Speed 30 ft.
Melee Scimitar +1 (1d6+1/18-20/x2)
Ranged Dart +2 (1d4+1/x2/20 ft.)

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Statistics
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Str 12, Dex 14, Con 14, Int 13, Wis 16, Cha 14
Base Atk +0; CMB +1; CMD 15
Languages: Common (Taldane), Druidic, Varisian

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Feats
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Human
Toughness: You have enhanced physical stamina.
Benefit: 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).

Level 1
Warrior Priest: Your religion is both a shield and a weapon in battle.
Prerequisites: Ability to cast divine spells, domain or mystery class feature.
Benefit: You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.

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Traits
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Framed (Campaign): Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn’t immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer—a local crimelord. His thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage his reputation. If you can find the crimelord, you’re sure you can find evidence that ties him to the murder and can clear the accused’s name.
Dropout: You were the one accused. Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. You were forced to leave your school or church. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +1 bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

Inspired (Faith): A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration.
Benefit: Once per day as a free action, roll twice and take the better result on a skill check or ability check.

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Adventuring Skills
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+1 favored class

Diplomacy +3 (1 rank, +2 Cha)
Heal +7 (1 rank, +3 Wis, +3 class skill)
Knowledge (nature) +7 (1 rank, +1 Int, +3 class skill, +2 nature sense)
Perception +7 (1 rank, +3 Wis, +3 class skill)
Spellcraft +6 (1 rank, +1 Int, +3 class skill, +1 trait)
Swim +5 (1 rank, +1 Str, +3 class skill)
Survival +9 (1 rank, +3 Wis, +3 class skill, +2 nature sense)

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Background Skills
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Handle Animal +6 (1 rank, +2 Cha, +3 class skill)
Knowledge (geography) +5 (1 rank, +1 Int, +3 class skill)

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Untrained Skills
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Acrobatics +2
Bluff +2
Climb +1
Sense Motive +3
Stealth +2
Swim +1

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Gear
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Total starting wealth: 120 gp

Traveler's outfit (free)
Leather armor (10 gp, 15 lbs.)
Heavy wooden shield (7 gp, 10 lbs.)
Scimitar (15 gp, 4 lbs.)
6 darts (3 gp, 3 lbs.)
Spell component pouch (5 gp, 2 lbs.)
Backpack (2 gp, 2 lbs.)
[
* Healer's kit (50 gp, 1 lb.)
* Shaving kit (1 gp 5 sp, 1/2 lb.)
* 26 gp, 5 sp
]

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Special Abilities
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Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Druid (urban) 1

Weapon and Armor Proficiency: 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: An urban druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.
This ability replaces the ability to spontaneously cast summon nature’s ally spells.

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.

Nature Bond: An urban druid may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather.
Domain selected: Community
Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.
Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—cure critical wounds (mass), 9th—miracle.

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.

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Prepared Spells
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Level 0: guidance, light, stabilize
Level 1: bless (d), cure light wounds, cure light wounds

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Backstory
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Description: Orson has an olive Varisian complexion, but unlike many Varisians he has a well-groomed mustache and goatee. He is of average human height and has a somewhat broad build. He smiles frequently, which causes a signature wrinkling at the corners of his eyes. He rubs his goatee when worried.

Hair: Brown
Eyes: Brown
Height: 5' 9"
Weight: 180 lbs.

Background: Orson is a long-time resident of Korvosa. His family were traders in exotic animals, primarily birds and big cats from the far south, imported from Sargava. Though Orson was city-born, he spent many a season helping to raise and care for various animals, and he developed a healthy respect for them.
Rather than become a merchant, Orson decided to follow a more spiritual path; he intermittently studied the druidic arts, as he felt a strong camaraderie with the plants and animals that he learned to recognize in the city. He still kept his strong city ties, though; he felt that the community needed assistance in finding a balance between the demands of the urban spaces, and the needs of the natural world that thrived in the cracks.
Orson found himself in an unenviable position, because the druids of the harborside in Korvosa were notorious for their opposition to much of the city's trade and industry. As a druid himself, this meant that he was often considered with suspicion. He chose to try to find a middle ground, accepting that the city's people had needs in order to survive, and arguing that the druids of the harborside were too reckless in their hurtful tactics to dissuade the fishing industry and the waterways, while also advocating more conservation practices and hoping to try to convince the locals that the druids had valuable wisdom to impart.
This all fell apart when he was accused of murder, and fingered by one of the local fishermen. Eventually the fisherman was found to have been seen at a wineshop when he claimed to have seen Orson, and to have been paid to make up the story; but, as investigations proceeded into who paid him, the fisherman disappeared, and his body was later found tangled in his own nets. Though Orson was eventually cleared, this only inflamed tensions, and now Orson must tread carefully among both druids and the people of the harbor.

Personality Traits: Orson is generally easygoing and congenial. He lacks the reclusive nature of many druids; he feels that people and nature can co-exist with just a little effort from both sides, and he recognizes the benefits of urban life, though he always advocates a healthy lifestyle that includes green space, a clean environment, and respect for the plants and animals necessary for survival. Orson has a bright mind and especially discerning judgment, and he is strongly devoted to the common welfare of both people and the natural world.
Orson enjoys nature, of course, but his favorite is in nature given a chance to express itself through a little help from mortal hands - orchards and vineyards well-tended, flower gardens that encourage a wondrous variety, even a protected fishery or free-ranging grazing land. He has a special fondness for running water, as it is a necessity for almost all bountiful life.
Being a native of the Varisian coast and a traveler, Orson is no stranger to violence. He usually finds it deplorable, much preferring diplomacy where possible, but he has no hesitation to fight in self-defense or against unnatural entities such as aberrations, constructs, and undead.
Orson believes that people of good character can come together and find equitable compromises to solve their problems. He has little patience, though, for those who would sabotage such a process, or who are unwilling to negotiate in good faith.
As an urban druid with a mercantile background, Orson is equally at home in society events and marketplaces as in the woods and rivers. When folk who don't know better ask about fanciful notions of druidry, like blood sacrifices, moonlit gatherings, secret conspiracies, or giant dinosaur mounts, he just smiles, chuckles, and serves as an example of a druid with a sensible streak - but he's not above telling the occasional tall tale to young children.
Orson favors green and brown colors.