Gravin Goldhammer

Oskar Orekslag's page

77 posts. Alias of Wilken.


Full Name

Oskar

Race

Dwarf

Classes/Levels

Druid 1 | HP: 11/11 | AC: 16 | T: 12 | FF: 14 | Fort +4 Ref +2 Will +6 | Perc: +7 | Init: +2

Gender

Male

Size

Medium

Age

82

Alignment

NG

Deity

Desna

Languages

Common, Druidic, Dwarven

Strength 13
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Oskar Orekslag

Statblock:
Oskar Orekslag6
Male Dwarf druid 1
NG Medium humanoid (dwarf)
Init +2, Senses darkvision (60 ft.); Perception +7
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DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 ((1d8)+3)
Fort +4, Ref +2, Will +6, +2 vs. poison, spells, and spell-like abilities

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OFFENSE
Speed 20 ft.
Melee club +1 (1d6+1)
Ranged club (thrown) +2 (1d6+1)
Ranged longbow +2 (1d8/x3)
Special Attacks Spontaneous Casting,
Spells Prepared (CL 1st; concentration +4)
1st Level (2/day) - Shillelagh, Entangle (Reflex CD 14)
Orisons (At will) - Detect Magic, Guidance, Create Water

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STATISTICS
Str 13, Dex 14, Con 14, Int 10, Wis 16, Cha 8,
Base Atk +0; CMB +1; CMD 13 (17 vs bullrush) (17 vs trip)
Feats Martial Weapon Proficiency (Longbow)
Skills Handle Animal +3, Knowledge (Nature) +6, Perception +7, Perception (Notice unusual stonework) +9, Survival +9,
Traits Dirty Fighter, Indomitable Faith
Languages Common, Druidic, Dwarven
SQ animal companion, darkvision, greed, hardy, hatred, nature bond, nature sense, orisons, stability, steady, stonecunning, weapon familiarity, wild empathy +0
Combat Gear rations (trail/per day) (3)
Other Gear club, hide, arrows (20), backpack, blanket, holly and mistletoe, pouch (belt), spell component pouch, waterskin (filled), longbow, 18.3 gp
Favored Class Bonus: Level 1: +1 hp

Appearance:
Oskar seems much older than he actually is, signs of a lonely and hard life. His hair and beard are both long and grayish-white, tied with vines; he has the face of someone who's been in a few barfights and never won, he seems tough but not very energetic, except sometimes his brown eyes seem to sparkle with determination.

Oskar is more slender than a typical dwarf, still has a good build but his muscles are not rock-solid as they would for others, he wears brown hide armor and clothes who are all as practical as they are ugly, he doesn't have many possessions except for what he needs to survive and a few small wood totems that he carves as passtime.

Personality:
Oskar brags about being a free spirit, not bound by a sense of duty or tradition like other dwarfs, but he always ends up caring too much and being dragged into helping someone or solving something. While most dwarfs like stone and metal, Oskar has a love for trees and wood. He can easily be seen as a grumpy old man, but that is mostly because he is not very good with words and manners. Being a traveler for many years, he formed a small but solid connection with Desna.

Background:
Oskar was born in a small but proud dwarven city in outskirts of the Five Kings Mountains.

The Orekslag were shamed as a family for a crime commited by an ancestor many centuries ago; they were banished from inside the city walls and forced to live on the allegedly cursed woods nearby, a punishment that usually ended in death. Yet, against the odds, the Orekslags were able to survive and give birth to a new generation, keeping their bloodline alive; for the years to come, they would slowly but steadily repair their relationship with the citizens inside the wall by accepting their punishment with grace and respect for the traditions, and by helping the town in times of need, bringing goods from inside the woods and guiding travelers and hunters.

As time passed, the unprecedented event that a lineage would outlive the prescribed time of banishment, and the newborn Oskar would be first Orekslag to be allowed to live inside the city, as soon as he reached adulthood. And yet, Oskar grew up into a disappointment, a joke; while his parents were respect hunters who constantly tamed and conquered the cursed woods, he was a nature-loving aloof kid who would rather befriend than kill then beasts inside it. In more than one occasion Oskar would get in the way of his parents, releasing and healing trapped animals inside the woods or making noise to alert them as his parents were sneaking in.

The worst happened when a pack of wolves attacked and killed a noble dwarf on his way from Larrad, the town vowed revenge and asked the Orekslags for their help to track and hunt the pack. As the woods burned and the wolves were cornered, Oskar's father brought him the last survivor of the pack, a pup, gave him a knife, and asked him to killed as a proof of his loyalty; only this way his past affronts would be forgiven and he would be allowed as the first Orekslag to live within the walls in hundreds of years.

Oskar refused, took the pup under his protection, and left his home behind, wandering from place to place, he eventually became friends with a garrison commander called Lydia and was asked to do her a favor by exploring the Fallen Fortress.

Animal Companion:
Barkley (Wolf Animal Companion)
N Medium Animal
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Init +2, Senses low-light vision, scent; Perception +5
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DEFENSE
AC 14, touch 12, flat-footed 12 (+2 natural, +2 dex)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1;
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OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
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STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14

Feats Combat Reflexes
Skills: Perception 1 (+5), Stealth 1 (+7)
SQ: bonus tricks 1, link, low-light vision, scent, share spells, stat bonus
Tricks: Attack II, Come, Down, Heel, Stay, Track

Animal Companion Abilities:

SPECIAL ABILITIES
Combat Reflexes You may make 2 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.

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ANIMAL TRICKS
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)