Rauve Adelbero's page

64 posts. Alias of Tie My Shöelace.


Full Name

Rauve Adelbero

Race

Rauve:
AC: 16/9/16 HP: 9/11 SAVES: 5/-1/6 INIT: -1 PER: +8 DV: 60ft

Classes/Levels

Farra:
AC: 16/12/13 HP: 13/13 SAVES: 5/6/0 INIT: +3 PER: +4 LLV, Scent

Gender

Spells Prepared:
0-Level (3/at will) Create Water, Detect Magic, Light 1-Level (2/day) Speak with Animals, Obscuring Mist

Size

Medium

Age

25

Special Abilities

Treacherous Earth

Alignment

Neutral

Deity

Gozreh

Location

Katapesh

Strength 18
Dexterity 9
Constitution 17
Intelligence 12
Wisdom 18
Charisma 12

About Rauve Adelbero

Male Druid 1
Init -1; Senses Perception +8, Darkvision 60 ft

DEFENSE:

AC 16, touch 9, flat-footed 16 (+4 armor, +2 shield, -1 dex, +1 natural armor)
hp 11 (1d8+3)
SR 0
Fort +5, Ref -1, Will +6
Armor Hide, Medium
Shield Heavy Wooden Shield
Defensive Abilities Granite Skin (PFARG 144)

OFFENSE:

Spd 20 ft/x4
Melee Quarterstaff +4 (1d6+6) 20/x2
Melee Spear +4 (1d8+6) 20/x3
Ranged Sling -1 (1d4+4) 20/x2

STATISTICS:

Str 18, Dex 9, Con 17, Int 12, Wis 18, Cha 13
BAB +0, CMB +4, CMD +13
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Shield Proficiency (PFCR 133), Spell Focus (Conjuration) (PFCR 134)
Skills Handle Animal +5, Knowledge (nature) +7, Perception +8, Spellcraft +5, Survival +10
SQ Nature Bond (Animal Companion - Camel) (Animal Companion - Camel) (PFCR 50)
Traits Beast of the Society (Magic: Druid) (PFCh: FcGd 63), Desert Child (Regional) (PFAPG 332), Gnoll Killer (Campaign: Legacy of Fire) (PFAP: LoFR PG 10)
Languages Common, Druidic, Ignan, Terran

Equipment:

Armor Hide (+4 AC, +4 MaxDex, -3 ACP, 25 lbs)
Shield Heavy Wooden Shield (+2 AC, -2 ACP, 10 lbs)
Belt
Body
Chest
Eyes
Feet
Hands
Head
Headband
Neck
Ring #1
Ring #2
Shoulders
Wrists

Other Equipment
Traveler’s Outfit 1 lb

Backpack 1 lbs
Various bits of torn cloth 0 lbs
Parchment 0 lbs x2
Paper, Sheet 0 lbs
Paper, Rice 0 lbs x2
Paper Candle Firework 0 lbs
Fishhook 0 lbs
Twine 50’ 0 lbs
Chalk 0 lbs
Charcoal 0 lbs
Earplugs 0 lbs
Bell 0 lbs
Whistle, Signal 0 lbs
Equipment Weight 2 lbs

Farra
Armor Leather (+2 AC, +6 MaxDex, 0 ACP, 30 lbs)
Exotic Riding Saddle 30 lbs
Saddlebags
Bedroll 5 lbs
Rations 1 lbs x2
Waterskin 0 lbs
Wandermeal 0 lbs x12
Flint and Steel 0 lbs
Oil 1lbs x3
Hemp Rope 10 lbs
Grappling Hook 4lbs

Equipment Weight 84 lbs
Money
5 GP - - 9 SP - - 2 CP


OREAD RACIAL TRAITS :

• Str: +2, Wis: +2, Cha: -2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION 60 FT: Oreads can see in the dark up to 60 ft.
• EARTH INSIGHT: Oread spellcasters sometimes find that their elemental heritage makes creatures of earth more willing to serve them. Summon monster and summon nature's ally spells that such oreads cast last 2 rounds longer than normal when used to summon creatures with the earth subtype.
• GRANITE SKIN: Rocky growths cover the skin of Oreads with this racial trait. They gain a +1 racial bonus to natural armor.
• TREACHEROUS EARTH: Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal.
• Automatic Languages: Common, Terran
• Bonus Languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, Undercommon

CLASS ABILITIES :

• DRUID BONUS LANGUAGES: A Druid automatically knows Druidic, and may choose Sylvan as a bonus language. (PFCR 50).
• DRUID 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. DC for a saving throw against a druid's spell is 10 + the spell level + Wisdom modifier. Druids can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. (PFCR 49).
• DRUID 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. (PFCR 49).
• DRUID WEAPONS AND ARMOR: Weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Armor: light and medium armor (but no metal armor); shields (except tower shields) but wooden only. (PFCR 49).
• FORBIDDEN SPELL ALIGNMENT: No spells with alignment descriptors are forbidden due to your alignment or your deity's alignment. (PFCR 41, 49).
• NATURE BOND (Animal Companion - Camel): You have chosen an animal companion. The Camel is detailed in [PFCR 54]. (PFCR 50).
• NATURE SENSE: A druid gains a +2 bonus on Knowledge (nature) and Survival checks. (PFCR 50).

FEATS & TRAITS:

• SPELL FOCUS (Conjuration): +1 save DC of your spells in chosen school. (PFCR 134)
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFCR 118)
• SHIELD PROFICIENCY: You can use a shield and take only the standard penalties. (PFCR 133)

-- TRAITS –
• BEAST OF THE SOCIETY (Magic: Druid): A master druid at the Grand Lodge revealed to you greater secrets of concentration when changing your form into that of an animal. Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level. (PFCh: FcGd 63)
• DESERT CHILD (Regional): You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects. (PFAPG 332)
• GNOLL KILLER (Campaign: Legacy of Fire): +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. You gain a +1 trait bonus to spell save DCs for damaging spells against gnolls. (PFAP: LoFR PG 10)


WEAPONS :

• QUARTERSTAFF: Double weapon.
• SPEAR: A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.
• SLING: You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls.

APPEARANCE & PERSONALITY & SEMI-BACKGROUND:

Ruave is short and stocky standing at only 5’2” with a solidly built frame. From afar his skin is a deep sienna color, but as you get closer his skin will start to crack into spidering black patterns. Should a person get within ten feet they would likely notice that these small black crack are actually some kind of rock merged into his skin, and should they have the misfortune of feeling this rough rock then they likely will not have to wonder about anything for much longer.

Rauve also has a very stiff posture and movements. He favors his left leg as he walks since it can barely bend at the knee, though he can stand on it just fine. Years of dealing with this affliction from his ancestry have built him into a very strong man, but sometimes this strength isn’t kept in check and Rauve has a tendency to break things on accident because he doesn’t feel nearly as strong as he really is.

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Rauve was a very active child, running around and playing with all the other kids in Katapesh. He was well liked and was usually one of the first picks in any sport the children played. However this all changed at the start of his teenage years, his dormant earth heritage sprung forth as he developed into a young adult. His skin became much darker and rough, agility and ease of movement began to decrease. Many of his “friends” soon became bullies, making fun of him because of how different he was, and how he can’t do anything right anymore. As he got a little older, his left knee and the area around it began to blacken and got stiffer and stiffer by the week. Black “cracks” began to snake their way throughout his body making him into an even bigger target for bullying.

Soon he had only a handful of friends that still talked to him, but even they were careful not to do so in front of many others for fear of the repercussions. One day Rauve had enough of the torment, An unlucky kid was walking by and made a snarky comment about the “fumbling rock boy.” Rauve turned and jumped onto the kid and started beating him into a bloody mess. It took the kids’ two friends and the local butcher to pry Rauve off of the other boy. From that day forward he was labeled as dangerous and no one but his parents would even look at him. His parents weren’t much help since they worked all the time, which left Rauve alone for most of the day with the family camel, Farra.

After a year of being an outcast in his home (age 17) he decided to run away. As he was packing his things Farra came up to him, despite him trying to convince her even to the point of chewing through a rope, she followed him out of town and has stayed with him ever since.

The desert is a hard place to live and Rauve was always very thankful that Farra followed him, especially since Gnolls love attacking lonely wandering people. Rauve and Farra have had their fair share of Gnoll attacks at night, luckily they always underestimated the two and never came with more than two of them so the fights were never overly difficult. His hatred for Gnolls soon got the better of him and he began hunting any that he saw or tracked down. And when a man by the name Garavel came into the tavern he was staying at asking for people to help him kill a tribe of Gnolls, Rauve instantly volunteered to go.

Farra:

Camel
N Large Animal
Init +3; Senses low-light vision, scent; Perception +4
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Defense
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AC 16, touch 12, flat-footed 13 (+3 Dex, -1 size, +2 natural, +2 armor)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +0
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Offense
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Speed 50 ft.
Melee Bite +4 (1d4+6/x2)
Ranged Spit +3 Touch (Sickened for 1d4 rounds, 10ft.)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 18, Dex 16, Con 14,[ b] Int[/b] 2, Wis 11, Cha 4
Base Atk +1; CMB +6; CMD 19 (23 vs. Trip)
Feats Improved Natural Armor
Tricks Come, Track, Work, Defend, Heel, Seek, Stay
Skills Acrobatics +3 (+7 to jump with a running start, +11 jump), Perception +4, Stealth +3, Survival +1, Swim +4
SQ Link, Share Spells
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Special Abilities
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Link (Ex) The Druid gains +4 Circumstance bonus on all wild empathy checks and Handle Animal checks made regarding this animal companion.
Low-Light Vision (Ex) See twice as far as a human in low light, distinguishing color and detail.
[b]Share Spells (Ex)[b] The Druid may cast a spell with a target of “You” on this animal companion. The Druid may cast spells on this animal companion even if the spells normally do not affect animal types.
[b]Scent (Ex)[/ b] Detect opponents within 15+ feet by sense of smell.