Rogeif Yharloc

River*'s page

58 posts. Alias of Skorn.


Full Name

River Windguide

Race

Human

Classes/Levels

Druid (Menhir Savant)/3 | HP 21/21 | AC 12 FF 12 T10 | Saves +4/+3/+5 | Init + 2 | Per. +8

Gender

M

Size

M

Age

20

Special Abilities

Druid

Alignment

NG

Deity

Green Faith

Location

Earth, Pacific NorthWest

Languages

Common Druidic

Occupation

Farmer/Survivalist

Strength 16
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 14
Charisma 13

About River*

Background:

River was a free spirit, born in to a family dedicated to saving themselves, if not the entire planet. His folks were preppers. Long before the change his parents were part of a movement to store up provisions and seeds and to train in the old ways of survival in order to live out some kind of natural or man made disaster. They were growing gardens and making soap and canning food while their friends were buying BMWs and taking ski vacation. Their second home was a log cabin with a barn and smithy in the mountains of central Idaho and their retirement savings went into a 3 room bunker stocked for a family of 4 for 2 years.

His parents had lived through the change by bugging in. They boarded up their windows and buried everything of value that they could not take with them and went underground. He was conceived that first year and born into a world of chaos and the seeping in of magic. Mom and Dad had not understood the significance of the strange rock outcropping that overshadowed the ground where their bunker had been buried. They had only heard of ley lines in ferry tales in lands far away. But some of that magic from the node above them was active the night he was conceived as he was not born a normal.

They stayed holed up for as long as they could. Between stale air and cabin fever they did well to make it an entire year. But the food help out and they ate well. River was born healthy, delivered by his father and the help of a downloaded and save wiki fine of child berthing. He does not recall living in the shelter and only knows of it as a secure place to retreat to if things get crazy, like they sometimes do. He was raised on a farm; learning all the skills of farming and survival from his parents. Soon his skills outpaced theirs as he seemed to have an affinity for the outdoors and thrived in certain areas. As he grew he found that he could get along well with the animals and could sense when dangerous creatures were close. He developed a bond with nature that bordered on worship.

It was his aging parents' health that had him look for community. Others had survived of course. But not as many as one might think.
The change had not been gentle and some that survived the initial impacts fell prey to the new creatures that roamed the land. River could since these creatures and was always able to lead his family away from them. The larger settlements were to the West towards the Pacific coast. They packed up wagon and mules and loaded what they could and took the old road. They left much behind that no longer worked; abandoning trackers and trucks and gun, and taking more important things like seed banks and blacksmithing tools.

With their skills they were welcomed into the community and River set up farming and trapping and tanning and leather work. As he helped his new community he leaned more of himself and his powers of nature awoke. Serving as a guide and guardian for his new family he also acted as ambassador between men and nature, and at least for a time, things were in balance in his life and in his community.


River is of medium height and build with brown hair and blue eyes. He dresses in homespun wool and lenin and the hides on animals. But these close are expertly crafted and the materials are worked together to provide both a pleasing look and some protection from the elements. He is known to carry a staff or spear and sometimes a wooden shield and club if he knows there will be trouble. Recently a young mountain lion has taken up with him. The two seem to be inseperable.
Appearance:


River will serve as a wilderness expert, herbalist and healer. He can track and has a number of skills including farming, herbalism, healing, trapping, and tanning. In a fight he is an excellent support person with party buffs, healing spells, and the ability to summon additional animals to fight. His Spirit Sense, always on, can be a constant boon to let him know if unnatural things are about. And finally, with his combat magic River can fight as a front line fighter, using his animal friend to flank with him. And in one more level he will have the Wild shape ability and can serve as a guide and scout in animal form in most any environment; with the ability to climb, swim, and even fly like the local animals.
Party role:

River Windguide
Male Human Druid 3
NG Medium Humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex)
hp 21 (3d8+3)
Fort +5, Ref +4, Will +6
Defensive Abilities - 25% Fort
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Offense
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Speed 30 ft.
Melee, Club +5 (1d6+3X2), Short Spear +5 (1d6+3X2), Dagger +5 (1d4+3X2)
MW Battleaxe +6 (1d8+3X3)
Range: MW Composite Longbow (Str+3) +5 (1d8+3X3)

Druid Spells Prepared (CL 3):
2 (2/day) Barkskin, Flaming Sphere (DC 14)
1 (3/day) Aspect of the Falcon (DC 13), Entangle (DC 13), Cure Light Wounds
0 (at will) Detect Poison, Create Water, Guidance, Light
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Statistics
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Str 16, Dex 14, Con 12, Int 10, Wis 14, Cha 13
Base Atk +2; CMB +5; CMD 17
Feats Furious Focus, Power Attack -1/+2, Self-sufficient
Traits Know the Land (Survival), Suspicious

Skills Climb +6, Craft (leather) +2, Handle Animal +5, Heal +10, Knowledge (geography) +4, Knowledge
(Geography) +4, Knowledge (nature) +5, Perception +8, Profession (gardener) +6, Profession (herbalist) +6, Profession (tanner) +6
Profession (trapper) +6, Ride +6, Sense Motive +7, Stealth +3, Survival +9/11 to get along, Swim +4

Languages Common, Sylvan
SQ animal companion link, nature bond abilities (animal companion, lion), place magic (5/day), share spells
with companion, spirit sense, spontaneous casting

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Gear:
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Weapons:MW Longbow (+3Str), MW battleaxe, dagger, Cold Iron short spear, club
Arrows: Cold Iron Arrows 50, Silver Arrows 20, Blunt Arrows 20, Smoke Arrows 2, Whistling Arrows 5, Thistle Arrows 10
Armor: +4 AC Flack Jacket with Ceramic Inserts (Light Fort), +2 Ballistic Shield
Magic: +1 Cloak of Resistance, 2 potions of Cure Light Wounds
Misc Gear - Healers Kit, Surgeon's tools, MW survival Kit, Climbers Kit, Druid's Kit, Cold Weather Gear

Gold - 20 gp equivalent
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Place Magic (5/day) (Su) Free, +1 to caster level for 1 round.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch
spells.
Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
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Animal Companion:

Small Mountain Lion
N Small Animal
Init +6; Senses low-light vision, scent; Perception +5
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Defense
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AC 21, touch 18, flat-footed 14 (+6 Dex, +1 Size, +3 natural, +1 dodge)
hp 21 (+3)
Fort +4, Ref +9, Will +2
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee Bite (Lion) +9 (1d4+1/x2) and
Claw x2 (Lion) +9 x2 (1d3+1/x2) and
Trip - CMB+2
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Statistics
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Str 13, Dex 22, Con 13, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 19 (23 vs. Trip)
Feats Dodge, Weapon Finesse
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel
[Trick], Hunting [Trick], Seek [Trick], Track [Trick]
Skills Acrobatics +10 (+18 jump), Fly +8, Perception +5, Stealth +14 (+18 in Undergrowth) Modifiers +4 stealth in
undergrowth
Languages
SQ attack any target [trick], guard [trick], hunting [trick]

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Special Abilities
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+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack Any Target [Trick] The animal will attack any creature on command.
Evasion (Ex) No damage on successful reflex save.
Guard [Trick] The animal stays in place and prevents others from approaching.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You may make a trip attempt on a successful attack