Harrower

Rovil Burlingame's page

6 posts. Alias of BinkyBo.


About Rovil Burlingame

Background:
Rovil was born in Port Freedom, but his family moved to Eleder about ten years after. His mother was a healer - who he helped for several years as much as a child can, and his father a teacher whose primary purpose was to teach reading and other basics to sailors and dockworkers. They had little money, and Rovil grew to blame and resent them for their difficult times. His helplessness and negativity became a constant directionless rage.

In his teens he got involved with a gang of young street rats. He saw it as blowing off steam... petty crimes, picking fights, harassing patrons of their favorite haunts. Rovil's critical moment came when he went to far. He beat a young Bonuwat man nearly to death after seeing him elicit a genuine smile and giggle from a sweet-faced barmaid who Rovil enjoyed making uncomfortable with advances. Standing in the aftermath with blood on his fists, the look of horror from those around him, the sick crunch of his final blow echoing in his mind... a bilious feeling grew in his gut. Overwhelming shame took over, and he fled.

After days alone wallowing in self-loathing on the shore, he was taken in by a small community of shipwrights (with unscrupulous clientele) south of Eleder. Working with his hands took his mind off of things, and he began to feel drawn to the sea. He'd sit with the old men to watch the majestic and powerful storms roll in, and they'd tell tales of their time on the ocean in such weather. The storms on the sea echoed, externalized what was inside him, but as they reached land, they were only rain and wind.

After repairs on the wreck of a sailing ship were finished, he convinced the ship's captain to take him aboard as crew. He had some skills as a doctor and shipwright, and nodded when asked if he could fight when needed. He worked under the ship doctor Dewar Marsted.. a old devotee of Gozreh, and learned his druidic ways.

The crew of the Grisly Gar were crude and largely unpleasant, but until they made their first raid on a cargo ship he hadn't realized they were such a vicious and murderous lot. He wanted no part of it, but it was clear this was a crew who would not send objectors merrily off at port.

Months later, the Grisly Gar took fire from a ship of mercenary mariners who seemed to be able to put up quite a fight. When boarding commenced, he turned on his own crew at a pivotal moment. After torching the deck and rigging with spells, he fell in battle - cut down by his first mate. He awoke a day later on the ship he'd helped protect, the Aurora's Kiss.

After winning their trust (two of the crewmen knew his father) he served onboard for several years... until a battle caught between the Navy and Free Captains. Again he fell in the fight, and this time woke lashed to floating wreckage. He made his way to Port Peril with only assumptions of what befell the rest of his crew.

Upon hearing of the restoration of Ghoral Rey and subsequent hiring, he made his way there to offer his services. The description of those in charge sounded like crewmen he'd known.

Personality:
Though he will inflict mortal wounds if need be, Rovil does everything he can to avoid killing those who could be redeemed. He has great patience for young thugs considering he was one as well. He came to figure out what kind of man he was, and what he wanted to be during his time on the Aurora's Kiss. He has become more in line with his parents now.. he just had to get there on his own.
The most common critique directed towards him has to do with imparting unrequested words of wisdom.
Appearance:
Rovil is relatively handsome, young faced, and all his scars are obscured by his leather and teak rune-branded armor - taken from his tutor-turned-enemy, Dewar.
He has dark curly hair, and a stern intensity to his resting expression.
He strives to remain clean and clean-shaven.

--- --- --- --- ---

Human Brawler 2/ Storm Druid 5
NG Male Humanoid
Init +1; Perception +8; low-light vision

Str 14 .. AC 16, tch 12, ff 14 (+4 armor, +1 dex, +1 dodge)
Dex 13 . HP 74 (2d10+5d8+14)
Con 14 . BAB +5
Int 10 ... Fort +9
Wis 18 . Ref +5
Cha 10 . Will +9

CMB +7, CMD 18; Move 30'

Melee +8 quarterstaff 1d6+4 (20/x2) B --or-- power attack +6 1d6+10
brawler's flurry +5/+5 unarmed strike 1d6+2 (20/x2) B
--or-- +6/+6 quarterstaff 1d6+3 (20/x2)
--or-- +4/+4 quarterstaff 1d6+3/1d6+3 halved for +6 AC until next turn

Special
Storm Burst: 7/day (1d6+2 nonlethal, -2 to attacks; 30' ranged touch attack)

Spells Prepared:
orisons (at will) Create Water, Light, Mending, Spark.
1st (4/day) Alter Winds, Call Animal, Charm Animal, Cure Light Wounds, (D)Obscuring Mist.
2nd (3/day) Barkskin, Bull's Strength, Flaming Sphere, (D)Fog Cloud.
3rd (2/day) Cure Moderate Wounds, Summon Nature's Ally III, (D)Call Lightning.
Feats + Traits:
1-Improved Unarmed Strike (bonus from brawler)
1-Power Attack: -2 to hit/+4 damage
1-Dodge
2-Shield of Swings (bonus feat): half damage with full attack for +4AC.
3-Combat Expertise: -2 to hit/+2 AC
5-Aspect of the Beast (Night Senses): grants low-light vision.
7-Natural Spell
Martial Flexibility 4/day (top picks) Blind Fight, Bludgeoner, one of
the Improved combat maneuvers, Mobility, Scorpion Style.

Focused Mind (magic trait): Your childhood was either dominated by
lessons of some sort (whether musical, academic, or other) or by a
horrible home life that encouraged your ability to block out
distractions and focus on the immediate task at hand. You gain a +2
trait bonus on concentration checks.

Caretaker (faith trait): As the child of an herbalist or an assistant in
a temple infirmary, you often had to assist in tending to the sick and
wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a
class skill for you.

Class Features:
---Storm Druid---

Armor and Weapon 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.

Spontaneous Domain Casting
A storm 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 replaces spontaneous casting.

Nature Bond (Ex)
A storm druid may not choose an animal companion. A storm druid must
choose the Air or Weather domain, or the Cloud, Storm, or Wind
subdomain.

Weather Domain
>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.
>Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning,
4th—sleet storm

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

Windwalker (Ex)
At 2nd level, the penalties from natural or magical wind effects are
treated as one step less severe for a storm druid.
This ability replaces woodland stride.

Stormvoice (Ex)
At 3rd level, a storm druid's voice can magically carry over howling
winds and peals of thunder. Whenever a Perception check is needed to
hear the druid's voice, the DC is reduced by an amount equal to the
druid's level. This ability replaces trackless step.

Eyes of the Storm (Ex)
At 4th level, a storm druid can see through 10 feet of magical fog,
mist, gas, wind, rain, or similar inclement weather conditions,
ignoring any concealment it might grant. This distance increases by
5 feet for every 4 levels beyond 4th.
This ability replaces resist nature’s lure

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.

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.

---Brawler---

Weapon and Armor Proficiency
A brawler is proficient with all simple weapons plus the handaxe, short
sword, and weapons from the close fighter weapon group. She is
proficient with light armor and shields (except tower shields).

Brawler’s Cunning (Ex)
If the brawler’s Intelligence score is less than 13, it counts as 13 for
the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat
she doesn’t possess. This effect lasts for 1 minute. The brawler must
meet all the feat’s prerequisites. She may use this ability a number of
times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in
order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any
uses of that combat feat while using this ability count toward that
feat’s daily limit.

Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter
levels and monk levels for the purpose of qualifying for feats. She
also counts as both a fighter and a monk for feats and magic items that
have different effects based on whether the character has levels in
those classes (such as Stunning Fist and a monk’s robe). This ability
does not automatically grant feats normally granted to fighters and
monks based on class level, namely Stunning Fist.

Unarmed Strike
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat.
A brawler may attack with fists, elbows, knees, and feet. This means
that a brawler may make unarmed strikes with her hands full. A brawler
applies her full Strength modifier (not half ) on damage rolls for all
her unarmed strikes.

Usually, a brawler’s unarmed strikes deal lethal damage, but she can
choose to deal nonlethal damage instead with no penalty on her attack
roll. She has the same choice to deal lethal or nonlethal damage while
grappling.

A brawler’s unarmed strike is treated as both a manufactured weapon and
a natural weapon for the purpose of spells and effects that modify
either manufactured weapons or natural weapons.

Bonus Combat Feats
At 2nd level and every 3 levels thereafter, a brawler gains a bonus
combat feat in addition to those gained from normal advancement. These
bonus feats must be ones that affect or improve her defenses or melee
attacks. The brawler must meet the prerequisites of the selected bonus
combat feat.

Brawler’s Flurry (Ex)
Starting at 2nd level, a brawler can make a brawler’s flurry as a full-
attack action. When doing so, a brawler has the Two-Weapon Fighting feat
when attacking with any combination of unarmed strikes, weapons from
the close fighter weapon group, or weapons with the “monk” special
feature. She does not need to use two different weapons to use this
ability.

A brawler applies her full Strength modifier to her damage rolls for all
attacks made with brawler’s flurry, whether the attacks are made with
an off-hand weapon or a weapon wielded in both hands. A brawler can
substitute disarm, sunder, and trip combat maneuvers for unarmed attacks
as part of brawler’s flurry. A brawler with natural weapons can’t use
such weapons as part of brawler’s flurry, nor can she make natural
weapon attacks in addition to her brawler’s flurry attacks.

Skills + Languages:
4+1(race)x7=35+5(fco)=40

+6 Acrobatics 3(+3/+1) (-1 ACP)
+8 Climb 4(+3/+2) (-1 ACP)
+6 Fly 2(+3/+1)
+6 Handle Animal 3(+3/+0)
+10 Heal 2(+3/+4)+1
+8 Knowledge (geography) 5(+3/+0)
+12 Knowledge (nature) 7(+3/+0)+2
+8 Perception 1(+3/+4)
+8 Profession (sailor) 1(+3/+4)
+8 Profession (shipwright) 1(+3/+4)
+10 Sense Motive 3(+3/+4)
+12 Survival 3(+3/+4)+2
+10 Swim 5(+3/+2)

Languages: Common, Druidic

Gear:

Worn Gear (29lbs) +1 Quarterstaff, +1 Wood Armor
Backpack (24.5lbs) Fishing kit, Cooking kit, Shaving kit, Carpentry tools.

Encumbrance: light (53.5/58); Wealth: gp

Preferred Forms:

Medium Animals (+2 to Strength, +2 to Natural Armor)

Squid
Low-light vision
Speed swim 30 ft.
Melee bite +8 (1d3+3), tentacles +6 (1d4+1 plus grab)

Swamp Barracuda
Low-light vision; Scent
Speed 10 ft., swim 30 ft.
Melee bite +8 (1d6+3), tail slap +3 (1d6+1)

Jaguar
Low-light vision; Scent
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee 2 claw +8 (1d4+3), bite +8 (1d8+3 plus grab)
rake (2 claws +8, 1d4+3)

Giant Raven
Low-light vision
Speed 20 ft., fly 30 ft. (average)
Melee bite +8 (1d6+3)

Small Animals (+2 to Dexterity, +1 to Natural Armor)

Trumpeter Swan
Low-light vision
Speed 10 ft., fly 30 ft. (average)
Melee bite +7(1d4+2), 2 wings +2(1d3+2)

Dog (blonde mastiff)
Low-light vision, Scent
Speed 40 ft.
Melee bite +7(1d4+2)

quarterstaff 2000/4
wooden armor 1270/25
Fishing kit 5sp/3
Cooking kit 3/16
Shaving kit 1.5/0.5
Carpentry tools 5/5