About Rovil BurlingameBackground: 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
Str 14 .. AC 16, tch 12, ff 14 (+4 armor, +1 dex, +1 dodge)
CMB +7, CMD 18; Move 30' Melee +8 quarterstaff 1d6+4 (20/x2) B --or-- power attack +6 1d6+10
Special
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
Caretaker (faith trait): As the child of an herbalist or an assistant in
Class Features: ---Storm Druid---
Armor and Weapon Proficiencies
Druids are proficient with light and medium armor but are prohibited
A druid who wears prohibited armor or uses a prohibited shield is unable
Spontaneous Domain Casting
Nature Bond (Ex)
Weather Domain
Nature Sense (Ex)
Windwalker (Ex)
Stormvoice (Ex)
Eyes of the Storm (Ex)
Wild Empathy (Ex)
The typical domestic animal has a starting attitude of indifferent,
To use wild empathy, the druid and the animal must be able to study each
A druid can also use this ability to influence a magical beast with an
Wild Shape (Su)
A druid loses her ability to speak while in animal form because she is
A druid can use this ability an additional time per day at 6th level and
At 6th level, a druid can use wild shape to change into a Large or Tiny
---Brawler--- Weapon and Armor Proficiency
Brawler’s Cunning (Ex)
Martial Flexibility (Ex)
The brawler can use this ability again before the duration expires in
If a combat feat has a daily use limitation (such as Stunning Fist), any
Martial Training (Ex)
Unarmed Strike
Usually, a brawler’s unarmed strikes deal lethal damage, but she can
A brawler’s unarmed strike is treated as both a manufactured weapon and
Bonus Combat Feats
Brawler’s Flurry (Ex)
A brawler applies her full Strength modifier to her damage rolls for all
Skills + Languages: 4+1(race)x7=35+5(fco)=40
+6 Acrobatics 3(+3/+1) (-1 ACP)
Languages: Common, Druidic Gear: Encumbrance: light (53.5/58); Wealth: gp
Worn Gear (29lbs) +1 Quarterstaff, +1 Wood Armor Backpack (24.5lbs) Fishing kit, Cooking kit, Shaving kit, Carpentry tools. Preferred Forms:
Medium Animals (+2 to Strength, +2 to Natural Armor) Squid
Swamp Barracuda
Jaguar
Giant Raven
Small Animals (+2 to Dexterity, +1 to Natural Armor) Trumpeter Swan
Dog (blonde mastiff)
quarterstaff 2000/4
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