About Sau're'!K of The Mulaa TribeMale Zenj Saurian Druid 2
Defense
Offense
Statistics
spells:
2nd(2/day)- Animal Aspect, Aspect of the Bear 1st(4/day)-Good Berry, Cure light wounds, Magic Fang, Produce Flame 0th(3 memorized)-Create water, Detect Magic, Guidance, Purify food and drink Special Qualities:
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. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. 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. A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus. Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:
While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will. Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Skills:
Trained +4 :climb [1] Rank, +3 Trained +7 :Handle Animal [3] Rank, +3 Trained, +1 Trait +9 :Heal [2] Rank, +3 Trained, +4 wisdom +7 :Knowledge (Geography) [3] Rank, +3 Trained, +1 Intelligence +7 :Knowledge (Nature) [1] Rank, +3 Trained, +1 Intelligence, +2 Wild Empathy +10 :Perception [3] Rank, +3 Trained, +4 wisdom +13:Sense Motive [3] Rank, +3 Trained, +4 wisdom, +1 trait, +2 Racial +6 :Spell Craft [2] Rank, +3 Trained, +1 Intellect +14:Survival [3] Rank, +3 Trained, +4 wisdom, +2 Wild empathy, +1 Trait, +1 Race(1/2 level) +4 :Swim [1] Rank, +3 Trained Untrained
Feats:
Spell Focus(Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Feat: Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Character Traits:
Jungle Guide (Regional Trait): You gain a +1 trait bonus on Handle Animal checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills is a class skill for you. Outcast's Intuition (Magic Trait): You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic. Racial Traits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. •Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. •Base Speed: Humans have a base speed of 30 feet. •Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Feat and Skill Racial Traits
Gear:
Weapons: scimitar, spear, Short spears x4 Shield: Heavy Wood shield Armor: hide shirt Head band Head-band of wisdom +2 druid kit: This includes animal feed (5 days), a backpack, a belt pouch, a Hammock, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. Saurian Shaman:
A shaman with this focus calls upon the primeval dinosaur, the archaic terror that lingers as a hungering, atavistic stranger at the fringes of the ecosystem, a destroyer and despoiler whose coming other animals dread. Nature Bond: A saurian shaman who chooses an animal companion must select a dinosaur. If choosing a domain, a saurian shaman must choose from the Animal, Destruction, Strength, and War domains. Wild Empathy (Ex): A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus. Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:
While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will. Totemic Summons (Su): At 5th level, a saurian shaman may cast summon nature’s ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability. This ability replaces a thousand faces. Wild Shape (Su): At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2. Bonus Feat: At 9th level and every 4 levels thereafter, a saurian shaman gains one of the following bonus feats: Improved Overrun, Nimble Moves, Power Attack, Skill Focus (Intimidate), or Vital Strike. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity. background:
So many Northerners. So many people coming to the jungle. So many end up dead because they do not know the dangers of the Jungle. Quicksand, Dinosaurs, Lizardmen, Diseases, and poisonous plantsare just a few of the dangers that kill people who are strangers to the Jungle. This is why people need a good guide when they leave the safety of the settlements. This is why YOU need the best Jungle guide there is. You need me, Sau're'!K. Sau're'!K is a Zenj native of Sargava. His people the Mulaa are known for working with and being friendly with the colonials. Unlike the Kalabuta however they have clung tightly to their cultural identity. Their colorful clothing and shamanistic ways set them apart from the lighter skinned Colonials. Sau're'!K grew up in the laughing Jungle with his tribe. He spent countless days in the jungle with his father learning the ways of his ancestors. He learned to survive in the wild and embrace the Jungle as a piece of him. Now he comes south to this new colony to aid the colonials as they head further south because with out those like him.... they will all most likely die.
Appearance:
Sau're!K is a short (5' 4") dark skinned man with a large tangle of braids in his hair. He has nearly non existent lips and bony cheeks that give him a reptilian sot of look. He dresses in bright dyed loose fitting clothing tending towards greens blues and browns. |