Artemis Entreri

Scarred Klaus Stennes's page

23 posts. Alias of AGM Lemming.


Race

Human Druid | HP 10/10 | AC 16/FF12/Touch13 | Saves F+4/R+4/W+5 | Init+7 | Perception+7/Stealth+7/Survival+9

Strength 10
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 17
Charisma 4

About Scarred Klaus Stennes

Basics:

Character Name: Klaus Stennes
Character Race: Human/Ulfen
Character Class: Druid
Alignment: N
Deity: Gozreh

Current Moderator:
Adventure:
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Gender: Male
Age: 23
Height: 5' 10"
Weight: 180
Eyes: Left-Brown, Right-Blue
Hair: Brown
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Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages
Common, Slyvan, Druidic

Appearance:

Appearance: Klaus is strange looking for an Ulfen, with a dark complexion, average size and dark hair. He also has a large birth mark covering the left side of his face and his left eye is a matching brown color. To those examining the mark, and knowledgeable in such things, the angry red edges leading from just above his brow to circle the mass around the side of his face look almost exactly like a falling, burning star.... or the holy symbol of Dahak, Sorrowmaker and patron to all evil dragons! His right eye is a light, sky blue. Usually he keeps a hood over his head to hide his strange appearance and when approached he usually looks away, answering any questions with minimal phrases.

Stats:

Strength: 10
Dexterity: 17 (+2 race adjust)
Constitution: 14
Intelligence: 12
Wisdom: 17
Charisma: 4
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Hit Points: 10 (d8+2)

Defense & Saves:

Armor Class: 16 (Base: 10, Dex +3, Armor +2, Shield +1)
Flatfooted Armor Class : 12
Touch Armor Class: 13

Leather Armor +2 AC, 10 GP, 15 lbs
Light wooden shield +1 AC, -1 ACP, 3 GP, 5 lbs

Special Armor Class Notes: None
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Save vs. Fortitude: +4 (Base: +2, Con: +2)
Save vs. Reflex: +4 (Base: +0, Dex:+3, Trait+1)
Save vs. Will: +5 (Base: +2, Wis: +3)

Special Save Notes: None

Offense:

Initiative Modifier: +7 (DEX+3, Feat+4)
Base Attack Bonus: +0
Melee Attack Bonus: +0
Ranged Attack Bonus: +3

Special Combat Notes: None
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Weapons:
Dagger d4 P or S, 19-20x2, 10', 2 GP, 1 lb
Scimitar d6 S, 18-20x2, 15 GP, 4 lbs
Shortspear d6 P, x2, 20', 1 GP, 3 lbs
Sling d4 B, x2, 50'
10 bullets 1 SP, 5 lbs

Skills:

Total skill points earned: 7/level (4 + Int(1) + Human(1) + Favored Class(1)) +2 Background Skills
Druid's class skill: Climb(Str), Craft(Int), Fly(Dex), Handle Animal(Cha), Heal(Wis), Knowledge(geography)(nature)(Int), Perception(Wis), Profession(Wis), Ride(Dex), Spellcraft(Int), Survival(Wis), and Swim(Str)
From Feats & Traits: Hermean Blood: Acrobatics and Stealth, Dangerously Curious: UMD, Clever Wordplay: Mod to UMD

Skills:
Acrobatics: = +7 (Dex 3) 1 Ranks +3 [Class Skill]
Bluff, Diplomacy & Disguise: = -5 (Cha -3) -2 Drawback
Climb: = +0 (Str 0) [Class Skill]
Escape Artist: = +3 (Dex 3)
Fly: = +3 (Dex 3)
Heal: = +7 (Wis 3) 1 Ranks +3 [Class Skill]
Knowledge (nature): = +7 (Int 1) 1 Ranks +3 [Class Skill] +2 Nature Sense
Perception: = +7 (Wis 3) 1 Ranks +3 [Class Skill]
Ride: = +3 (Dex 3) [Class Skill]
Sense Motive: = +3 (Wis 3)
Spellcraft: = +N/A (Int 1) [Class Skill]
Stealth: = +7 (Dex 3) 1 Ranks +3 [Class Skill]
Survival: = +9 (Wis 3) 1 Ranks +3 [Class Skill] +2 Nature Sense
Swim: = +0 (Str 0) [Class Skill]
Use Magic Device: = +6 (Int 1) 1 Ranks +3 [Class Skill] +1 from Trait

Background Skills:
Appraise: = +1 (Int 1)
Craft: = +1 (Int 1) [Class Skill]
Handle Animal: = +1 (Cha -3) 1 Ranks +3 [Class Skill]
Knowledge (geography): = +N/A (Int 1) [Class Skill]
Profession(Herbalist): = +7 (Wis 3) 1 Ranks +3 [Class Skill]

Feats & Traits:

1st Level: Improved Initiative

Human Bonus: Hermean Blood
Select two skills associated with the same ability score. (Acrobatics & Stealth: DEX) They become class skills.

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Traits:
- Magic: Dangerously Curious: +1 to Use Magic Device and it is a Class Skill
- Combat: Deft Dodger: +1 trait bonus on Reflex saves
- From Drawback: Social: Clever Wordplay: Choose one Charisma-based skill. (UMD) You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Drawback: Foul Brand: The symbol of Dahak is a huge birthmark on the left side of my face. -2 to Bluff, Diplomacy and Disguise checks.

Class Abilities:

Druid
Weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear
Armor: Light & Medium non-metalic armor and shield

Druidic spells. Wisdom bonus and DC

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.

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.

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 (see Using Skills). 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 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.

Air Domain/Cloud Subdomain
Deities: Gozreh
Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—solid fog, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—storm of vengeance.

Equipment & Gear:

Traveler's Outfit
Cold Weather Outfit

Backpack - 2 GP - 2 lbs (Total: 10 lbs)
Bedroll - 1 SP - 5 lbs
Ration, Trail (3) - 5 SP ea - 1 lbs each

Pouch, Belt - 1 GP - 1/2 lbs
Waterskin - 1 GP - 4 lbs

Total weight carried: 54.5 lbs
Armor & Shield: 20 lbs
Weapons: 13 lbs
Other Gear: 21.5 lbs

Carrying capacity: ->33 lbs / ->66 lbs

Starting Gold: 70 GP
Armor & Shield: 13 GP
Weapons: 18 GP 1 SP
Other Gear: 13 GP 6 SP

Remaining Gold: 25 GP 3 SP


Base Speed: 30 ft.
Magic:

Level 0: (3) Guidance, Light, Stabalize
Level 1: (1 +WIS(1) +Domain(1)
- Cure Light Wounds
- Endure Elements
- Domain: Obscuring Mist

Save DC: 10 + Spell Level + WIS(3)

Character History:

So what do you say when people want to know you, and you don't really know yourself? I was the bastard son of.... No, that's not right. I wasn't a bastard, not at birth. My parents were happily married, until I was born. They were Jolath and Kryssall Stennes. Jolath was a good Ulfen man, a hunter and a very good one. He was large and strong as all good men should be. Kryssall, well she was a war trophy wife. But she was equal in their relationship as she had power from her goddess Shelyn that she could call on. Besides, she had the beauty of her goddess wrapped in a size of a human wife. I wonder sometimes where she actually came from. Was there Fey influence in her history?

Anyway, twenty three years ago I was born to Jolath and Kryssall Stennes. Unlike a good Ulfen male I have dark hair, dark skin, and one brown eye. I also have a hideous birthmark covering most of the left side of my face, starting small above my eye and expanding down to cover most of my lower face. It had a red outline making it look almost like and angry scar. Jolath wanted to throw me to the wolves. I'm told that his fury knew no bounds when Kryssall defied him and clung to me. He stormed out of our home, and out of the village snarling like a wild thing. He took no supplies but the knife on his belt and was gone for several months. Kryssal tried to explain to the people of the village, but after one look at me she was shunned. When Jolath returned, months later, he again demanded that I be sacrificed to the gods of the north.... or that Kryssal leave his home with me. She gathered her things and me, and left him.

She didn't go far. She knew of a cave almost within sight of the village. It was a hard life and there were several times that she had to leave me alone to hunt. I learned pretty quick how to defend myself from the rodents and things that lived in the cave with us. As I grew I learned to kill the smaller ones. She tried to teach me of her faith, but how does one believe and trust in a goddess of beauty when one looks like I do? But since my upbringing came from a woman of faith I guess it is no surprise that I learned my own path as one of faith. Fortunately when I got my calling my mother was willing to accept that it wasn't to her god, and she knew enough about other deities that she could teach me about mine.

While Mother was teaching me of my patron she also explained why my birthmark was significant. As I had grown the mark had become more clear and the red on the edges had expanded a bit making spike-like marks away from the edges on the lower area. No hair grew from the mark making it very easy to see. Mother explained that the mark looked exactly like the holy symbol of Dahak, Sorrowmaker and patron to all evil dragons. Since it had presented on my birth, and had only gotten stronger since, any of the superstitious villagers that recognized it would definitely see it as an evil portent. Even those that didn't recognize it (most of them) would likely see it as something evil that was attached to me. With the mark I would never be welcomed into a village like our home!

About a year ago Jolath died. Some of the men of the village, the more honorable ones, approached Kryssall and suggested that she return to the village to live in his home again. I think they remembered her beauty as well as her value as a healer of Shelyn. I was accepted, grudgingly, because I was now a man and could contribute, even though I was no proper Ulfen man. I know I'll never be accepted by the men of the village, but it's time to see where my path will lead me.