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About Sheth MauckSheth Mauck
Standard Daily Spells:
0th Level 3/day - Purify Food and Drink, Resistance, Spark 1st Level 2/day - Cure Light Wounds, Snowball Currently Prepared Spells:
0th Level 3/day - Purify Food and Drink, Resistance, Spark 1st Level 2/day - Cure Light Wounds, Snowball --------------------
Elemental Eidolons:
At 1st level, an elemental ally has four elemental eidolons she can summon, one each for the elements of air, earth, fire, and water. Their abilities and statistics are determined using the rules for elemental eidolons for the Unchained Summoner class, as if the elemental ally were a summoner of her druid level, except they gain no additional evolution pool (just those evolutions from their base form and base evolutions from their subtype).
Each of the four elementals has its own base form, skills, and feats. The elemental ally can summon one of these elementals with the same 1-minute ritual a summoner normally uses to do so. The elemental ally can’t summon an eidolon or cast summon nature’s ally if she currently has an eidolon summoned. She also can’t summon an eidolon if she currently has a creature summoned through other means. If one of the elemental ally’s eidolons is killed, she cannot summon any eidolons for 24 hours. The elemental ally can dismiss her eidolon as a standard action. As the elemental ally gains levels, her elemental eidolons’ base statistics and base evolutions increase as if her druid level were her summoner level. The eidolons gain the darkvision, link, share spells, evasion, ability score increase, devotion, multiattack, and improved evasion abilities at the appropriate levels, but never gain an evolution pool. Abilities and spells that grant additional evolution points to eidolons do not function for elemental eidolons, though any ability that would grant evolution points to an animal companion does work. The elemental ally does not gain life link or any other class features a summoner gains in relation to her eidolon. This ability replaces nature’s bond and wild shape. Elemental Empathy:
An elemental ally can improve the attitude of a creature of the elemental subtype. This ability functions just like a Diplomacy check to improve the attitude of a person. The elemental ally rolls 1d20 and adds her druid level and her Charisma modifier to determine the elemental empathy check result.
To use elemental empathy, the elemental ally and the elemental 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 elemental in this way takes 1 minute, but as with influencing people, it might take more or less time. An elemental ally can also use this ability to influence a non-elemental outsider with the air, earth, fire, or water subtype, but she takes a –4 penalty on the check. This ability replaces wild empathy. Elemental Magic:
The elemental ally can target elementals (including her elemental eidolons) with any spell she casts that targets animals, even though elementals can’t normally be targeted by such spells. Wild Empathy:
(Re)gained through the Wildling feat.
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. --------------------
Feats: Wildling Racial Traits: Day Raider, Armor, Wild Forest Kobold Traits: Survivor, Wisdom in the Flesh (Stealth) Skills: Climb +3 (1 Rank, CS+3), Knowledge (Nature) +7 (1 Rank, CS, Wild Sense +2), Perception +9 (1 Rank, CS, WFKobold +2), Sense Motive +4 (Survivor +1), Stealth +7 (1 Rank, CS, WitF), Survival +11 (1 Rank, CS, Nature Sense +2, WFKobold +2) Background Skills: Handle Animal +6 (1 Rank, CS), Knowledge (Geography) +5 (1 Rank, CS) Languages: Draconic, Common, Druidic
Worn/Carried, 40lbs:
- Worn: Explorer's Outfit, Leather Cuirass, Backpack, Waist Pouch, Bandolier (2), Light Wooden Shield, Club, Sling, Sling Bullets (10) - Pack:Shortspear (2), Signal Horn, Hemp Rope (50ft), Canteen (2), Trail Ration (7) - Elementals: Exotic Riding Saddle (Earth Elemental, Exotic Riding Saddle (Fire Elemental), Spiked Chain (Air Elemental) Carrying Capacity Light 20, Medium 40, Heavy 60 --------------------
Background Part 1: Alone and Afraid:
Sheth was just a young kobold pup when his tribe was faced with a hardh decision. The local wyvern populations had exploded that summer, meaning that not only had food become scarce in the eponympus Wyvern Peaks, but some were even ranging down into the Sanos forest, the tribe's other hunting ground, and wreaked havoc on the ecosystem there. Forced to choose between the slow starvation of the entire tribe, or the sacrifice of the weaker members, they chose the latter. This is how Sheth, along with another hatchling, and three of the eldest kobolds, came to be driven out and abandoned by their tribe. He never did learn what happened to the rest of those poor folks, but Sheth was determined not to die yet.
Surviving off of what scraps of meat were left behind by the predators of the forest, what nuts and berries he could forage, and, in truly dire times, whatever small creatures he could catch himself, the young kobold did anything it took to stay alive. He fought tooth and claw to cling to life in those forests, and eventually found himself at the foot of the Wyvern Mountains. He proceeded with caution, remembering a warning of great danger in the mountains, from before his people abandoned him. As he tried to remember the specifics of the danger, he witnessed a wyvern swoop down, and take off with a live goat now clutched in its talons. Witnessing this, he decided that perhaps the mountains were not for him, and quickly made his way through them. Now, having passed through the Wyvern Mountains, there was only one place Sheth could be: the Cinderlands. Not that he would know, having never been told of the place, except perhaps in stories he was too young to remember. The Cinderlands were a desolate place, harsher to survive in than even the mountains would have been. This would trult have been the harshest test for the kobold yet, and spelled almost certain death - were it not for a stroke of great luck. While wandering, searching for food, any food (or clean water), he found the carcass of a giant ant. While it had more legs broken than not, and its exoskeleton was covered in scratches and gouges, it seemed like whatever had killed it had been unable to get at the juicy meat inside of the armored shell. Taking up a sharp rock, Sheth began the painstaking process of prying the husk from the meat. When it was done, he had more bug meat than he could eat, and a pile of armored shells. Struck with a flash of inspiration, he scraped out as much of the ant's 'squishy bits' as he could, and fashioned the ex-ant's exoskeleton into a set of crude-but-functional armor. With a full stomach, and new hope, the kobold set off once again, this time in search of water. Over the coming weeks, Sheth survived almost entirely off of leftover meat from other predators, 'unopened' ant corpses, and anything small and weak enough for him to catch and kill himself. Soon enough, the weeks turned into months, turned into a year, and then two, as the kobold fell into the brutal, savage routine of survival. Part 2: Dawn of the Druid:
But, as all things do, this time came to an end. This end came in the form of a sturdy, stocky humanoid figure that loomed over the kobold, and a second figure, made entirely of earth and stone, who towered over them both. Terrified, and with his flight reflex already honed to an art form, Sheth took off in directly the opposite direction, but was blocked by that same earthen figure emerging from the ground in front of him. After much wrangling, and finally convincing the kobold that he meant no harm, the dwarven Druid tried to ask the kobold what he was doing by himself in these savage plains. Coming to realize that his new 'friend' was half-feral, and hardly spoke a lick of common to begin with, the old dwarf tried again, with vigorous pantomiming. After a full afternoon of challenging communication, and delicious goodberries, they had established that, "The kobold is named Sheth, and he survives alone," and "The dwarf is named Barissom, and finds that odd." It was a rocky start, but a start nonetheless.
Over the coming days, Barissom earned the trust of Sheth, and learned more about him. Over the coming weeks, Barissom taught Sheth some rudimentary Common. Over the coming months, and years, Barissom taught Sheth 'the true ways of nature', with the material and elemental planes in balance together. And Sheth, reluctant at first, soon took to his Druidic training with gusto. In a very nervous return to the Wyvern Mountains, Sheth performed his first ritual... mostly to Barissom's instructions, and bound his first elemental spirit, a stoic, serpentine earth elemental. As they traveled northwest over the Cinderlands, and into the Storval Plateau, they bore witness to a tree getting struck and ignited by lightning. Barissom took the opportunity to have his kobold apprentice summon and bind his second elemental spirit, this one a quadrupedal fire elemental, in the shape of a horse. Shortly after working their way South, through the Curchain Hills, and the Churlwood, they found themselves on the serene shores of the Ember Lake. Wading out into the waters as far as he dare, Sheth summoned his third spirit, an aberrant water elemental, which carried itself with a regal bearing. Finally, after following the Yondabakari River along the edge of the Mushfens, and heading into the airy peaks of the Fenwall, Sheth performed his final ritual, and summoned a humanoid air elemental, with brawn to spare. Having achieved control over the four elements, the kobold, not so young anymore, knew his time with his druidic master would soon come to a close. And so it did, at the edge of the Mindspin Mountains, at the entrance to Bloodsworn Vale. It was here that Barissom performed the final rites that marked Sheth as a full Druid in his own right. Barissom planned to head further South, and continue travelling the wilds of Golarion, and offered for Sheth to join him. After a moment's consideration, he had to decline. They had traveled together for years, and seen much of Varisia, but there was one place they had not gone, and Sheth had to at least return there, and see what there was to find in the Sanos Forest. This choice, though regrettable, would be deeply formative for the no-longer-young kobold. Part 3: Extinction Event:
As Sheth passed the treeline, and started into the woods, a flood of memories washed over him. A small handful were from the early years amongst his tribe, though most memories of that time had faded long ago, into the sands of time. Many more were from that first year of desperately trying not to die amongst the undergrowth of the forest. Foraging for roots and berries he could eat, finding out the hard way what berries he COULDN'T eat, hiding under bushes while forest predators stalked past, and eating scraps of half-rotten meat from the leftovers of said predators.
They were not pleasant memories, but still, he sought to reunite with the tribe that had abandoned him so long ago. He could not quite place why he sought to go back; he did not want to REJOIN the tribe, nor could he remember so much as the faces of his former tribe members. And yet, something inside himself drove him to find them, to let them know that he was he hadn't died as a hatchling all those years ago, and... something else. Sheth had felt that there was another reason he sought them, one he had been unable to place. However, as he headed deeper and deeper into the woods, he realized that he had no clue where to start looking for his tribe. Even with his earth elemental helping him search, he found no signs of the tribe ever having been in this part of the woods. That evening, as Sheth made camp after his first day of searching, he was struck with an idea. As a hatchling, he had avoided the gnome villages in the forest, as they were unknown creatures who greatly outnumbered him. Now, however, he thought that they might be able to help him in his search. At the very least, they had been in this forest while he was gone, so they might know where his people were now. So the next day, he headed for the nearest gnome settlement he could find, and had been met with a half-dozen arrows, nocked in shortbows. Reasonably alarmed, he raised his hands and shouted in Common, "Sheth means you no harm! Sheth wishes only to ask you questions, about the forest and the kobolds who live in it!" A high-pitched voice shouted back, "You mean the kobolds who attacked our village five years ago? The kobolds we thought we had wiped out?" Sheth had been shocked. From what he remembered, his people wouldn't have just attacked a village like this. Not out of any moral reason, but because it would have been exactly the slaughter the gnome had described. Though short, the gnomes had a wall protecting their village, and their archers could shoot down from atop it. His arms had sagged down to his sides, and his gaze had dropped to the earth, as he thought about what the gnome had said. "Please," he eventually managed to shout back, "Please, Sheth must know more. May Sheth come inside?" Perhaps the gnomes had heard the pain in his voice, or they thought a lone kobold was no serious threat. Whatever the reason, they opened their gates, and allowed him into their village. Though they asked him to leave the earth elemental outside, Sheth dismissed him, and summoned his water eidolon instead. Though it was oddly deluded into thinking itself royalty, the creature was much more charming and personable than the other elementals, or even Sheth himself, and managed to talk his way into being allowed in as well. As the elemental and the kobold talked to more and more of the gnomes, gathering what information he could from the time when the kobolds attacked, he began to piece together a vague idea of what happened half of a decade ago. When they were not hunting the goats and other fauna of the Wyvern Mountains, his people had survived mainly off of hunting a kind of wild boar that lived in these woods. However, since they had been driven out of the mountains by the eponymous dragonkin, they had been hunting the boar year round. Finally, five years ago, it seems the population of the beasts had hit a critical low, and the the wild boar were wiped out. Facing starvation once more, the kobold tribe made a desperate move in order to survive. They had attacked the gnome village, and, much like the boars before them, had been completely wiped out. In a cruel twist of fate, Sheth, who had been left for dead, was the only surviving member of his tribe. Having come to this crushing realization, Sheth sunk to the ground, and remained there for several hours. The gnomes, wary of the kobold in their midst, but recognizing heartbreak when they saw it, simply draped a blanket around him, and let him be. (Though they kept a watchful eye on him, in case he did anything rash, like seek vengeance.) As the sun first began to touch the horizon, Sheth finally rose from where he had collapsed, and thanked the gnomes for their time, and their hospitality. He made his way directly back to the camp from the night before, pausing only to bring out his serpentine companion. Once there, he collapsed once more,and setting aside what he had learned that day, he thought about his future. Meeting with his former tribe was no longer an option. Barissom had too much of a head start to catch up to, even if Sheth knew where he would go. He also knew, without hesitation, that he would never be comfortable living in any of the towns or settlements that he and Barissom had visited in their travels. As the small reptilian fell asleep that night, for the first time in his life, he felt truly lost, and directionless. The next morning, however, Sheth was struck by a realization: he had nowhere to go, but that didn't mean he was without purpose. He was still a druid, a primal guardian of nature, and he had just been shown his purpose. He must preserve the many and varied species of the world, so that no tragedy like this happens again. It was just as he was coming to this resolution, that the ground began to shake, as if the earth itself was giving him its approval. However, over the coming days, the quakes continued. After consulting with his earth elemental, they determined that the quakes were coming from almost due north; towards the Storval Stairs. Taking the timing of the first quake to be an omen, to mean that this was where he was meant to begin his mission of preservation, he headed for the source of the earth's rumblings - but not before stopping by the nearby town of Ravenmoor, to stock up on supplies... Personality:
You want to know about Sheth's personality? Well sit down, and Sheth will tell you...
- Sheth talks with a slight rasp. Not the animalistic hiss of serpentfolk (though Sheth does sometimes struggle with 'b's and 'p's), but the dry rasp of a voice that went unused for years. - Even now, Sheth speaks little. Only what is necessary to say what Sheth means. - Sheth speaks Common in third person. This is not because Sheth is stupid, it is just leftover from when Barissom taught Sheth. In fact, Sheth rarely uses pronouns at all. - Sheth understands that it is impossible to preserve all life - this is not nature's way. But Sheth wants to at least preserve every species of life, if Sheth can. - Sheth is usually slow to trust, but Sheth is also very protective of those Sheth grows attached to. It is worth the effort to befriend Sheth, Sheth promises. - Having grown up in the wilderness, Sheth is ignorant on the habits of nearly all cultures, even his own. Description:
Covered in deep green scales, the color of thick underbrush, Sheth is a natural at blending into forested terrain, right down to his dark brown eyes. He compliments this with his outfit, made of fabrics dyed in varying shades of dark green and brown, and absolutely lousy with pockets and storage space. He also walks with a habitual hunch, leftover from a youth filled with running, hiding, and sneaking. When drawn up to his full height, however, Sheth stands impressively (by kobold standards) over three feet tall, but his lean build means that he comes off as more 'ungainly' than 'imposing'. Thankfully, the presence of a great stone serpent, or a blazing pony helps keep him from being ignored. |