Male Orc Druid (Pack Lord) 10
CN Medium Humanoid (Orc)
Init +2; Senses Perception +16; darkvision 60 ft.
AC 12, touch 12, flat-footed 10 (+2 dex)
Fort +9, Ref +5, Will +10 (+4 vs fey)
Speed 30 ft.
Ferocity Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision Orcs can see perfectly in the dark up to 60 feet.
Light Sensitivity Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Beast of the Society Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.
Savage You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you.
Pack Bond (Kio & Teima) A pack lord druid may not select a domain and must choose an animal companion. The druid gains a +2 bonus on wild empathy and Handle Animal checks made regarding her animal companion. The pack lord may have more than one animal companion, but she must divide up her effective druid level between her companions to determine the abilities of each companion. For example, a 4th-level pack lord can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion. Each time a pack lord’s druid level increases, she must decide how to allocate the increase among her animal companions (including the option of adding a new 1st-level companion). Once a druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the pack lord’s service (she must release the companion or wait until the companion dies to allocate its levels to another companion, which she can do the next time she prepares spells). The share spells animal companion ability only applies to one animal companion at a time—the pack lord cannot use it to cast a one-target spell and have it affect all of her animal companions.
Improved Empathic Link The pack lord gains an empathic link with all of her animal companions. This functions like an empathic link with a familiar. In addition, as a swift action the pack lord can shift her perception to one of her companions, allowing her to experience what it sees, hears, and so on. She can maintain this connection as long as she likes (as long as the companion is within 1 mile) and end it as a free action. The druid can only use this ability on one companion at a time, and cannot see, hear, or smell with her own body while maintaining this connection.
Nature Sense A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy 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.
Favored Class Bonus (+5) Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.
Woodland Stride Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step 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.
Resist Nature's Lure Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (3/day) 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 pack lord druid can use this ability an additional time per day at 8th 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. At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I. At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
Venom Immunity At 9th level, a druid gains immunity to all poisons.
0th (at will) Create Water
1st (5/day) Cure Light Wounds x2
2nd (5/day) Barkskin x2
3rd (4/day) Magic Fang, Greater x2
4th (3/day) Air Walk
5th (2/day) Animal Growth x2
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP
Sheyan was born into one of the few remaining savage orc tribes that roam the wilderness. In a progressive world, his tribe had clung to the old ways with an ignorant hatred. That is the kind of influence Sheyan group up with, learning to hate the progressing world and any who were not part of the tribe.
When Sheyan was still a young child, the warriors of his tribe went out on a raid to a small settlement on the outskirts of Gate Pass. However guard scouts from the city learned of the impending raid and sent help in the form of an ambush. The orc warriors were cut down and sent running, but they were followed and run down back to the rest of their tribe. Anybody that fought was put down, while a few escaped the slaughter. Sheyan was discovered hiding by one of the guards, but as he raised his blade to strike down the child a paladin in the guard stopped him. "Are you a savage as well? We do not cut down children, especially ones that have not posed a threat." He went down to a knee, helping Sheyan to his feet. "My name is Aebin. I apologize for the rashness of my friend, it has been a taxing day. Tell me, would you be interested in learning another way to live your life?" Not knowing what else he could do, Sheyan said yes. As they left Sheyan saw that his father had been slain, but his mother was nowhere in sight.
And so it was that Sheyan learned of the civilized world. He was still young, but refused to live in a group home or inside the city at all, claiming "All the noise hurts my head." The truth was that he just felt uncomfortable around all the people and their hate or fear filled stares. He spent some time inside the walls, learning from both Aebin and some orcs on his potential place in the world. However he still spent most of his time outside the city in the wilderness, surviving and living off the land despite the readily available food and shelter. He approved of civilized life and what the city has accomplished, but enjoyed the connection to the earth and plants and animals. He approved of the civilized ethics as opposed to the harshness he would have grown up with, but just didn't like the civilizations themselves.
Eventually Sheyan found his place in the world; as a Pathfinder. It was noble work that allowed him to make a living and contribute while letting him travel and spend much of his time outside. He became one of their more prominent members and is now the one who keeps track of the wild barbarian hordes, making sure they keep in line.
Appearance and Personality:
Sheyan has a powerful build and a tall frame, making him an imposing figure. He has a roughly kept short beard and pushed back hair, and beady black eyes. There are deep scars on his face that look like they could have accrued from years of fighting.
Sheyan isn't very good with books or people, but he isn't stupid; just quiet. A quiet-giant type, Sheyan still usually has a kind word for those that care to greet him. He has a free spirit and rarely stays in one place for too long, but forms strong bonds of loyalties with his friends and is known to be reliable.