Female Merchant

Sulan Kator's page

152 posts. Alias of Peet.


Full Name

Sulan Kator

Race

Current Buffs: bull's strength

Gender

Half-Orc Goliath Druid 3/Warrior 1 | HP 32/39, 5 nonlethal | AC 20 : T 10 : FF 20 : CMD 17 | F +9 : R +4 : W +8 | Init +0 Perc +11 S.M. +2 | Greataxe +8, 1d12+9

Alignment

Chaotic Neutral

Deity

Azathoth

Languages

Orc, Common, Druidic, Giant

Strength 18
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 14
Charisma 7

About Sulan Kator

Quick Background:
* Sulan is from the Burning Sun orc tribe, which worships Azathoth as their patron. They believe that one day the sun will scorch the earth and desert sands will cover all the land; only those who have learned to live in the desert will survive as "Azathoth's Chosen." Azathoth's rituals commonly include bonfires, hallucinogens, self-flagellation, and sacrifice.
* The tribe favors powerful mounts, such as megafauna, though such animals are hard to come by in the desert.
* This tribe lives in the Northern Windswept Wastes, a desert region south of Iobaria and southeast of Restov. It is north of the Pit of Gormuz and the Empire of Kelesh.
* Sulan was a young and aspiring warrior who desired to be such a beast rider. So he set out to steal himself a mount.
* He managed to unhitch a riding beast, but not knowing how to ride, he soon fell off the beast as he tried to gallop away into the night. He was caught by the tribe.
* Zukath, the High Shaman of the tribe indicated that Sulan must be punished. Sulan was sentenced to the "Scourge of Flint."
* During the Scourge of Flint, the prisoner must navigate a labyrinth of natural stone gullies, while under the effect of a powerful hallucinogen, occasionally struck with whips by orcs standing on top of the chasm walls, and dodging flaming oil cast into the chasm by the same orcs. All while going barefoot on a landscape of sharp flint stones.
* The Scourge is intended as an entertainment for the rest of the tribe, and few survive. But Sulan staggered out of the labyrinth, battered and scarred, but alive. Those that do are celebrated among the tribe as a kind of "sports hero," and Sulan found himself the center of admiration for the tribe. He was given the Great Spiral Sun tattoo as a reward.
* This brought Sulan to the attention of Gothak, one of the tribe's druids. He came to Sulan and told him that if he wanted a mighty mount, he should instead learn to call such a mount to him. Sulan then became Gothak's apprentice.
* Zukath was still angry with Sulan for surviving his punishment, which Zukath saw as a kind of defiance to his will.
* Zukath arranged for Sulan and some other "undesirables" to be sent on a "trading mission" to Restov. On their way they were ambushed by a much larger group of orcs sent by Zukath, led by Morok, the orc who owned the mount Sulan tried to steal.
* Only Sulan was able to escape, using his druid magic to do so.
* Sulan has now made his way to Desertsands, not because he still thinks he has a mission, but simply because he is afraid to return home. He has heard that the people of Desertsands hire half-orcs as guards, and is in town looking for work.

Appearance:

Sulan is a Sandkin (desert) half-orc, and his skin is a sandy dark tan color. His eyes are gold, and he stands 6'3"; he is powerfully built. He has prominent tusks and numerous scars, including some that look like burn scars, which most people find off-putting. His clothing is that of a desert nomad, and he wears strange armor that seems to be made from interlocking stone plates sewn to a leather backing. It has many nicks and scrapes and looks like it has gotten plenty of use and has been patched and repaired many times. He carries a large axe with an obsidian head over his shoulder, and looks like he knows how to use it.

Personality:
Sulan is a risk-taker. Knowing that all things die but also believing in his own destiny, Sulan grabs life by the reins and pulls, accepting whatever consequences that may come. Knowing that both good and bad things are given by life, he doesn't waste time worrying or crying over losses and has an easy-going nature. This means he has a hard time holding grudges, and though he fights ferociously once a fight is over he is happy to be his opponent's friend again. He has a quick and rough sense of humor.

Half-Orc racial traits:
+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Druid
Goliath Druid archetype
Fur Subdomain

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Special abilities:
Predator’s Grace (Su): (swift action, 5/day) +10 feet bonus to land speed & low-light vision for 1 round.

Spells Prepared:
0th level: create water, detect magic, guidance, mending
1st level (DC 13): burning sands, magic fang (D), scarify, touch of the sea
2nd level (DC 14): aboleth's lung, bull's strength, hold animal (D)

Yesterday's Spells:
0th level: create water, detect magic, guidance, mending
1st level (DC 13): alter winds, magic fang (D), scarify, touch of the sea
2nd level (DC 14): aboleth's lung, bull's strength, hold animal (D)

0th level: create water, detect magic, guidance, mending
1st level (DC 13): charm animal, magic fang (D), burning sands, scarify
2nd level (DC 14): hold animal (D), barkskin, bull's strength

domain spells:
Domain Spells: 1st—magic fang, 2nd—hold animal, 3rd—beast shape I (animals only), 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

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Vitals

HP: 39 (1d10 (10) + 3d8 (15) +8 CON +6 Feat)
AC: 18 (+8 Armor) Touch AC: 10 Flat-Footed AC: 18
Fractional Saves: Warrior 1: +1/2, +1/3, +1/3, Druid 3: +3/2, +3/3, +3/2. Totals: +4/2 (+2), +4/3 (+1), +11/6 (+1)
Saves: Fort +9, Ref +4, Will +8 (includes +1 resistance and +2 luck bonus)
Initiative: +0
BAB: +3.25 CMB: +7 CMD: 17
Movement: 20 feet

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Combat

Melee with Power Attack: +7 (+3 BAB, +4 STR, -0 Feat)
* Masterwork Greataxe POWER ATTACK! +8 (+1 Mwk), 1d12+9
* Earth Breaker +7, 2d6+9
* Spear +7, 1d8+9
* Wooden Stake +7, 1d4+6
* Bite +7, 1d4+9
* Bite Secondary +2, 1d4+3

Ranged:
* Sling +3 1d4+4
* Spear +3 1d8+6
* Wooden Stake +3, 1d4+4

Combat Gear:
Masterwork Obsidian Greataxe 315 gp, 9 lbs.
Masterwork Stone Lamellar Armor 650 gp, 45 lbs. (Max Dex +0, ACP -6)
Sling 0 gp, -
2 x Stone-Tipped Spear 1 gp, 9 lbs.
Stone Earth Breaker 10 gp, 10.5 lbs.
10 sling bullets 0.1 gp, 5 lbs
5 Wooden Stakes 0 gp, 5 lbs.

Total 976.1 gp, 83.5 lbs.

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Character Choices

Favored Class Bonus: +3/3 (+1) bonus to natural armor when wild shaped

Traits:
Fate's Favored (faith) +1 to all luck bonuses.
Clever Wordplay (social) use INT instead of CHA for Handle Animal.
Tusked (race) gain a 1d4 bite attack.

Feats:
Warrior Proficiencies: Simple & Martial Weapons, All Armor, Shields (except Tower Shields), Exotic "Orc" Weapons.
1st level:Tribal Scars (Night Hunt) +6 hp and +2 to perception and survival
3rd level: Furious Focus

Feat Plan:

5th level: Boon Companion
7th level: Dreamed Secrets
9th level: Vital Strike

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The Druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

A goliath druid gains Bluff, Diplomacy, and Knowledge (local) as class skills, but does not gain Craft, Profession, and Ride as class skills.

The Warrior's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), and Swim (Str).

Adventuring Skills:
(2*1 + 4*3 + INT*4 Ranks = 18 ranks)

Armor Check Penalty -6

Climb +2 (1 rank, +4 STR, +3 Class, -6 ACP)
Perception +11 (4 rank, +2 WIS, +3 Class, +2 feat)
Knowledge (nature) +10 (4 rank, +1 INT, +3 Class, +2 Ring)
Spellcraft +8 (4 rank, +1 INT, +3 Class)
Survival +11 (4 rank, +2 WIS, +3 Class, +2 feat)
Swim +2 (1 rank, +4 STR, +3 Class, -6 ACP)

Background Skills:
Handle Animal +7 (4 rank, -2 CHA, +3 Class, +2 Ring)
Craft (primitive weapons) +8 (4 rank, +1 INT, +3 Class)

Wild Empathy: +3 (3 levels, -2 CHA, +2 Ring)

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Miscellaneous Gear

Ring of Sacred Misteltoe:
This tiny ring of living mistletoe coils about the wearer’s finger of its own accord. The wearer gains a +2 competence bonus on Handle Animal, Knowledge (nature), and wild empathy checks, and a wearer with the woodland stride ability can move effortlessly, without harm or impediment, even through magically created or manipulated plants. This does not allow the wearer to move through solid objects or creatures.

Furthermore, the wearer can use shillelagh once per day.

free Warm Weather Clothing
_2 gp Backpack 2 lbs
_5 gp Survival kit 5 lbs (flint & steel, 2 waterskins, mess kit, small knife, map)
_1 gp Grappling hook 4 lbs.
_2 gp Rope, 100' 20 lbs.
_1 gp Signal horn 2 lbs.
_2 gp 2 x Scroll Case 1 lb.
_2 gp Scrivener's Kit 1 lb.

15 gp, 35 lbs.

_1 sp Bedroll 5 lbs.
_1 sp Fish hook -
_5 sp Bandolier -
_5 sp Waterproof Bag 0.5 lbs.
_4 sp 4 x Oil, flask 5 lb.
_5 sp Hammer 2 lbs.
10 sp 10 x Piton 5 lbs.

31 sp, 17.5 lbs.

50 cp 10 x Iron Spike 10 lb.
_3 cp Clay jug 0.5 lbs.
_1 cp Soap 0.5 lbs.
_3 cp Earplugs -
_3 cp 3 x Chalk -
16 cp Rice paper 16 sheets -
_2 cp String 100' 1 lb.
_2 cp Twine 100' 1 lb.

80 cp, 13 lbs

Total 18.9 gp, 65.5 lbs
Plus Combat Gear 976.1 gp, 83.5 lbs.
Grand Total 995 gp, 149 lbs. (300 lbs carrying capacity)

5 gp left over