Wild Child

Tarjun Branston's page

1,489 posts. Organized Play character for Ythiel.


Full Name

Tarjun Branston

Race

Human

Classes/Levels

Wood Oracle (3)/ Skald (Boaster) (1)/ Rage Prophet (1)/ HP 35/35, AC 17/ T 11/ FF 16/ Saves: Fort +4, Ref +1, W+4/ Perception -1/ Initiative +2/ Oracle Spells (lvl 1): 2/5/ Skald Spells (lvl 1): 2/2/ DL 0/1/ MH 0/1/ GS 0/1/ Rage 0/8

Gender

M

Size

S

Age

13

Alignment

CG

Deity

None

Location

Oakstead

Languages

Common

Strength 14
Dexterity 10
Constitution 10
Intelligence 10
Wisdom 8
Charisma 17

About Tarjun Branston

Male Human, Oracle (3), Skald (1), Rage Prophet (1)
Alignment: CG
Hair: Black
Eyes: Brown
Deity: None
Init: +2; Perception -1
Favored Class: Oracle (+1 PV)
Languages: Common

Special Abilities:

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Oracle

Spoiler:
Curse:
Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.

Revelations:
Wood Bond (Ex): Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bonus increases by +1 at 5th level and every five levels thereafter.

Wood Armor (Ex):You can conjure wooden armor around yourself, which grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. The armor vanishes if you remove it.

Skald:

Raging Song: (8 rounds)
Inspired Rage:At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Rage Prophet:

Savage Seer: A rage prophet’s class level stacks with barbarian levels for determining the effect of his rage powers, oracle revelations, and his oracle’s curse. This does not grant additional abilities.

Spirit Guide: Every rage prophet possesses a spirit guide, an insubstantial phantom that speaks to his mind, watches over him, and lends him its strength and wisdom. Whenever the rage prophet rages, he gains the benefit of a single guidance spell from his spirit guide; this bonus can be used at any time during his rage. The spirit guide also allows the rage prophet to use dancing lights, ghost sound, and mage hand as spell-like abilities once per day each (caster level equal to the rage prophet’s class level). The DCs are Charisma-based.
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DEFENSE
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AC: 17, touch 11 , flat-footed 16 (+1 Size)
HP: 35
Fort: +4
Ref +1
Will +4

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OFFENSE
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Spd: 15 feet
Melee:
Quarterstaff (+7/1d4/1d4/x2)
+1 Disruptive club (+8/1d4/x2)

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Equipment and Money
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Starting Money: 0 PO
Combat Gear:
Defense: Masterwork Chainmail
Offense: +1 Disruptive Club, Quarterstaff

Other items: Willow flute, rabbit

Spare Money:
PP: 0
GP: 0
SP: 0
CP: 0

Other valuable:
Carried Weight: lbs

Encumbrance:
58 lbs: Light Load
59-116 lbs: Medium Load
117 -175 lbs: Heavy Load

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Statistics:
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Str 14
Dex 10
Con 10
Int 10
Wis 8
Cha 17

Base Attack: +3; CMB: +4, CMD: 14

Feats:
Simple Weapon Proficiency (plus hammer,battleaxes, heavy picks)
Martial Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency (except tower shield)
Toughness (+3 HP)
Bardic Knowledge (A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.)
Endurance (a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.)
Lingering Performance (+2 rounds of Raging Song)
Power Attack

Skills: (Base 4 + 1)

Bluff +7
Climb +8
Diplomacy +9
Craft (carpentry) +8
Knowledge (dungeeonering) +3 (Breathnacht)
Knowledge (local) +5
Knowledge (nature) +8 (+1 Breathnacht)
Knowledge (religion) +7 (Breathnacht)
Perform (oratory) +8
Sense Motive +4
Spellcraft +6
Stealth +8

Background Skills:
Lvl 1: Handle Animal: +8
Profession (farmer) +4

Lvl 2: Profession (farmer) +5
Craft (carpentry) +1

Lvl 3: Perform (Wind Instrument) +7
Profession (farmer) +6

LVL 4: Perform (Wind Instrument) +8
Perform (oratory) +1

Lvl 5: Handle Animal +9
Perform (wind instruments) +9

Languages (1): Common

Traits: Reactionary, Artisan

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Spells :

Oracle
Orisons:

Spoiler:
Guidance
Detect Poison
Purify Food and Drink
Create Water
Resistance

1st Level:

Spoiler:
Shield of Faith
Cause Fear
Shillelagh

Skald:
Orisons:

Spoiler:
Dancing Lights
Unwitting Ally
Resistance
Flare

1st Level: (2/day)

Spoiler:
Cure Light Wounds
Sleep

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Background:

Spoiler:
It is a truth universally acknowledged that trees have quite an impressive memory.
In 4102 at 2 p.m, Errin Branston sat against the trunk of an oak tree to take a drunken nap.
At 4.30 p.m, in a drunken rage, he shot down the woodpecker which had woken him up with a single bullet from his sling, and staggered back home.
In several thousand years of existence, the Ancient One Tschschrnrr' rnschhrtsf' rnneffschrr 'r (Ernie for friends) had never seen something quite like it before -and he was not easily impressed, even for an oak tree. In less than two centuries spent gossiping and asking around, every tree in the forest knew the name of the unlikely hero who had slain their archnemesis, and then left without asking for a reward. His name got whispered in high places, where it was unanimously decided that his favour would be returned.
It is much less commonly known, however, that trees have an awful time remembering faces, and that their perception of time is far less acute than humans'.
Their blessing befell the Branstons' first born, whose birth was celebrated by a chorus of twenty birch trees, ten ash trees, and no less than four oaks.
Although, amidst the cries of his mother in labour, and the scandalized protests of neighbouring trees uninvited to the party, it went largely unnoticed.
The young protégé grew up under the watchful eyes of both plans and humans, and never manifested any remarkable ability except for a seemingly neverending energy, and quite a decent aim with a sling.
He received more attention, however, when his divine choosing became apparent in the form of a bad fall. Instead of a ghostly haunting or the ability to shoot fire with his eyes, his left leg almost unexplicably stiffened over the years. No healer managed to come up with a sufficient explanation. Words like "paralysis" and "possible spread" were whispered in hushed voices when the child couldn't hear. Desperate for a better diagnosis, the Bransons started to save money.
Surprisingly, the phenomenon never went past the boy's left hip. Since neither his health nor his good humour were affected, the stiff leg was eventually attributed to a bad recovery, and he received his own handmade crutch.
And if Tarjun realised that he now has the ability to conjure water out of thin air, turn rotten apples into fresh ones, and scare off the dogs barking at him, he mostly uses it to his very personal advantage.

Appeareance and personality:

Spoiler:
Tarjun inherited his olive skin and lanky shape from an unknown ancestor that his father and mother never agree upon. His messy black hair hide two almost perpetually laughing brown eyes, and a grin with a lot of missing teeth. His wagging tongue compensates for his constant limp -at least, according to Mr.Branston. Alhough bad experience in the past makes him somewhat wary of other children, adults find his enthusiasm contagious.
Due to his disability, Tarjun has been left out of farming chores for a long time, taking care of his younger siblings and helping with the cooking instead. It is only when his parents realised that he liked to rest on his laurels' a little too much that they changed their policy. Although Tarjun is slow and is generally not asked to walk long distances, he is surprisingly robust, and can carry quite heavy loads without complaining (too much).