Holy Guide

Tavius Movici's page

2 posts. Alias of Roll em.


About Tavius Movici

Male Skinwalker (witchwolf) Druid (Feyspeaker) 1 / Paladin (Oath of Vengeance) 1
Alignment LG
Init +4 = +2 (Dex) +2 (Trait)
Perception +5 = +1 (ranks)

Str:1717 base +0 Racial Mod
Dex:1414 base +0 Racial Mod
Con:1210 base +2 Racial Mod
Int:1214 base -2 Racial Mod
Wis:7(9)10 base +2 Racial Mod when shifted
Cha:1818 base +0 Racial Mod when shifted

DEFENSE
AC 16 =10 +2 (Dex) +4 Armor touch 12, flat-footed 14

HP 12 (1d10+1 (favored class bonus)+1 Con Mod

Fort +5 =2 (Pal1) +1 (Con Mod) +1 racial trait
Ref +4 =0 (Pal1) +2(Dex) +2 Racial Trait
Will +2 =2 (Pal1) -2 (Wis) (Feat) +2 Racial Trait

CMD 16 = 10 +1 (BAB) +2 (Dex) +3 (str)

OFFENSE
Speed 30'
BAB 1
CMB 4 = 1 (BAB) + 3 (Str Mod)

Bite
Melee: Attack +4 = 1 (BAB) +3 (STR) Dmg 1d6+3 (20/x2)

Claw x2
Melee: Attack +4 = 1 (BAB) +3 (STR) Dmg 1d4+3 (20/x2)

OTHER ABILITIES
SKILLS
7 per level = +4 (Druid) + 1 (Int)

X Climb 3 = 0 (ranks) +3 (Str)
Appraise 1 = 0 (ranks) +1 (Int)
Bluff 4 = 0 (ranks) +4 (Cha)
X Craft 1 = 0 (ranks) +1 (Int)
X Diplomacy 8 = 1 (ranks) +4 (Cha)
X Fly 6 = 0 (ranks) +2 (Dex)
X Handle Animal 8 = 1 (ranks) +4 (Cha)
X Heal -2 = 0 (ranks) -2 (Wis)
Intimidate 4 = 0 (ranks) +4 (Cha)
X Knowledge (Nobility) 1 = 0 (ranks) +1 (Int)
X Knowledge (Religion) 5 = 1 (ranks) +1 (Int)
X Knowledge (Geography) 5 = 1 (ranks) +1 (Int)
X Knowledge (Nature) 7 = 1 (ranks) +1 (Int) +2 (Class Bonus)
X Profession -2 = 0 (ranks) -2 (Wis)
X Perception 5 = 1 (ranks) -2 (Wisdom) +2 (Racial Trait) +1 (Campaign trait)
X Ride 2 = 0 (ranks) +2 (Dex)
X Sense Motive 5 = 1 (ranks) -2 (Wis) +1 (Trait)
X Spellcraft 1 = 0 (ranks)+1 (Int)
X Survival 4 = 1 (ranks) -2 (Wis) +2 (Class Bonus)
X Use Magic Device 8 = 1 (ranks) +4 (CHA)

Feats Etc

FEATS

Spoiler:

Fey Foundling Druid 1
Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

TRAITS

Spoiler:

Giant Slayer: You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and a +1 trait bonus on attack and damage rolls against creatures with the giant subtype

Reactionary: You gain a +2 trait bonus to intiative.

CLASS ABILITIES

Spells 0/2 - CL 1 - DC 15 (First Level Spells)

Wild Mischief:

Spoiler:
At 1st level, a feyspeaker can fool an animal into thinking there is food, a potential mate, or a predator nearby. This ability functions just like a Bluff check to deceive a character. To determine the result of the wild mischief check, the feyspeaker rolls 1d20 and adds her druid level and her Charisma modifier. As with Bluff checks, wild mischief checks are modified depending on the believability of the false information. A typical domestic animal is not particularly suspicious of the feyspeaker (no circumstance modifier), whereas wild animals are usually suspicious (–5 penalty on the check).

To use wild mischief, the feyspeaker and the animal must be able to study each other, which means they must be within 30 feet of one another under normal conditions.

Generally, influencing an animal in this way takes 1 minute, but as when influencing people, it could take more or less time. A feyspeaker 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.

Nature Bond:

Spoiler:
Julius (Wolf 1) - Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

Wild Empathy:

Spoiler:
+2 (Race Bonus) - 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.

Detect Evil:

Spoiler:
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil:

Spoiler:
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

DESCRIPTION

Spoiler:

Age: 27
Height: 5'7" Weight: 165 lbs
Favored Class: Druid

Tavius is unremarkable in build and of only slightly above average attractiveness but he has a smile that can charm from half a town away. His coloring is generally dark with a heavy tan, deep brown eyes and nearly black hair on both head and beard. The one exception to this are two bright white streaks in his hair that run down either side of his head. Tavius’ beard is extremely thick but always kept very closely cropped.

When not expecting trouble, Tavius dresses in fairly plain woodsmans garb with a long heavy brown cloak regardless of time of year. He has a single piece of adornment. A rather heavy gold brooch in the shape of a wolfs head that was given to him by his father on his thirteenth birthday and is worn by him at all times.

BACKGROUND

Spoiler:

Tavius was born to a prominent farming family outside of Wolf’s Ear. Despite his unusual heritage, the areas significant Lycanthrope population meant that his early years were largely free of the stigma that he would have faced had he been born in nearly any other human settlement. His family owned a large parcel of land where they cultivated several fruit orchards and the vast majority of Tavius’ early days were spent playing in and around the trees and hills of his familys land with his 6 siblings (Tavius was one of triplets)

Tavius was 8 when Magnimar began to crack down on Lycanthropes and his family lost their holdings. With little warning, Tavius parents packed he and his siblings as well as what valuables they could easily transport in a series of wagons and headed south. They left just in time and Tavius’ family avoided the bloodshed that would follow. They resettled on a much smaller farm near the south west shore of Ember Lake where they rebuilt and lived a comfortable if less lavish life for more than 6 years. Despite the turmoil and occasional hardship of his earlier life, it wasnt until Tavius’s 14th year that tragedy truly struck. At the height of summer Tavius went for an extended hunting trip with several friends. They spent nearly a week wandering the forest seeking excitement, adventure, and rather rarely game. On their return the boys crossed a series of burned out swaths of forest. Only once they finally exited the woods did they see the numerous spires of smoke rising into the air from the hills ahead of them. The final miles home were filled with horror as the boys came across one burned out farmstead after another. It didnt take a master tracker to pick out the monstrous footsteps in the churned mud around the various ruins. One of those ruins was the farmstead of Tavius’ family. Inside he found the bodies of his parents and two of his siblings including one of the triplets. Of his other two siblings there was no sign. Tavius was easily able to track the band of giants that had rampaged across the country side and he and his friends immediately gave chase. Within two days he spotted the giants over a ridge. Tavius and his friends had bravery and anger aplenty but with their blood boiling at the murder of their families the boys were short on wisdom and caution. They decided to infiltrate the giants camp by night. They would murder what giants they could and look for any sign of locals taken prisoner.

Unsurprisingly the band of inexperienced youth had little luck and their stealthy incursion was spotted almost immediately. Most of the boys fell quickly to the battle hardened giants and Tavius watched many of his friends perish. Tavius himself was lucky. A rock hurled by a giant clipped Tavius and sent him immediately into unconsciousness. The giants felt little threat and were none too careful to make sure their attackers were dead. They left Tavius for unconscious in the dirt and moved on without ever taking note of him.

Tavius would probably have died in that dirt had not an older priest of Erastil come across him almost a day later. The priest had been visiting the attacked farmsteads and performing healing and last rights as needed. When he saw Tavius he immediately healed the worst of Tavius’ wounds and took him back to the small temple that he oversaw. Over time Tavius warmed to the priest and was able to move partially past the rage and heartache that had consumed him after the death of his family. The old priest saw to his continuing education and became a strong friend and mentor. Tavius took to many of Erastils teachings but never fully became the acolyte that the priest hoped he would. Tavius was never able to fully let go of his need for vengeance against the giants and against any who would threaten peaceful folk. Even as the priest taught him letters and religion, Tavius spent all his spare time training himself physically, he increased his strength and speed and learned to embrace his animal side to hunt with claw and tooth. As he neared adulthood he began to take long soujourns around the countryside looking for any sign of the band of giants. The giants were long gone but over the years he found many occasions to test his newfound strength against small bands of goblinoids, kobolds, and the occasional rampaging wildlife. It was on one of these travels after helping defend a small cottage that Erastil called him to his service as a paladin.

Life continued much the same for several more years until the priest, grown rather old, fell sick and eventually passed away. Tavius could no longer stand to stay in the region. Too many losses and memories haunted him and so he packed what he had and left looking for another space to call home and another community to protect.

After some month he found his way to Sandpoint and there received a warm welcome. He stayed for sometime in Sandpoint and formed several friendships with the people of the town but Tavius is slow to allow himself to care too deeply after so much loss and in time he felt the urge to travel again. For the last two years he has traveled the countryside around sandpoint. He spends his time alone mostly, in the wilderness where he is most comfortable. When needed he assists and occasionally defends the outlying farmsteads and a few times a year he still returns to Sandpoint for festivals and short reunions with friends that remain there. In time he expects he may settle down in the town but for now he is far more comfortable hunting through the trees than he is strolling the town square on market day.

Personality

Spoiler:

Though Tavius is kind and quick to share a smile and a beer with most strangers that he meets, he is slow to truly lower his walls and form any deep connections with others. He has a tendency to get stuck in small talk and even friends find that they will spend hours pleasantly chatting with him without him ever sharing anything of much import or of a personal nature.

While typically calm and extremely slow to anger, he is all but unable to control himself when he sees families threatened. At those times he will charge headlong into danger with seemingly no consideration of his own well safety (and sometimes without proper consideration for the safety of those around him.

Tavius feels most comfortable outdoors and given the choice he will sleep under the stars whenever possible. When he must sleep indoors, Tavius must have an open window in his room no matter the outside temperature or he begins to feel claustrophobic and risks panic.