Baron Hannis Drelev

Tern Bismeth's page

107 posts. Alias of SqueezeMeNow.


Full Name

Tern Bismeth

Race

Human

Classes/Levels

Sorcerer/1 HP: 9/13 F: +3 R: +2 W: +2 AC : 12 Init: +2

Gender

Male

Size

Medium

Age

28

Special Abilities

Init: +1 Perception: +0

Alignment

N

Deity

Gozreh

Languages

Common, Sylvan

Strength 10
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 11
Charisma 18

About Tern Bismeth

Character Reference Picture

Attacks:

Defense:

HP: 13/13 [1d6 + 3 + 1 FC + 3 Toughness}
Fort: 3 (0 base, 3 stat) Ref: 2 (0 base, 2 stat) Will: 2 (2 base, 0 stat)
AC: 12 (10 base, 2 Dex, 0 armor, 0 shield, 0 dodge, 0 misc)
Flatfooted: 10
Touch: 12
CMD: 10 (10 base, 0 BAB, -1 Str, 1 Dex)

Class Features:

Weapon and Armor Proficiency:

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Sorcerer Spellcasting

Bloodline Verdant:

Class Skill: Knowledge (nature).

Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell’s level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.

Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.

Traits:

Animal Whisperer: You’ve spent more of your life around animals than people, and find them easier to understand. You gain a +1 trait bonus on Handle Animal checks, and Handle Animal is always a class skill for you. Your trait bonus increases to +5 whenever you attempt to “push” a wild animal to perform a trick for you, so long as its attitude is indifferent or friendlier. You may target creatures of the animal type with charm or compulsion spells as if they were humanoids, but unless you have another ability to make yourself understood to animals, you must still succeed at a Handle Animal check to “push” your target in order to communicate specific requests.

Child of Nature: The wild places are your home, and provide everything you need to be happy. You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.

Feats:

Eschew Materials:

You can cast many spells without needing to utilize minor material components.

Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Toughness:

You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Spell Focus (Transmutation):

Choose a school of magic. Any spells you cast of that school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Skills:

2 Base, 1 Mod, 0 Favored Class Bonus, 1 Skilled Racial * 1 levels = 4 SP

* = Class Skill
ACP = 0

Bluff (Chr)*: 8 [1 ranks, 4 mod]
Craft [Traps] (Int)*: 5 [1 ranks, 1 mod]
Handle Animal (Chr)*: 9 [1 ranks, 4 mod, 1 trait]
Knowledge [Nature] (Int)*: 5 [1 ranks, 1 mod]
Survival (Wis)*: 6 [1 ranks, 0 mod, 2 trait]
Use Magic Device (Chr)*: 8 [1 ranks, 4 mod]

Special: Handle Animal and Craft are background skills.

Spells:

0 Level (4 known, no limit)

Prestidigitation
Light
Acid Splash
Mend

1st Level (2 known, 4 /day)

Charm Person
Expeditious Excavation

Equipment:

Dagger | 2 GP | 1 lbs.
Outfit, Explorer's | 10 GP | 8 lbs. (Worn, starting clothing.)
Kit, Grooming | 1 GP | 2 lbs.
Kit, Shaving | 15 SP | 1/2 lbs.
Kit, Mess | 2 SP | 1 Lbs.
Trap, Bear | 2 GP | 10 Lbs.
Backpack, Common | 2 GP | 2 Lbs.
Pouch, Waist | 5 SP | 1/2 Lbs.
Bedroll | 1 SP | 5 lbs.
Waterskin | 1 GP | 4 lbs.
Rations, Trail (2/days) | 5 SP | 2 lbs.
Owl (Pygmy)* | 10 GP | 1 lbs.
Feed, Bird (2 days) | 1 SP | 1 lbs.

* Tricks know are come, detect, hunt, flee, entertain, and watch.

2 PP, 17 GP, 10 SP, 10 CP

Current Weight = 30 lbs.

[Light =< 33 lbs.] [Medium = 34–66 lbs.] [Heavy = 67–100 lbs.]


Background:

Tern was raised in a cottage near the edge of the Fangwood. It was fairly pleasant there, and his parents made a big show of their ties to nature. Not just their magics, but their pretentious nature as well. Meat was forbidden, all their produce had to be gathered from the wild, and should a bear decide to invade their stores it was considered free game.

Terns ties to nature were a bit more natural and less high handed. He would secretly trap animals, even trick them into becoming game for him or a predatory he stalked. In nature, all was fair, and he knew better than to think his canines were for vegetables and berries.

He would also laze about, avoiding chores, especially chores that abiding by nature tended to make pointless. Why clear the same scrub just for the deer to much it up when they passed through every other week?

One would think this would earn him a stern reprimand from a normal family, but his family was anything but normal. His parents acted like his behavior wasn't just ill advised. To them it was blasphemous. Their anger and frustration turned more bitter every year, to the point of being outright hateful shortly before he touched his teens.

Tern ended up leaving as soon as he was able, and disappeared into the wilds and trails for years. Living from one meal to the next, sustaining himself on all kinds of forage and prey. He never knew what his next encounter with person or animal would be like. Several years later he returned home to check on his parents. Only to find the place half ruined and abandoned.

With no better prospects the young sorcerer took over and made the place his own. Living more like a hermit than some kind of tree hugging worshipper of the green. He knew how apathetic nature really was, and he liked it just fine that way.

Description:

Tern has coppery, almost shoulder length hair and a short beard kept neatly trimmed. His eyes are a deep, verdant green that sparkle when he works magic. He stands just under six feet tall and is a thin but healthy specimen of a human. He wears a leather half cloak over a pale, undyed linen tunic. His shirt underneath is also linen dyed brown. He wears pale, undyed linen trousers with knee-high leather boots. He shoulders a pack at all time that creates some noise as he moves. The clink of metal and clatter of utensils. Perched atop the shoulder of his cloak is a tiny grey owl with smoky colored feather tips and a white face and belly. It hops around when active, but dozes often. His name is Pippin.

Progression and Party Role:

Tern will be a battlefield controller with transmutation spells and his bloodline abilities. Will use bluff and concealment when needed to keep fire away from him, but has a good hit point pool for a caster. His main out of combat roles will be dealing with wildlife and making traps. Rather than gathering food or pathfinding he will likely leave that to someone else in the group while he searches out useful animals and trap components. He will also be capable of subterfuge with bluff and spells like alter self. Plans to use the human alternate favored class bonus to learn additional spells at 4, 6, etc.