Kuru

The Mongrel's page

1 post. Alias of CaptainMarvelous.


Race

Tiefling

Classes/Levels

Druid 1

Gender

Male

Age

24

Alignment

Neutral

Languages

Common, Abyssal, Druidic

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About The Mongrel

Backstory:
The Mongrel was abandoned in the desert as a child to die of exposure, but instead the desert adopted him. People of the nearby civilized settlements, when they caught sight of him at all, referred to him as "Mongrel" and so that became the name he went by.

The Mongrel spent his early teens as a semi-accepted member of a velociraptor pack, and one of his adopted brothers has been with him ever since. Velociraptors don't give each-other names, and so the Mongrel's doesn't have one. When necessary, he refers to the creature as "velociraptor" and rare is the situation where people don't know which one he means.

Haleen was the only member of civilized society who was ever kind to the Mongrel, and she was the one who taught him to speak common (although he still has a pronounced Abyssal accent) and was instrumental in his eventual semi-integration into human society. She acted as something of a mother figure to him, and was the closest thing the Mongrel ever had to family.

Mongrel had always had strange abilities related to his connection with the desert, but Haleen encouraged him to develop them and then eventually seek out other druids for instruction. Becoming a druid gave the Mongrel a place in the world like none he had ever known before.

When Haleen disappeared, finding her consumed the Mongrels every waking moment. She is his only connection to the human world and he will stop at nothing to find her.

Combat:
Claws +3/+3 (1d4+3/1d4+3)
Sling +2 (1d4+3)
BAB +0

HP: 11/11

Init +2

AC: 18 (+4 Armor, +2 Dex, +2 Nat)
CMD: 15 (+0 BAB, +3 Str, +2 Dex, +0 Size)

Fort +4, Ref +2, Will +4

Prepared Spells (3/2):
0-Detect Magic
Guidance
Create Water
1-Magic Fang
Cure Light Wounds

Racial Abilities:
Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit dangerous claws. The tiefling gains two claws that each deal 1d4 points of damage. These attacks are primary natural attacks.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Class Features:
Nature Bond: Velociraptor Animal Companion
Nature Sense
Wild Empathy

Feats:
Armor of the Pit

Traits:
Silent Hunter: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Skills:
Handle Animal 1 + 3 -1 = +3
Knowledge (Nature) 1 + 3 + 0 + 2 = +6
Stealth 1 + 3 + 2 + 2 + 1 = +9
Survival 1 + 3 + 2 + 2 = +8

Equipment:
Sling (Free)

Hide Armor (+4 Armor, +4 Dex, -3 Armor check, 20 ft.) (15 GP) worn over Hot Weather Outfit (Free)
Belt Pouch (1 SP) containing 50 sling bullets (5 SP)
Spell Component Pouch (5 GP)

Backpack (2 GP) containing:
100 ft. Hemp Rope (2 GP) with Grappling Hook (1 GP)
Hammock (1 SP)
Skin of Common Wine (2 SP)
8 Days Trail Rations (4 GP)
8 Days Carnivore Animal Feed (4 SP)
Waterskin (1 GP)
Whet Bone (1 SP)
Veterinarian's Kit (10 GP)

Animal Companion:
Velociraptor (Deinonychus)
Size Small; Speed 60 ft.;

AC 15 (+3 Dex, +1 Natural Armor, +1 Dodge)
Attack 2 talons +1/+1 (1d6), bite -4 (1d4)

Ability Scores Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14;

Acrobatics 1 + 3 + 3 = +7
Stealth 1 + 3 + 3 = +7

Feats: Dodge

Tricks: Flank

Special Qualities low-light vision, scent.