About The Waiting RoomWhere the unchosen and abandoned await another chance... Bone & Blood Druid (originally for Xoth)
Backstory:
“Don't go, Urlok. The world is a dangerous place - you're not ready yet.” His mother's voice was a mix of command and concern. He paid it no heed and tightened the ropes which strapped the small iron cauldron to his back; it was packed full of what few belongings he possessed. ”You've learned much, 'tis true, but there is so much more! Just a few more decades, then you'll be ready. A few more decades and you'll be unmatched!” He shouldered the large wooden shield that some warrior from one of the nearby villages had given his mother in exchange for a tonic to improve marital vigor; she had gifted it to Urlok when he'd mastered his first spell. “Why do you do this to your poor mother? Was it not me who had her Moon-sister pronounce auspicious omens of megin upon your birth? Was it not me who had her Wolf-sister provide wild beasts, ferocious and strong, to nurse you as a child? Was it not me who raised you in the Old Ways of bone and breath, bile and blood?” “It was.” He tested his load, shifting its balance slightly; he planned to journey far this day and for many days to come, and did not wish to tire unnecessarily. ”And what did you have your Skull-sister do?” His mother flinched, shrinking away from him and wringing her hands; her long, bony fingers slid over and through one another, making strange patterns only possible due to the extra knuckle each of her digits possessed. ”Oh, you hurt your poor mother, you do. Everything I’ve done I’ve done for your sake, my one and only son, my –“ ”Enough!” he shouted, feeling her sorcery trying to find purchase within his mind. She fell silent, eyes wide; he turned and looked up into her broad, craggy face. ”You tell me I can master all magics, master all the world - but I am not even master of myself!” For a moment fires burned in his eyes; not the wild flare of rage, but instead the hard, focused flames of purpose. ”I will see this world beyond the cold wastes for myself, see if it is a prize worth winning. And if it is, I will master the old ways through trial and pursuit, not by the prattling of an old woman!” He held his mother's gaze with a ferocity that made her drop her eyes. He stalked away several steps before stopping. ”When I am satisfied that the world is worth winning, I will return to you, mother,” he said in a softer tone. He turned back and looked upon their home, squinting in the pre-dawn light at the mud brick hut roofed with sod, the curtain of strange furs pulled to the side allowing his mother, hunched over and bow-legged as she was, to barely squeeze into it's large entrance. ”Will you?” she replied, her voice pathetic yet menacing. ”And who is to say I shall be here to greet you if you do?” ”You and your sisters were old when first rose Elder Kuth, were you not?” He cocked a bushy eyebrow at her and smiled, knowing that she could see him clearly despite the dim light. ”Surely you can wait a few more decades.” He bowed low. ”Goodbye, mother.” And with that, he turned and strode off to the south as dawn broke, never looking back. Appearance:
Tall and broad, muscular and pale, Urlok is built like the Thalag Thulans of legend; however his shaven head and long, dark beard set him apart from the blond warriors of fireside tales. Gloomy, hooded eyes are set deep in his large angular face. His hands are large and strong, but lack callous or scars, as if his great size and strength were the result of natural ability rather than any effort on his part. He wears a long heavy fur cloak which he generally keeps closed, a bulge evident high on his back; underneath he wears a fur loincloth and boots, and has a small iron cauldron strapped to his back with rope. A leather cord strung with small bones is worn about his neck.
Personality:
Urlok is confident in his physical abilities, but unsure of himself in more civilized societies where might does not necessarily make right. He exhibits tremendous focus in whatever task he is engaged in, a trait which contributes to his personal presence. He is very curious, but doesn’t wish to seem ignorant lest others take it as a sign of weakness; and while he is eager to listen to tales and facts, he has no interest in others’ opinions – above all else, he is determined to make up his own mind. Mannerisms:
Urlok is usually slow to react to the words and actions of others, believing it makes him appear more thoughtful. Bone and Breath, Bile and Blood:
Urlok's mystic principles and beliefs center around the "Old Ways" of bone and breath, bile and blood. All of reality is composed of one or more of these, which are equated with the for classic elements, with mankind being an amalgam of all four. The way of bone is the way of physicality and base matter, and is associated with earth, stone, and metals (the bones of the world). While it is the simplest of the ways to understand, mastery requires a willingness to impose unatural changes to one's own body and risk it's destruction. The way of breath is the way of intellect and abstract concept, and is associated with wind, clouds, and the heavens. It is often the hardest way to understand, and mastery requires the ability to divorce oneself from the physical world and risk destruction of the mind. These two ways are considered fundamental opposites, but it is through their combination that creatures are given form and sentience. The way of bile is the way of passion and motivation, and is associated with flame and fiery eruption. Mastery requires one be able to give themselves over completely to their passion yet still maintain purpose and control, which risks destruction of the soul. The way of blood is the way of wisdom and knowledge, and is associated with rivers and seas. Mastery requires one to not only cultivate and accumulate knowledge, but also discern the truths behind mere facts, risking irrevocable madness. These two ways are considered fundamental opposites, but through their combination great and lasting achievements may be attained. Statistics:
Male Tharag Thulan Savage Druid 1
N Medium Humanoid (Human/Tharag Thulan) Init +1; Senses Perception +8 ------------------------------ DEFENSE ------------------------------ AC 15, touch 11, flat-footed 15 (+1 armor, +1 natural armor, +1 dex, +2 shield) hp 10 (8 max @ 1st +1 CON +1 favored class) Fort +3, Ref +1, Will +4 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee +3 Ranged +1
Main Skills (4 points: 4 class + 0 INT + 0 favored class bonus) Heal +0 (1 ranks + 0 class + 0 Wis + 0 feat + 0 racial + 0 trait)
Level 0 Skills (4 points) Bluff +0 (1 ranks + 0 class + 0 Cha + 0 feat + 0 racial + 0 trait)
ACP of -2 when wearing shield applies to these skills: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, Swim. Languages Druidic, Lamuran, Tharag Thulan Racial & Class Abilities:
------------------------------ RACIAL ABILITIES ------------------------------ Sturdy. Urlok has a permanent benefit as per the endure elements spell for cold. Additionally he has a +1 natural armor bonus to Armor Class. The harsh lands of Tharag Thule have given the inhabitants a thick skin and inured them to lesser colds. Feral. Urlok gains a +2 racial bonus to Perception checks. In the wilds, one must always be wary lest they become prey. Superstitious. Urlok has more levels in spellcasting classes than non-spellcasting classes, so he casts spells with a +1 bonus to effective caster level. While the common folk of the north shrink in fear from that which they don’t understand, Urlok’s respect for the supernatural has only heightened his magical pursuits. Ability Adjustment. +2 to Strength. While most northmen grow strong through toil and combat, Urlok’s physical prowess is born of his meditations on the way of bone. ------------------------------
Sinister Presence (Ex): Spellcasters are loathed and feared by most. At 1st level, the spellcaster has already entered a path of study which sets him apart from normal men. As a standard action, once per encounter, the spellcaster may loudly declare his name and occupation to all who listen. Following this declaration, all who wish to attack the spellcaster, whether physically or with spells, must make a Will save (DC 10 + half spellcaster’s level + spellcaster’s Charisma modifier). Those who fail the saving throw are unable to attack the sorcerer for the duration of the encounter. However, if the sorcerer attacks or casts a spell on an affected creature, that creature is immediately free to act against the sorcerer again. Those affected must be able to see and hear the spellcaster. Creatures of a different creature type than the sorcerer get a +4 bonus to the saving throw. Creatures that do not share a common language with the sorcerer get a +2 bonus to the saving throw. These bonuses stack. Constructs, oozes, plants and vermin are never affected Nature Bond. Metal Subdomain of the Earth Domain. At first level grants Metal Fist (Su) (5 rds/day): As a swift action, Urlok can turn his fists into metal for 1 round, allowing him to make unarmed strikes that deal 1d6 points of bludgeoning damage plus his Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. He can use this ability a number of times per day equal to 3 + his Wisdom modifier. Urlok has begun to master both his own body and that of the world in his mastery of the way of bone. Nature Sense. Urlok gains a +2 bonus on Knowledge (nature) and Survival checks. Due to his unusual upbringing, Urlok has developed a deeper understanding of the natural world. Spontaneous Casting. A druid can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Wild Empathy. 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 his druid level and his 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 he takes a –4 penalty on the check. Having suckled upon wild beasts in his infancy, Urlok has a rare bond with animals.
Spells:
------------------------------ Spells ------------------------------ Urlok casts spells at an effective caster level of 2.
0th (3/day at will)]; Save DC 12 guidance, know direction, spark 1st (2+1*/day); Save DC 13 ant haul, call animal, hydraulic push, magic stone*, stone fist *Domain Spells: 1st—magic stone, 2nd—heat metal^, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—wall of iron^, 7th—will need replacement spell due to setting exclusion – elemental body IV (earth only), 8th—iron body^, 9th—elemental swarm (earth spell only).
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb. Ant Haul: Light 0-228 lb. Medium 229-459 lb. Heavy 460-690 lb. Current Load Carried 20 lb. Shield, heavy wooden; +2 shield, -2 armor check penalty, arcane spell failure 15%, 10 lb. (7gp)
Bone necklace; 1 lb.
Belt pouch; 1/2 lb (1gp)
Sack; 1/2 lb. (1sp)
Iron cauldron; 5 lb. (1gp)
Money GP: 0 SP: 0 CP: 0
Header Info:
Gender: Follower of the Old Ways | Male Tharag Thulan Druid | HP 10/10 | AC 15 ( FF 14 , T 11) CMD 14 Race:
* Cyclopean Goliath Druid: Background:
Appearance and Personality:
Statistics:
Male half-orc druid (goliath druid) 2
NG medium humanoid (half-orc) Init +2; Senses Perception +0 (Darkvision 60) ------------------------------ DEFENSE ------------------------------ AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex, +0 shield) hp 17 Fort +5, Ref +2, Will +5 ------------------------------ OFFENSE ------------------------------ Speed 20 ft. in armor (30 Base) Melee
Traits
Feats
Adventuring Skills (8 points; 8 class levels + 0 Int + 0 favored class bonus) Knowledge (local) (+4)
Background Skills (2 points; 2 class levels + 0 Int +0 favored class bonus) Handle Animal 1 (+5)
ACP of 4 applies to these skills: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, Swim. Languages Common, Druidic, Giant, Sylvan. Enlarged Defense/Offense:
------------------------------ DEFENSE ------------------------------ AC 15, touch 10, flat-footed 14 (+5 armor, +1 dex, +0 shield, -1 size) hp 17 Fort +5, Ref +2, Will +5 ------------------------------ OFFENSE ------------------------------ Speed 20 ft. in armor (30 Base) Reach 10 ft. Melee
Ranged ------------------------------
Class & Racial Abilities:
------------------------------ CLASS ABILITIES ------------------------------ Skills. A goliath druid gains Bluff, Diplomacy, and Knowledge (local) as class skills, but does not gain Craft, Profession, and Ride as class skills. A goliath druid with an Intelligence bonus can select Giant as a bonus language. Primal SizeA goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself. She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person. This ability replaces nature sense. Primal Bond. Strength domain. This ability alters nature bond. Primal Empathy +3. A goliath druid’s wild empathy functions only with creatures that are Large or larger. This ability alters wild empathy. Woodland Stride (Ex). Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. --------------------------------
Spells & Domain:
----------------------------------------------- Level (times/day) Save DC: prepared ----------------------------------------------- 0th (5, at will): create water, enhanced diplomacy, know direction, purify food and drink, stabilize 1st (4/day): cure light wounds, cure light wounds, heightened awareness, shillelagh Domain Spells:
Equipment & Encumbrance:
------------------------------ GEAR WORN ------------------------------ Bone breastplate. +5 armor, +3 max Dex, -4 ACP, Speed 20, Wgt 30 lbs, fragile [Cost 100 gp] ------------------------------ POSSESSIONS ------------------------------ Quartertsaff Horse Money 0 PP / 0 GP / 0 SP / 0 CP ------------------------------
Current Encumbrance Level: Light Light 0-76 lbs Medium 77-153 lbs Heavy 154-230 lbs
* Mul bodyguard, wolf in hound's clothing "I have died serving my masters, that is true. But I have never failed them." Originally a submission for Ziggurat of Dark Souls: Mummy's Mask in the Burnt World of Athas Background Scene - Ninshabur meets Enku (Lengthy):
Enku was part of a retinue accompanying a captain of House Eannatum's guard through one of the many courtyards in Prince Nanshabur's manse. It was his first day in the detail, and he'd been relegated to the end of the train along with the other fresh face, a half-elf, both carrying lacquered wooden boxes to wherever their destination might be. Three concubines giggled and whispered among themselves from a pillared portico as the half dozen soldiers passed, and a procession of newly-captured slaves marched across the far end of the yard. Linked by a single chain that ran through each of their collars, these unfortunates were headed for inspection before being assigned their new fates. The captain, intrigued by the former group, called a halt. "At ease," he ordered. Enku's posture did not change; he simply stood waiting at the ready. "You two in back - put your boxes down and make sure no one touches them." The mul and his counterpart did as instructed, placing the crates on the ground and stepping in front of them as their commander walked over to the provocatively clad trio. The rest of the men dispersed throughout the courtyard, stretching, resting, or admiring the beautiful slaves from afar. Suddenly there was a angry roar and shouts of alarm from the line of new captures. An enraged half-giant captive, second-to-last in the line, grabbed the chain in front of him and heaved, pulling the whole line of slaves towards him. He then grabbed the elven woman in front of him, bent down, and bit through her collar, the chain, and her neck. A momentary fountain of blood shot skywards from the near-decapitated sandrunner while the half-giant charged into the courtyard, dragging along the unfortunate human still tethered behind him. The three lazing guards scrambled to ready their weapons as the giant came their way. Two were knocked aside by the screaming human male, whom the giant swung as a weapon by the chain that linked them, while the third was simply trampled under the marauder's feet. Meanwhile Enku and the trembling half-elf beside him made ready their shields and spears. Together they halted the giant's charge as it crashed into them, having stumbled over it's improvised man-flail, crushing the man's head in the process. Both guards jabbed at the giant with their spears, the half-elf's piercing it's side. The giant roared in pain and aggravation, and the guard looked on in horror as a massive fist came swinging down on top of his head - or would have done, if not for Enku's shield deflecting the blow at the last moment. The elven half-breed looked at Enku in surprise. "We are stronger together, brother, than apart." The man nodded, squaring himself with their foe, and together they harried the enraged titan. Enku's comrade landed another blow before the giant tripped him with a sweep of the chain and stomped on him, his chest bursting like a rotten gourd. Enku saw his captain maneuvering around behind the behemoth; concentraing, he reached out with his mind to cloud the half-giant's perceptions, keeping it's attention away from his ally. Whether or not the trick worked he could not say, but the crazed captive indeed ignored his captain and instead used the lowering of Enku's guard to furiously pound at him. The mul blocked each blow with his shield; the first broke his wrist, the second broke his arm, and the third buckled his knee, but he refused to fall. Seeing his captain was finally in position, he caught at the escaped slave's chains with the point of his spear and yanked hard, unbalancing the giant enough to allow the officer to run it through with his longspear. In an instant all expression was gone from the face of the behemoth, and it momentarily stood stone-still before collapsing toward Enku. The mul took that moment to prepare himself. His left arm and leg nigh useless, Enku bowed his head and lay his shield across his neck and shoulders and bolstered it with his right arm. He knelt, planting his good knee on the ground and angling his body into a straight line to take all the impending weight down onto that knee. I must not fail. I cannot fail. Then the corpse hit him, near to a ton of dead muscle and dense bone. For a moment his body became pain as his right kneecap was instantly crushed, his femur punching through it into the clay bricks of the courtyard. His hip miraculously held, but over the space of two long seconds his spine compacted in on itself from the tailbone up with an extended, gristly crunch, an absence of feeling washing upwards through him as the damage progressed. Finally, with the full weight of the dead giant upon it, his neck snapped, and all that remained of Enku was an empty shell of flesh. * Prince Nanshabur, who had witnessed the entire episode from a balcony above, stood with the guard captain and inspected the strange scene, his albinic thri-kreen's leash held loosely in one hand. Slaves were attaching hooks and ropes to the giant's corpse, propped up at the chest by Enku's own like some carrion tent, preparing to drag it out of the courtyard and down to the gladiators' kitchens. As the dozen laborers began straining at the lines, Nanshabur spoke. "Why didn't he move? I know we don't necessarily pick our infantry for their intelligence, but still - up to the end he'd proved himself surprisingly capable, and looked perfectly able of getting out of the way." "Yes, m'lord, that he did, m'lord." The captain nodded his agreement, proving Nanshabur's first statement by his obliviousness to the insult paid him. "I believe he was following my orders, sir." Ninshabur raised an inquisitive eyebrow. "You ordered him to stay and be crushed to death?" "No, m'lord, not exactly, m'lord. I was on my way to inspect the new uniform pieces, m'lord - the scarves for the new batch of foot soldiers - and I'd had him and the other one carrying some crates, m'lord. For the scarves." Ninshanbur's other eyebrow joined the first at the top of his face, exasperated. "And...?" "I'd ordered him stay put and not to let anyone touch his crate, m'lord." Heaving, the slaves managed to drag the giant off of Enku. Relieved of the weight holding it in place, the mul's body swayed for a moment, then slowly slumped forward to reveal the crate in question. "And what is in this crate?" "Nothing, m'lord. It's empty, m’lord; for the scarves. As you said, m'lord - he was quite stupid." Ninshanbur turned coolly to the captain, his eyebrows once again settled into their usual place. "I did not say he was stupid, I questioned his intelligence; a question you have answered. I now have another: Who is more foolish? The slave who dies following his orders, or the man executed - slowly and meticulously executed - as an example for dereliction of duty?" The captain's brow furrowed. "I'm not sure, m'lord." "Not to worry; you shall soon be educated on the matter. Bug?" The thri-kreen perked up. Nanshabur made a hollow clicking sound with his tongue and an instant later the guard captain was laid flat on the ground, unconscious. Snapping his fingers at one of his ubiquitous household slaves, he pointed to the wooden box, and it was brought to him. He briefly studied it with some interest, unable to detect so much as a scratch on it's finish. "I do believe a slave smart enough not to question his master's wishes is quite a bit more valuable than one too stupid to do so," he said to no one in particular. He gave the box back to the attendant and called over another guard. "You: Have this mul's body brought to my physician, and have the captain put in a cell. If either of them ends up elsewhere..." The nobleman shrugged towards his insectoid pet and watched with satisfaction as the color drained from the man's face. With a flick of his wrist he sent a small ripple down the leash, and master and pet moved on. A soldier of such skill and devotion could prove most useful, if correctly cultivated... [Bug used with permission]
Background Precis:
A free-born mul whose village was wiped out by slavers when he was still a child. He was captured and taken to nearby Urik and sold to House Eannatum, who trained him as a soldier, seemingly destined to be used fulfilling the House's obligations to Urik's defense. Endless drills familiarized him with most weapons and armors known in the Tablelands. At first young Enku swore vengeance against the slavers. After his sale he swore vengeance against House Eannatum. But as he learned the way of things in Urik, he realized the real problem was the whole of Urik itself. And so Enku resolved to take vengeance on the embodiment of Urik, the source of all the wrongs committed against him - the sorcerer-king Hamanu himself. And he would do so in the only way possible: from within. Enku has dedicated himself to his duties and to Hamanu's code, brooking no failure. He must succeed at all tasks in order to impress his master, Prince Ninshabur of House Eannatum. He must be perfect, must be among the mightiest of Urik's soldiers, surpassing even those that dwell within Destiny’s Kingdom, all to rise in prominence and stature until he attracts the attention of Hamanu himself. And one day, when Enku is brought into the Lion's den for display and stands before the great sorcerer-king, he will kill him. Distinguishing himself from the ranks of House Eannatum's common infantry, Enku was assigned to a guard detail at Prince Ninshabur's manse. On his first day he was ordered to keep watch over an empty box while his captain flirted with some concubines. When a half-giant slave escaped and went on a rampage, Enku fought him to a standstill and proceeded to be crushed to death under it's corpse - all to protect the empty box as ordered. Ninshabur witnessed the events, and after the situation was explained to him, had the captain executed and Enku resurrected; someone of Enku's determination and unquestioning loyalty could surely be put to use guarding things more important than boxes.
Appearance and Personality:
Copper-skinned and of typical mul build, which is to say impressive - broad of shoulder, narrow of waist, with a physique to take the mystery out of myology. He moves with confidence and grace, and to see him in battle is to witness a study in efficiency; his skills are informed by neither the ostentation of the gladiator nor the cruelty of the templar, but instead solely from the drive to render an opponent incapacitated as quickly as possible with the means at hand. When he has a charge to protect he becomes a living shield, deflecting all blows that target his ward while driving back the aggressor. Enku attempts to maintain an impassive mien and a personal detachment from those around him; after all, he might be ordered to kill them at any moment. Generally he speaks only when spoken to, unless it is to advise on matters of security or battle. In any case, his words are always forthright and direct. He excels at working within a team, as he was trained to do. The success of his current duty is always of paramount importance; assignment of credit can wait until afterwards. Enku’s desire for vengeance fuels all that he does, and he believes his ends justify his chosen means: obedience and excellence in service to his master. In the end, his desire to kill Hamanu is an intensely personal and selfish one and has nothing to do with justice, greed, glory, or righteousness. Regarding failure: Despite his epithet, Enku is well aware that no one can always succeed at everything. However he's determined to always learn from his mistakes. In practice or training failure does not bother him in the least, indeed, it's the whole point of such exercises. Trivial failures he takes in stride as learning opportunities, and treats moderate failures in areas in which he is a novice the same way. Failure in his areas of expertise (namely protecting people and property as well as general combat) he takes much greater issue with, and critical failure of any given duty can crack his stoicism to reveal a glimpse of the anger and desperation he keeps locked away inside.
Statistics:
Male Mul Fighter (Phalanx Soldier) 1
LN Medium Humanoid (mul / human & dwarf) Init +3; Senses Perception +1 (darkvision) ------------------------------ DEFENSE ------------------------------ AC 10, touch 10, flat-footed 10 (+0 armor, +3 dex, +2 shield) hp 14 (staggered at <0 hp, dead at -24) Fort +7, Ref +4, Will +2 All Saves +2 racial bonus against disease, ingested poisons, and becoming nauseated or sickened. ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Ranged ------------------------------ STATISTICS ------------------------------ Str 17, Dex 17, Con 19, Int 12, Wis 12, Cha 8 Base Atk +1; CMB +4; CMD 17 (18* vs trip & grapple) Stamina Points 5 AoO/round 4 ABP +1 resist *+1 favored class bonus to CMD vs trip and grapple Feats, Traits, and Drawbacks:
-Feats- -Traits- -Drawbacks- Skills & Wild Talent:
Adventuring Skills (3 points: 2 class level + 1 Int) Climb +7 (1 rank + 3 class + 3 Str + 0 feat + 0 racial + 0 trait)
Background Skills (2 points: 2 character level) Craft (armor) +5 (1 rank + 3 class + 1 Int + 0 feat + 0 racial + 0 trait)
ACP of 0 applies to these skills: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, Swim. Languages Common, +1 other appropriate Wild Talent: Distract Class & Racial Abilities:
------------------------------ CLASS ABILITIES ------------------------------ Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” --------------------------------
Racial Modifiers: +4 Strength, +2 Constitution, -2 Charisma.
Equipment & Encumbrance:
------------------------------ GEAR WORN ------------------------------ Outfit, Uniform of House Eannatum/Prince Nashanbur.
------------------------------
Machete. 1d6(19-20/x2) damage, Type: S, Wgt 2 lbs [Cost 10 cp]
Bedroll, strapped to back. Wgt 5lbs [Cost 1 cp]
Money 70 cp (probably just representative of the amount of aid Ninshanbur is willing to provide him)
Aid Another Summary:
Aid Another: In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack. You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character’s skill check. Enku's base Aid Another bonus provided: +4 (Helpful racial trait) Enku's Aid Another bonus to hit provided: +5 (Base + Battlefield Disciple trait) Bodyguard feat: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack. When you use an attack of opportunity to use an aid another action to improve an adjacent ally’s Armor Class, you can spend 1 or 2 stamina points. Increase the bonus to the ally’s AC by an amount equal to the number of stamina points you spent.
* Zeitgiest Life Oracle Background:
Jack was raised in the Cloudwood by Jacari, a wood elf hunter. Long had Jacari prayed and made offerings to the Unseen Court, beseeching them to provide him a wife. When one night on the new moon he tracked a wounded fox back to it's den and found a human babe nestled in amongst its cubs, he knew they had instead provided him with a son [Fey Foundling]. He raised the boy as his own, strict and unforgiving, training him to endure staggering hardship and injury. He knew that one day the fey would return for his boy, and that the rites of the Vekeshi were more torturous and cruel than anything he could ever inflict. Jack learned to accept his father's tutelage stoically, and even to appreciate them once he began accompanying his father into the city to sell their furs and saw how the city folk treated the less fortunate. Sixteen years after his father found him, on the night of the new moon, the fey returned for him. Taken across the threshold of the Dreaming, he experienced the fall of Srasama and was made a keeper of the shared memory of the Great Malice. Next he was held in a cage for days and fed poisoned food, the starvation meant to instruct him in the importance of patience. Finally, they burned him until his skin blackened, and then magically healed him to seal in the power of the flames. Yet when they healed him, his flesh remained charred; and the power of the flames set his soul ablaze so fiercely he could rekindle the fire of life in others, an endeavor he seemed destined to do [Magical Knack]. Successful beyond their expectations, the Vekeshi marvelled at the servant of revenge they had created. His appetite for their philosophical teachings seemed bottomless, questioning and studying their ideals with a fervor rarely seen even in high elf initiates [Fanatic]. Indeed, knowing that the capacity for suffering his father had instilled in him had a higher purpose filled Jack with a profound satisfaction [Pleasure is Pain]. Guided by his Vekeshi brothers and sisters, Jack took a post as a policeman in the Nettles, and his officers didn't look too hard at where his miraculous powers came from so long as they were used in their service. Jack quickly began to be assigned to work the most dangerous neighborhoods and cases, his personal resilience and restorative powers giving the force a staunch boost to their fighting power and earning him a reputation as a very good man to have at your back. While thus employed he used his position to help as many of the Nettle's poorer citizens as he could, often skimming contraband to donate to the less fortunate or letting petty offenders off with a warning. When news of his exploits reached the ears of Cloudwood's newest mayor, Doyle Idylls, the man grew suspicious; suspecting Jack and his abilities were more subversive than they appeared, he pressed hard in investigating Jack and his elven "father." Following harassment of his father at home and grumbles of "witchery" among his fellows, Jack resigned his post. Shortly after that he was approached by the RHC. More than happy to accept the RHC's offer of employment, Jack has spent the last decade doing bodyguard work for high priority assets such as diplomats, dignitaries, and defectors, as well as combat support for forces discreetly deployed in high risk environments.
Appearance and Personality:
Unlike most living creatures, magical healing leaves scars on Jack's body. Even when his arms are covered by elbow-length gloves, the rest of his body is covered in a lattice of scars from cuts, punctures, burns, and the like [Scarred drawback]. He dresses in unassuming clothes appropriate to his station and location (actually his glamered armor - possibly his ceremonial Vekeshi armor?) and maintains a civil and stoic demeanor. Under his gloves he wears platinum rings, whose twins he gives to those under his protection to wear. If etiquette allows he may sometimes wear a mask to spare others from his visage. A fervent follower of Vekeshi doctrine, Jack feels his place within the RHC affords him great opportunity to oppose tyranny. His main method of implementing this opposition is to provide his support to those who share his immediate goals, taking the wounds of his charges and allies onto himself during battle. He's found that personal sacrifice has awarded him his greatest gains.
Statistics:
NG male human fighter (unbreakable) 1 / oracle of life 6
NG medium humanoid (human) Init +2; Senses Perception +1 ------------------------------ DEFENSE ------------------------------ AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex, +0 shield) hp 90 (-23) [10 @ 1st + 6d8 + 35 Con + 7 Toughness + 7 FCB] Fort +9, Ref +4, Will +6 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Ranged scorching ray +7 (4d6 fire)
Traits
Drawbacks
Feats Skills (26 ranks) Diplomacy +13 (7 ranks + 3 class + 3 Cha + 0 feat + 0 racial + 0 trait)
Languages: Common, Dwarven, Elven, Primordial, and Sylvan.
Class Abilities:
------------------------------ LIFE MYSTERY ------------------------------ An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills. Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th). Revelations: Channel (Su) 3d6 4/day: You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Energy Body (Su) 6 rds/day: As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level. Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action). Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting. ------------------------------
Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. ------------------------------
Tough as Nails: An unbreakable gains Endurance and Diehard as bonus feats. This ability replaces the fighter’s 1st-level bonus feat. Racial Abilities:
-------------------------------- HUMAN RACIAL ABILITIES -------------------------------- Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. +2 Con
Spells:
----------------------------------------------- Level (times/day)Save DC: known ----------------------------------------------- 0th (at will) DC 13: create water, detect poison, enhanced diplomacy, light, mending, purify food and drink, stabilize 1st (7/day) DC 14: burning hands**, cure light wounds, detect undead*, sanctuary, shield of faith, deathwatch, compel hostility 2nd (6/day) DC 15: cure moderate wounds, flaming sphere**, lesser restoration*, scorching ray**, shield other, surmount affliction 3rd (4/day) DC 16: accept affliction, cure serious wounds, neutralize poison* Gains all cure spells.
Equipment & Encumbrance:
------------------------------ POSSESSIONS ------------------------------ Glamered mithral agile breastplate +1; +7 armor, -1 ACP (0 ACP for Climb and Acrobatics), Wgt 12.5 lbs (9,100 gp) belt of mighty constitution +2; Wgt 1 lb (4,000 gp)
lesser enlarge metamagic rod; Wgt 5 lbs (3,000 gp) 14 platinum rings, 7 of which he wears [spell component: focus] (25 gp each = 350 gp) Money 1,005 GP / 0 SP / 0 CP ------------------------------
Current Encumbrance Level: Light Light 0-33 lbs Medium 34-67 lbs Heavy 68-100 lbs
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