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About Tooth the Feral Child12 years ago, a noblewoman, Brunna Solhiem and her entourage traveled through a dangerous forest to a neighboring kingdom. She had just given birth to a child born of a tryst with her favorite bodyguard. Along the way a group of bandits led by the Fallen One, an infamous Aasimar bandit whose cruelty is a disgrace to his celestial blood. He massacred the entourage and slew Brunna personally. Her lover managed to escape with his son but some bandits gave chase. They were chased off by a pack of wolves led by Brighteyes, an awakened wolf who was once the companion of a Druid. Brighteyes took pity on the child and claimed him as her own. Though the wolves would normally eat the child, they obeyed Brighteyes without question and raised Tooth like he was a cub. He learned the strength of the wolves and how to hunt in a pack. In particular he bonded with his "brother" Fang the son of Brighteyes. Though not awakened like her, he is slightly more intelligent than your average wolf. Besides Fang, he bonded most with his adoptive mother who taught him how to speak Common and what little she could figured out about the fateful day they had met. Tooth has no idea what his true parentage is. Tooth has had little contact with other humanoids and therefore doesn't quite know how to communicate with others. Thanks to Brighteyes' tutelage, he can speak and understand common but he can't read or write. She did not teach manners or money and so he has no concept of either. Brighteyes may be intelligent but she does not have an extended lifespan. When Tooth reached his twelfth year, she died of old age. The wolves had some lingering affection for him but, without Brighteyes' stern leadership, their instincts soon began to take over. Only Fang kept his familial bond with him. Tooth decided he needed to be with his own kind. He and Fang set off to discover an unfamiliar world beyond the forest. Among the pack, there was no need for names so he never had one. Even Brighteyes was a name given to the wolf by local druids. "Tooth" is the name given to the child by hunters after he bit one of them in the leg. Young Character Rules:
a young character has a +2 bonus to Dexterity and a –2 penalty to Strength, Constitution, and Wisdom. (A young character's potential inexperience and awkwardness are represented by having only the skill ranks of a 1st-level character rather than taking a penalty to Intelligence or Charisma.) Archetype Abilities:
At 1st level, a feral child may choose one specific type of animal as the type that raised her. She gains a +2 circumstance bonus on Handle Animal and wild empathy checks with animals of that type, and she can communicate with them as if using a continual speak with animals spell-like ability, but this ability is non-magical. (Wolf)
Illiteracy At 1st level, a feral child is unable to read and write, though she may learn by taking 1 rank of Linguistics. She does not gain Druidic as a free language and cannot select Sylvan as a bonus language.
At 1st level, a feral child gains Improved Unarmed Strike as a bonus feat. Character Sheet:
Tooth CN Young Human Age: 12 Gender: Male Size: Medium Looks: Brown Skin, Blue eyes Height/Weight: 5'1" tall, 110lbs. (Medium) Homeland: Deity: Green Faith Campaign: Representing: Larkos Race Traits: Initiative: Total +2 = 2[Dex] Defenses
Fortitude +3 = (2[base] + 1[Con])
Base Speed [30 (6 sq.)] AC [] = 10 + 2[Dex] + Armor
Ability Scores
Attack Bonuses
Feats
Traits Skills: Skills Total = (Ability Mod. + Ranks + Misc.) * Armor Check Penalty 0
Carrying Capacity
Equipment Carrying Capacity
Spellcasting:
Class Features: Spells To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Spontaneous Casting A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex) 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. Animal Companion (Su)
Familiar: <Fang>,
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex) The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. |