Toshigami

Urlok's page

25 posts. Alias of goodwicki.


Gender

NG male half-orc druid (feyspeaker) 2 | HP 15/15 | AC 16 (T 13 / FF 13) | Fort +4, Ref +3, Will +5 | Perception +10 (low-light vision), Sense Motive +6

Age

17

Special Abilities

Low-light vision

Alignment

Neutral Good

Languages

Common, Druidic, Orc, Sylvan

Strength 12
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 14
Charisma 15

About Urlok

Background:

Born in the wilds of southern Brevoy to a half-orc mother, Urlok claims orc, human, and fey ancestry. Raised by his shamanic mother, she eventually gave him over to a druidic mentor once his strange fey abilities began to manifest - in moments of anger he could double in size, like the spriggan she claimed was his grandfather. His druidic mentor, a human woman, trained him in the ways and traditions of her order. His fey blood had already granted him an aptitude towards green and growing things, and she nurtured his strength in this domain. That same fey blood seemed to interfere with his mastery of other elements of their faith, however, as he showed much greater aptitude and interest in socializing and athletics [Reckless] than he did in developing a deeper understanding of the natural world; indeed, he seems to draw forth the divine through sheer force of personality rather than through will. Much as he can briefly grow physically larger, however, he can also temporarily bolster his connection to the divine, casting spells more powerfully than normal [Beacon of Faith].

Drawn by the untamed wilds and the possibility of finding his fey relatives, Urlok has come to the Stolen Lands to assist those tasked with bringing the rule of law to its inhabitants.

Appearance and Personality:

Urlok is squat and bow-legged, with broad shoulders and lean limbs that look too long for his frame. His hair is worn long and is tinted green (whether this color is natural or affected is unclear) with leaves and flowers seemingly growing in it. Most often his face is covered by a wooden mask, though when it's removed once can see his features favor his orcish heritage: small, dark eyes peering out from beneath a heavy brow, and an anvil jaw which holds more teeth than his lips can hide. He is dressed in a strange leafy armor and carries an unshod staff of gnarled wood still covered in grey bark - really little more than a heavy branch. He's accompanied a large, healthy-looking brown and white spotted horse that he enjoys talking to, and which occasionally seems to reply with a whinny or neigh.

Urlok is generally easy-going and often lets his curiosity get the better of him. Though generally playful and good-humored, when his temper finally breaks, however, he becomes vicious bordering on cruel. He doesn't hold a grudge and favors second chances unless someone has committed a true atrocity in his eyes, at which point he treats them without quarter or mercy. When in a good mood he's prone to a certain grandiloquence of conversation; when roused to anger and vengeance his words become brutally straightforward.

Statistics:
Male half-orc druid (feyspeaker) 2
NG medium humanoid (half-orc)
Init +3; Senses Perception +9 (low-light vision)
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, +0 shield)
hp 15
Fort +4, Ref +3, Will +5
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OFFENSE
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Speed 30 ft.

Melee

Quarterstaff +2 1d6+1(x2)
Quarterstaff, shillelagh +3 2d6+2(x2)

Ranged

Sling +4 1d4+1(x2)

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STATISTICS
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Str 12, Dex 16, Con 12, Int 14, Wis 14, Cha 15
Base Atk +1; CMB +2; CMD 15

Traits

  • Pioneer (Campaign) +1 trait bonus to Perception, free horse.
  • Reckless (Combat). +1 trait bonus to Acrobatics and is a class skill.
  • Beacon of Faith (Faith). Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or when casting one of your domain spells.
  • Feats

  • Endurance (Racial bonus feat)
  • Diehard (Character level 1)
  • Adventuring Skills (18 points; 12 class levels + 4 Int + 2 FCB)

    Acrobatics +9 (2 ranks + 3 class + 3 Dex + 1 trait)
    Bluff +6 (1 ranks + 3 class + 2 Cha)
    Climb +7 (1 ranks + 3 class + 1 Str + 2 racial)
    Diplomacy +7 (1 ranks + 3 class + 2 Cha)
    Knowledge (nature) +7 (2 ranks + 3 class + 2 Int)
    Perception +10 (2 ranks + 3 class + 2 Wis + 2 racial + 1 trait)
    Ride +8 (2 ranks + 3 class + 3 Dex + 0 feat + 0 racial + 0 trait)
    Sense Motive +6 (1 ranks + 3 class + 2 Wis)
    Spellcraft +6 (1 ranks + 3 class + 2 Int)
    Stealth +8 (2 ranks + 3 class + 3 Dex)
    Survival +8 (2 ranks + 3 class + 2 Wis + 1 trait)
    Swim +5 (1 ranks + 3 class + 1 Str)

    Background Skills (4 points; 4 class levels + 0 Int +0 favored class bonus)

    Handle Animal +7 (2 ranks + 3 class + 2 Cha + 0 feat + 0 racial + 0 trait)
    Knowledge (geography) +7 (2 ranks + 3 class + 2 Int)

    ACP of 0 applies to these skills: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, Swim.

    Languages Common, Druidic, Orc, Sylvan.

    Class & Racial Abilities:

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    DRUID (FEYSPEAKER) ABILITIES
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    Fey Magic At 1st level, a feyspeaker allows the strange idylls of the fey to guide her magic. The feyspeaker uses her Charisma score instead of her Wisdom score as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, concentration checks, and so on). At 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels, a feyspeaker adds one enchantment or illusion spell from the sorcerer/wizard spell list to her druid spell list as a spell of 1 level higher (for instance, at 4th level, she could add color spray as a 2nd-level druid spell). In order to select a spell, she must be of a level high enough (including the increased spell level) to cast it. Once selected, the spell cannot be changed. Replaces the ability to spontaneously cast summon nature’s ally spells; alters wild shape (wild shape is gained and functions at druid level -2).

    Fey Speech (Ex) At 1st level, a feyspeaker’s words carry a tiny fragment of the otherworldly power of the fey’s voices. She gains Bluff, Diplomacy, Disguise, and Sense Motive as class skills. A feyspeaker also learns Sylvan as a bonus language. In addition, the feyspeaker gains a number of skill ranks at each level equal to 6 + her Intelligence modifier, instead of 4 + her Intelligence modifier. The feyspeaker’s base attack bonus from her druid levels is equal to half her druid level (much like a sorcerer’s base attack bonus is calculated), rather than the usual druid base attack bonus. Replaces nature sense; alters the druid’s base attack bonus, class skills, and skills ranks per level.

    Wild Mischief (Ex) 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. This ability replaces the druid’s proficiency with medium armor.

    Wild Empathy +4 (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.

    Nature Bond (Ex) Growth domain.

    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.

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    RACIAL ABILITIES
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    +2 to one ability score (Dex).
    Medium, Speed 30.
    Orc Blood. Counts as both human and orc for any effects related to race.

    Alternate Racial Traits:
    Bestial. +2 racial bonus to Perception. Replaces orc ferocity.
    Fey Thoughts. Stealth and Use Magic Device are class skills. Replaces weapon familiarity.
    Forest Walker. Gain low-light vision and +2 racial bonus to Climb. Replaces darkvision.
    Shaman's Apprentice. Gain Endurance as a bonus feat. Replaces intimidating.

    Spells & Growth Domain:

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    Level (times/day) Save DC: prepared
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    0th (5/at will): create water, detect magic, flare, light, read magic

    1st (4/day): cure light wounds, cure light wounds, nature's path, shillelagh

    Domain Spells: 1st—enlarge person, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—righteous might, 6th—repel wood, 7th—animate plants[/i/], 8th—[i]control plants, 9th—shambler.
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    GROWTH DOMAIN POWERS
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    Enlarge (Su) 5/day: As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

    Equipment & Encumbrance:

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    GEAR WORN
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    Leaf armor (masterwork). +3 armor AC, Max Dex +5, ACP 0, ASF 15%, Speed 30, Wgt 20 lbs [Cost 650 gp]

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    POSSESSIONS
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    Quarterstaff. 1d6 (20/x2), Type B, Wgt 4 lbs [Cost -]
    Sling
    -10 sling bullets. Wgt 5 lbs.

    Outfit, explorer's.
    Wooden mask. Wgt 1 lb.
    Spell component pouch. Wgt 2 lbs. [Cost 5 gp]

    "Kabayo" Horse, heavy. [Cost 125 gp on top of trait bonus]
    -Tricks known: break out, come, deliver, guard, heel, rescue, stay.
    -Leather barding. +2 armor AC, Max Dex +6, ACP 0, Speed 30, Wgt 30 lbs [Cost 40 gp]
    -Bit, Bridle, Saddlebags, and Military Saddle [Cost 30 gp]

    Potion of cure light wounds x 2 [Cost 100 gp]
    Potion of ant haul [Cost 50 gp]
    Potion of feather step [Cost 50 gp]

    Money 0 PP / 40 GP / 0 SP / 0 CP

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    ENCUMBRANCE
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    Current Encumbrance Level: Light

    Light 0-43 lbs Medium 44-86 lbs Heavy 87-130 lbs
    Current Load Carried 31 lbs