Wizard

Urthain Shardspear's page

104 posts. Organized Play character for Kip84.


Gender

Status:
AC19/Touch12/Flatfoot17/CMD 13||HP 9/[10]| Fort:+3 ;Ref:+2;Wil+6|Percept +8/Sense Motive +9|Init+2|Fire Bolt: 5/7 used|Sling ammo: 0/10 used|

About Urthain Shardspear

Urthain No# 43196-2
Shoanti Shaman (Druid) 2
Shriikirri-Quah (Hawk Clan)
Human 
Age 26, Height 6ft, Weight 180 lb
Neutral Good
Stats: Str 12, Dex 14, Con 13, Int 12, Wis 18, Cha 8

Languages: Common, Shoanti, Druidic, Goblinoid.

Defence: 
HP: 10
AC: 19, Flat Footed: 17, Touch: 12
CMD: 14
Fort: +4
Ref: +2
Will: +7

Offence: 
BAB: 1
CMB: +2

Melee: 
Shortspear  Attack: +2, Damage: 1d6+1

Ranged:
Shortspear  Attack: +3, Damage: 1d6+1  
Range: 20ft
Sling  Attack: +3, Damage: 1d4+1  
Range: 50ft, Ammunition: 10
Fire bolt: Ranged touch attack: +3, Damage: 1d6+1 Range: 30ft, Uses: 7/day

Spells/day: Orisons: 4/day (DC14), 1st: 3/day +1 Domain (DC15)

 Prepared Spells:
Orisons: Flare, Detect Magic, Light.
1st: Produce Flame, Domain: Burning hands
 

Skills: (ACP-2)

Heal: 9 (2 rank, 3 class, 4 wis)
Kn Nature: 8 (2 rank, 3 class, 1 int, 2 Druid)
Perception: 9 (2 rank, 3 class, 4 wis)
Sense Motive: 10 (2 rank, 3 class, 1 trait, 4 wis)
Spellcraft: 6 (2 rank, 3 class, 1 int)
Survival: 12 (2 rank, 3 class, 4 wis, 2 Druid, 1 trait)

Feats: 1st: Combat Casting
Human bonus: Spell Focus (Conjuration)

Natures Bond: Fire domain
Granted Powers: You can call forth fire, command creatures of the inferno, and your f lesh does not burn. Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 
Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire. 
Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 
4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

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 (see Chapter 4). 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 within 30 feet of one another under normal conditions. Generally, inf luencing an animal in this way takes 1 minute but, as with inf luencing people, it might take more or less time. A druid can also use this ability to inf luence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

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.

Trait:
Shoanti Tribesman (Regional): You were born or adopted into a Shoanti tribe. Choose one of the following skills: Climb, Survival, or Swim. You gain a +1 trait bonus on this skill, and it is always a class skill for you. (Skill picked Survival)

Observant: Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. (Skill picked Sense Motive) Since joining the pathfinder society and visiting Absalom Ur has learnt that not everyone means what they say. He's slowly learning to tell the difference.

Gear:
Carrying Capacity: 76/86 Medium load

+1 Hide Armour (25lb) (ACP: -2)
Darkwood Heavy Shield (M.W) (ACP: 0)

Shortspear 1gp (3lb)
Sling 
Sling Bullets 1sp (5lb)

Travellers outfit (5lb)
Spell component pouch 5gp (2lb)
Backpack 2gp (2lb)
Flint & Steel 1gp (-)
Torch, common x4 4cp (4lb)
Grappling hook 1gp 4lb
Rope, Hemp 1gp (10lb)
Clay Tankard 1cp (1lb)
Trail Rations x5 2.5gp (5lb)
Waterskin 1gp (4lb)
Healers Kit (10 uses) 50gp (1lb)
Potion of Cure Light Wounds 50gp (1lb)
Wand of Cure Light Wounds (7 used)

Money on hand: 388gp, 3sp, 5cp

Chronicle Sheets:
The Dalsine Affair 2-21
Mists of Mwangi 0-05
First Steps II: To Delve The Dungeon Deep
Appearance: A long and thick black beard partially covers Ur's grim lined face. Two long hawk feathers hang behind his left ear tied into his long hair and a third is bound to his spear near its tip. A dark green cloak covers his frame.
Background: As a child growing up on the Storval Plateau Urthain was always shorter and weaker than his peers. He was the brunt off their jokes and their games. In his  15th year all the other boys his age were completing The Hunt the Shriikirri-Quah's rights of passage to manhood. The boys would head out of the camp by themselves and had to survive on the plateau for a week on their own hunting and foraging for food and fending off wild beasts and monsters. When they returned to camp they were tired, dirty  and sometimes almost collapsing with hunger but they were always proud and would take their new name and be considered a man in the tribes eyes. Berigan had done all he could to prepare his son for the challenge spending hours a day teaching his to throw the spear, track, and how to find water. But Urthain still only hit the target 2 out of 10 times.  As Ur left the camp Naretha, his mother, sobbed believing him to be walking to his death. She was not far wrong. The dawn of the second day found him huddling in a cave cold tired and hungry after being chased through the night by one of the big cats. Surely it has gone by now! Ur thought to himself. He hadn't heard the thing in what felt like forever. It has given up trying to find me. How clever of me to find this spot he thought gaining confidence. Ur crept up out of his hole and looked around for signs of the beast. He couldn't see any so he pulled himself out and bent over to inspect the ground for the cats tracks intending to hunt the thing in its turn. Suddenly hit from behind he fell prone and felt the claws raking his back the blood flowing the animals jaws closing around his neck. His consciousness swam and faded into black.

" He is no longer our son Naretha and he will never be a man now. " The voice of his father spoke "  Woorak should never have interfered. Urthain should be dead! " Naretha's wailing began anew and Urthain's conscious swam back down into sleep. 

The next time he awoke he found he could open his eyes. He was lying on his belly in an unfamiliar tent. Strange smells assaulted his senses and almost overcame him before the voice next to him said. " Easy now Ur. You've been out for some time but I believe the infection is past now. Your not as weak as some in the tribe believe you know. " it was the voice of Woorak the shaman. " Why did you save me? There is no life for me now. " said Ur in way of reply. " Nonsense " said the shaman " I've been watching you since your infancy and you would have already been my apprentice if your father had agreed, but nevermind all we have lost is a few years. " 

Urthain spent the next 10 years training under Woorak learning the ways of the animals and the plants of the plateau. Learning how to work the magic of the land and the language of the Druids. Every spare moment he had away from his studies he would exercise his body trying to gain the strength and endurance that most of the men in his tribe took for granted. 

In Ur's twenty sixth year Woorak was sent to the lands below as part of a diplomatic party to Magnimar. Ur tagged along still being apprenticed to the shaman but when it was time for the return Woorak told Urthain to stay, travel the world and learn by experience. This was the rights of passage for a shaman. The years of journeying. " You will know when you are ready. When that time comes return to me and you will take my position in the tribe. " Eventually Ur made his way to Absalom and joined the pathfinder society.