Heart of the Wilderness-Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.
Skills:
gear:
Bones for reading the weather,MW shortbow, 30 CI arrows, Spiked Gauntlet. MW Backpack; Spell Component Pouch; Whetstone; Waterskin; Belt Pouch; Winter Blanket; Bedroll; Silk Rope; Surgeon's Tools; Flint and Steel; Shaving Kit; Soap; 4 Torches, 1 holy water, 3 Holy Water, MW Breastplate, MW Longsword
Appearance/Personality:
Vachordi is a tall thin man, with a broad face, and shaved head. His head bears a variety of tribal symbols as a large tattoo. His hair and eyes are dark. He carries a bow in his hand, with a large pack and quiver stuffed with arrows at his hip. He is dressed in leather armor and clothing made from skins and furs, that he has hunted.
Desperately seeking to throw off the impatience of his youth and become a true Wise Man, Vachordi seeks, above all else to listen, and observe everything and everyone before he speaks. He spends most of his time listening to his companions and comparing their words and thoughts to those he hears from the wind.
He speaks in measured tones, using the lessons taught him by the wind and earth to explain himself. He is a healer and friend to all, until they have proven otherwise. He is free with his advice but never offers it until asked.
Backstory:
Vachordi was born into a small, nomadic Shoanti tribe. The eldest son of the chief he was groomed for leadership for the first 18 years of his life. Early on he took to the bow and become one of the most promising hunters of the tribe. While out on a hunting foray he took a detour to follow some goblin tracks, he was caught in a storm. Lightning struck near him launching him through the air and leaving him on the verge of death.
For three days and nights he slept on the brink of death, visions of the lightning, rain, wind and thunder screaming through his mind.
At last he awoke, head throbbing he staggered back to camp, and into the tent of the Wise Man. He told him what had happened. It was then that he learned that he was not destined to lead, but rather to be the next Wise Man.
For the next 6 years he laid aside his bow to learn to heal and read the weather. To sing the tribe's songs, and dance their dances. During these years, only once did he pick up his bow and venture out into the forest. He did not know why but Vachordi was guided by the winds. It was on this foray that he met the Professor. The Professor was studying the nomadic Shoanti tribes of the region when he was attacked by a band of roving goblins. The professor had taken care of them all, but one had remained hidden and as he was prepared to strike the killing blow Vachordi fired, killing it.
The Professor stayed with the tribe for several days trading stories before leaving. Vachordi has not heard from him sense, until the letter. Now an apprentice no more he picks up his bow once more to travel the world, to pay his respects at the funeral and gain the one thing that cannot be taught him. Wisdom. He arrives at the funeral seeking it still.
The Winds:
North: Cold and fierce. From it Vachordi gains he courage and relentlessness. The North wind has taught him that in combat one must be fierce but passionless.
South: Stormy and erratic. From it Vachordi gains his creativity and initiative/ The South wind has taught him that sometimes the unpredictable course is the best.
East: Calm, bringer of rain. From it Vachordi gains his intellect and ability to solve problems. The East wind has taught him that sometimes you must bring pain to bring healing.
West: Warm and pleasant. From it Vachordi gains his capacity for friendship and love. The West wind has taught him that he cannot exist on his own, that he will find his purpose through others.
feats and traits:
Point Blank Shot; Precise Shot; Selective Channeling
Chance Savior; Poverty Stricken,
Seasons Domain:
Replacement Power: The following granted power replaces the storm burst power of the Weather domain.
Untouched by the Seasons (Su): By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
Replacement Power: The following granted power replaces the lightning arc power of the Air domain.
Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
Domain Spells: 1st—whispering wind, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—wind walk , 7th—elemental body IV (air only), 8th—whirlwind, 9th—Winds of Veangence
Currency:
905 gp 0sp 8cp
Loot to be divided potion of cure moderate wounds, 2 suits of studded leather armor, a masterwork horsechopper, a dogslicer, 2 shortbows, 40 arrows.