Wormling's page

71 posts. Organized Play character for Gummy Bear.


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Dark Archive

Wormling's information:

Player: Gummy Bear/GM Bearington
Faction: Dark Archives
ID #: 74244-10
No Day Job
No Purchases
This is Chronicle Number 1 (so zero prestige and XP)
95 GP spent

I will get my sheet done today/tomorrow! Fret not Ladile, I have not forsaken you! Ladile, will you be making any purchases (gold or prestige)?

Dark Archive

Gulch continues to gape at the place where the plant was while it gets shoved off of the ledge.

Wormling draws his crossbow and does his best to avoid his allies and sink a bolt into the plant's center of mass. I really don't like using this thing...

Crossbow, (firing into melee): 1d20 - 1 ⇒ (9) - 1 = 81d8 ⇒ 6

The stress of the situation gets to his trigger finger and he fires too early, sending the bolt flying into the wall.

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I find it fitting that the Asmodean would sacrifice a kitten in the name of a safe bull rush :)

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Will Save (Gulch), DC 14: 1d20 + 2 ⇒ (8) + 2 = 10

Gulch's tiny mind flounders as it tries to process the image of adorable puppies and the murderous plant. Puppies are delicious, but plants? What? What is this trick?!

Wormling does his best to avoid the impending meleefest. Are you people insane? I may have bound a vile demon to my undying soul, but I didn't try to send a killer plant down into the pit WITH US!

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Gulch fails his save, is dazed and takes no actions. 15ft up. If the bull rush works, he will drop down next round. Wormling, aware that everyone is forming up for a good old fashioned rough and tumble, double moves away from the group.

Dark Archive

I must have deleted it during editing, but Gulch will be utilizing total defense as his standard action.

Dark Archive

How does carrying people out work? I assumed it was no problem with Wormling because he is a small character. I am more than happy to have Gulch drop down into safety and carry people out.

He'll get a wonderful sense of satisfaction pretending to be a paladin as he saves a paladin ;)

EDIT: I've already posted. GM: would you let me change tactics or wait until next round?

Dark Archive

Gulch is expendable (and a big dummy) so I'll have him keep slogging forward.

Wormling will help make the climb so the sane party members can escape!

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Gulch continues his actions, keeping his defenses up so he can close with the beast, and climbing as fast as he can

Climb, DC 15: 1d20 + 7 ⇒ (4) + 7 = 11

Yet despite his best effort to continue moving up, he can't find a proper hand hold to lift up his substantial girth.

Wormling stands up and attempts to follow Elena's lead. Fran, don't move! You've got quite the nasty gash there. I'll try to help you this time!"

Climb, Aid Another: 1d20 - 4 ⇒ (17) - 4 = 13

Due to his size, he offers up his head as a little step stool for the injured girl to attempt her ascent again.
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Gulch's AC is still 16. To clarify, 1 more successful climb check gets me on top of the cliff, right? Wormling has a crossbow if someone wants to take it off of him!

Dark Archive

Will Save, Gulch DC 14: 1d20 + 2 ⇒ (20) + 2 = 22
Will Save, Wormling DC 14: 1d20 + 3 ⇒ (6) + 3 = 9

"Ain' nob'dy cas'in' spells on me!" Gulch bellows as he continues his climb towards the damnable plant while doing his best to defend himself from any tentacle attacks.

Climb, DC 15 Gulch: 1d20 + 9 ⇒ (3) + 9 = 12
Climb (Fortune Hex), DC 15 Gulch: 1d20 + 9 ⇒ (16) + 9 = 25

Wormling lazily rolls over, his hand colliding with a potion on the floor. "Why are we fighting this thing? Let's just leave it alone, what harm is it doing anyone? After all, we did just come barging into it's home." His head turns towards the vial. "This looks tasty," he mumbles as he pops the stopper off the potion and drinks it.

Potion of CMW: 2d8 + 3 ⇒ (6, 2) + 3 = 11

He licks his lips as the warmth of healing washes over him. "...yummy..."

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Gulch will use a standard to use total defense and continue climbing via a move action. How far up is he now? Wormling uses a move to pick up the potion and a standard to drink it.

Dark Archive

This is how I think about it:

At a table, everyone would roll perception vs the rolled stealth of the enemy. In a PbP, I would do the same thing except have the GM roll all the dice to keep the game moving.

I think an opposed check should be rolled, but something with a flat DC (ie a trap, notice special objects, etc.) should just have a take ten. In this event, I wouldn't even notify the PC's that a check was made and just tell the ones who succeeded that they notice X. If nobody can make the check on a 10, I'd probably do GM rolls again just to give them a chance.

Of course, I'd let PC's roll perception if a check hasn't been made yet on their behalf. For example, if a PC steps into a room and rolls perception (before I've described the room), I'd let them use that roll regardless of what I'd typically do.

Does all of that make sense?

Dark Archive

If Gulch is going to start provoking (meaning he isn't getting cover from the angle), as soon as he realizes that, he will turn around and help people out of the pit.

I figured the height difference would protect him from AooO's. Until he attempts to get onto the island itself. This is how I see it:

_
|
|
|X
|_

Gulch is at the bottom, plant at the top. 5ft up (at the X) is still greater than 10ft from the plant, and the hard corner provides cover even at the top, no? Like being down a hallway with someone standing on the side of the door.

Cover Rules from the pfsrd site has a picture that I'm trying to use to interpret what is happening.

Dark Archive

Back at full steam, Gulch covers his head before moving towards the wall. No other way up, climbing here is as good as anywhere else! With a grunt, he does his best to start scaling the wall towards their assailant.

Climb: 1d20 + 7 ⇒ (10) + 7 = 17 Success

Head swimming, Wormling continues to lay on the ground. I fear that any real exertion will cause my body to fail or, worse, that the creature will strike me again...

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Wormling will delay until he receives healing. If he goes unconscious, Gulch dissipates so he won't be risking anything for now :) Gulch will take a standard action to enter total defense, then move towards/up the wall. 17 AC while in total defense. I am assuming the angle/height of the wall is preventing the plant from delivering further AoOs? Thanks for the heal Rhasuel!

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GM Choon wrote:

Not unless it has combat expertise.

Multiattack does nothing but reduce attack penalties.

I think combat reflexes is the feat you are thinking of!

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Every round!

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Will Save, DC 14 (Gulch): 1d20 + 2 ⇒ (5) + 2 = 7
Will Save, DC 14 (Wormling): 1d20 + 3 ⇒ (9) + 3 = 12

After being thoroughly manhandled and tossed to the bottom of a pit, Gulch groans in pain, but his groan is quickly eclipsed by Wormling's own yelps. A stream of heavy purple smoke pours out of Wormling and into Gulch, allowing his battered body to move again.

Gulch stands up, gritting his teeth in pain and looks over at Elena. Paladins never do a fall right. He starts eyeing the wall below the fungus for possible hand holds.

Fully motivated to not experience another test of Gulch's bond to him, Wormling begins to quickly move around the cliff towards the bridge. No no no no no no no!

EDIT: Just remembered to roll will saves and that we are still in surprise round. Adjusting actions/positions accordingly.
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HA we just got WRECKED. Wormling sacrifices 8 of his own hit points to keep Gulch from leaving this plane. Gulch is at 1 HP.

How high up is the "island" the plant is on? If it is obviously not climbable, Gulch will start moving clockwise around the island to find a way back up. Are there other ways up?

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Gulch confidently strides into the cave, ready for whatever it is the professor is yammering about. So many big words from such a small creature... He shakes his head in disgust at the thought. What's wrong with normal words? Ain't nobody in this place raised right but me.

Wormling detaches from Gulch as soon as they reach the other side. Pushing aside part of the bush, he hits the floor swatting and rubbing at his ears as he unleashes a dismayed screech, "THEIR EATING MY EARS!" But after a brief, terror-filled display, he resumes his composure as he comes to the realization that there is nothing crawling upon his ears. He tugs Estra's pant leg. "I may need more help than I let on... Ustalav is famous for their psychiatric treatment facilities, yes?"

He then shuffles into the cave, hoping to stay away from anymore hallucinations.

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Seeing the others climb over the rock, Gulch grabs Wormling by the head and puts him on his back. He then leaps upon the rock and scrambles over it, Wormling clinging in horror to the beast.

Will Save: 1d20 + 3 ⇒ (10) + 3 = 13

Climb Checks if needed:

Climb Up: 1d20 + 7 ⇒ (3) + 7 = 10
Climb Down: 1d20 + 7 ⇒ (12) + 7 = 19

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Gulch will take 10 to climb for a 17, I figure that even with Wormling attached to him it is enough. The spoiler has rolls if this is not acceptable.

Dark Archive

Part way up the path, Gulch freezes. His beady little eyes dart around before settling on something to his left. He sniffs heavily before hurtling off into the brush, presumably on the hunt for prey. Anyone who follows him finds the eidolon chowing down on a flower bush, before he comes to his senses and spits them out, raking his claws against his tongue. Confused and very disappointed, he takes up his position back in line and trudges along.

With Gulch back in line, Wormling somehow manages to become even more pale. WHAT?! WHY?! I am to young to die, I may live life in hell, but at least it isn't Hell! I must remain vigilante. He will probably strike when a fight breaks out, I'll be sure to put plenty of space between us... As the frequency of his thoughts increase to an alarming frequency, his breathing intensifies and sweat starts to form readily on his brow. Getting a little shifty, he starts looking around for possible escape routes, should the need arise.

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Gulch trudges on, indifferent to the whispers in his ear. I know that damned paladin will try to kill me, but I didn't know that she was a he...

Wormling, on the other hand, is in a dire state of chaos. "Does anyone smell fish?" He hops on one foot, pulling a shoe from his foot and waving it in front of Mathos' face. "Anything fishy? Please let me know if you do. Did I step in anything? Oh dear..."

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If possible, Wormling and Gulch would like to be near the front. I have no problem being the rearguard though if people prefer that.

Dark Archive

I have dotted in

Dark Archive

I can add that in!

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Not wanting to be out done, Gulch goes in on the plant thing.

Claw: 1d20 + 5 ⇒ (14) + 5 = 191d4 + 4 ⇒ (4) + 4 = 8
Claw: 1d20 + 5 ⇒ (15) + 5 = 201d4 + 4 ⇒ (4) + 4 = 8
Bite: 1d20 + 5 ⇒ (9) + 5 = 141d6 + 4 ⇒ (2) + 4 = 6

Working tries to contribute to the beat down, sending a splash of acid towards it.

Acid Splash vs Touch: 1d20 + 1 ⇒ (9) + 1 = 101d3 ⇒ 3

Dark Archive

As combat breaks out in earnest, Wormling moves up to Gulch and casts his usual spell before Gulch dives off into the thick of things.

Bite (inspire courage, flank): 1d20 + 7 ⇒ (7) + 7 = 141d6 + 5 ⇒ (5) + 5 = 10

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Wormling cast Mage Armor.

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Gulch storms up to the head of the group. "Some'in' 'its ya in 'e 'ead an' ya tal' to i'? Wha's 'e ma'er wi' ya?" Silly paladins with their words.

Wormling tries to keep up, taking twice as long to get up to his keeper.

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Gulch said what?:

"Something hits you in the head and you talk to it? What's the matter with you?"

Gulch readies to bite the creature if it does something hostile again

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In typical Gulch fashion, he blunders over to the corpse to inspect the thing first hand. If he makes it the whole way, he prods it roughly with a meaty finger, trying to make sure it is dead.

Wormling does his best to stay near by. "Some horrid beast, I'm sure of it. I've heard of many armed gorilla demons in certain areas of Golarion that are won't to do this type of thing. This is an ill omen indeed... Be on your guard everyone! Speaking of, this may be better suited for them to deal with..."

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Have no fear, Gulch is always eager to facecheck any potential encounter!

Dark Archive

Gulch and Wormling take a look around, the gate hanging by a thread putting them on their guard.

Perception, Gulch: 1d20 + 4 ⇒ (12) + 4 = 16
Perception, Wormling: 1d20 + 7 ⇒ (14) + 7 = 21

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Gulch slowly gets the hang of his movement and works his way to the door. When he finally gets out, he crawls out of the room on all fours and empties his stomach on the front porch. "Le's go, an' neve' 'ome ba'." Wiping his mouth, he makes his way to the greenhouse, Wormling in tow.

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Gulch said what?:

"Let's go, and never come back."

Placed Gulch and Wormling on map

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Gulch, overjoyed that they have no more business in this damnable room, does his best to maneuver out.

Acrobatics: 1d20 + 1 ⇒ (5) + 1 = 6

"WOOOOOOOOAAAHHHH" he crashes into the ceiling instead, bouncing off at an angle and against a wall.

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As Gulch flaps his arms about, trying to right himself but only serving to further flip him around, he confesses his motives to the piratical book. "A pira'e? HAHAHA an' wha' is a boo' tal'in' 'ike a pira'e doin' he'e? We a'e intrude's bu' no' ye' thieves! Tha' Q fellow to'd us t' nab an 'e'b-uh-side' an' tha's wha' we gonna do!"

Wormling barely pokes his head into the room to see what is going on. "Is everything ok in there? I thought I heard a voice!"

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Gulch said what?:

"A pirate? HAHAHA and what is a book talking like a pirate doing here? We are intruders but not yet thieves! That Q fellow told us to nab an 'Herb - Uh - Side' and that's what we gonna do!"

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"OY! Wha' i' thi' 'en?! 'Urn tha' gra'ity ba' on!" He shouts as he starts flipping in the air. As Sunshine lashes out in distress, he snaps at him. "PAWS OFF PUSSYCAT! MINE A'E BIGGE'!" He takes a few swipes at his feline foe, but based on his own flailing and yammering, it seems unlikely he can follow through on his threat...

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Gulch said what?:

"OY! What is this then? Turn that gravity back on!"
"PAWS OFF PUSSYCAT! MINE ARE BIGGER!"

Dark Archive

Sorry guys, dropped the ball there. I edited my post to make more sense.

Dark Archive

Gulch and Wormling go about their typical morning routines. Gulch is devouring all the food he can and washing it down with all the drink he can find, while Wormling has his meager meal.

With the door already partially open, Gulch roughly throws it open completely and strides on through. Inside, he calls back "'Ey, fa'cy pan's! Wha's law 'ay abou' openin' doo's wha' a'e al'eady open?"

Wormling, still standing outside with the others, looks at the rest of the party. "Gulch may have been... busy... when Mathos told us his plans for the next few days... Would anyone care to be our new lawyer?"

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Gulch said what?:

"Hey, fancy pants! What's the law say about opening doors what are already open?"

*face palm* I was wondering why I hadn't seen a post by him... Will edit post.

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Gulch merely watches as Elena does all the work regarding the stone lid. Heh, now that's what real work looks like! Once it is in place, he gleefully sits upon it. "I' ain't goin' 'nyw'e'e no'!" he chuckles.

Wormling joins the search of the room for more permanent options.

Perception, Wormling: 1d20 + 7 ⇒ (8) + 7 = 15

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Gulch said what?:

"It ain't going anywhere now!"

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Hearing the sounds of combat, Wormling comes running in and tucks into a corner. "What's going on?"

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Double move

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Gulch eyes the creature, ready to pounce on a moment's notice. Just about ready to rip it's throat out, what are we waiting for? A fair fight?

A small voice, even smaller due to the distance, can be heard around the corner. "What's going on? I can't see anything!"

Delayed Action, Gulch:

"Jus' on' o' you? HAHA i' 'll ta'e mo'e 'an at' ta do me in!" Gulch laughs as he trots forward to join the battle.

Bite: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 4 ⇒ (5) + 4 = 9

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Gulch will delay until after a hostile action is taken or reinforcements show up and appear to be menacing.

Gulch said what?:

"Just one of you? HAHA it'll take more than that to do me in!'

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"HAHAHAH" Gulch bellows at the deceased creatures. "'Fraid o' th' da'k, eh? I'll go wit' ya' 'en. I' ain't eve' given me no troub'e." he says as he wipes the gunk from his claws and face on the bone-ridden wall. Paladins can't do nothing by themselves! Always need a proper demon to look after them, haha!

Wormling meekly keeps to the middle of the pack as the rest assemble.

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Gulch said what?:

"Afraid of the dark, eh? I'll go with you then. It ain't ever given me no trouble"

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Seeing how easily their foes are dispatched, he makes no demands of Wormling. A broad demonic grin is plastered on Gulch's face as the stars align before him, calling for the end of this little creature's life. He let's out a savage roar before tearing into the centipede with everything he has.

Bite (Inspire Courage, Flank): 1d20 + 7 ⇒ (17) + 7 = 241d6 + 4 ⇒ (6) + 4 = 10
Claw (Inspire Courage, Flank): 1d20 + 7 ⇒ (13) + 7 = 201d6 + 4 ⇒ (3) + 4 = 7
Claw (Inspire Courage, Flank): 1d20 + 7 ⇒ (9) + 7 = 161d6 + 4 ⇒ (3) + 4 = 7

Wormling watches in slight horror at the savage attack of the insect. Certainly a savage beast, he enjoys this type of work too much! I hope he hasn't horrified the others too much...

Dark Archive

Targets finally materializing, Gulch goes in for a piece of the centipede that attacked Elena.

Bite (Inspire Courage): 1d20 + 5 ⇒ (2) + 5 = 71d6 + 5 ⇒ (2) + 5 = 7

But in his eagerness to enter combat he misses horribly.

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As far as the surprise round, Gulch will delay until after enemies go. I forgot to add that line to my post. Haha he isn't going to do a thing until targets appear!

Dark Archive

Perception, Gulch: 1d20 + 4 ⇒ (11) + 4 = 15
Perception, Wormling: 1d20 + 7 ⇒ (4) + 7 = 11

Gulch does his best to be as close to the front as possible, while Wormling tries to stick to the middle of the pack.

When other pull out their light sources, he realizes he was too slow on the draw to cast his light spell. At least torches aren't too expensive...

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To clarify, the 15ft wide hallway our icons are in is actually 5ft wide?

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"Ah yes, my apologies. He seem to has an aversion to certain consonants. I have yet to determine if that is due to laziness or a limitation in his education. What he said was, 'Is that it then?'" Wormling explains.

"Gor'm?! No' 'at i' wha' I call a god! Le's go on i'side 'en!" Gulch calls back as he gets as close as he can without actually entering the place.

"With any luck, what ever creature left those tracks will find Gulch before it finds us!" Wormling grumbles under his breath.
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Gulch said what?:

"Gorum?! Now that is what I call a god! Let's go on inside then!"

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"Is 'at i' 'en?" Gulch calls out as the group catches sight of the opening. Without needing a response, he runs ahead to investigate.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Wormling stays with the group and looks about from there.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

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Once everyone arrives, Gulch strides out of the inn. "'ell th' wo'k i' fini'hed, eh? Goodie! 'bout time the'! Need me so'e action." He releases a formidable belch, a sickening stench reminiscent of the stew fills the area.

Wormling has been listening attentively to the other members and makes mental notes of the bits and pieces of what they have learned. "This sounds like a recipe for ghouls and other undead if I ever heard one. We should be as careful as possible while investigating."

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"STEW? I DO 'OVE A BOWL A GUD STEW! 'RING IT IN A TUB, WILL YA?" in an uncharacteristic bout of almost childish excitement, Gulch bounds to the nearest table, pushing over all in his way, and patiently waits for the biggest bowl of stew the halfing can carry. I' the one thing Go'arian can do r'ght.

Stunned, Wormling's jaw drops at the development. He eventually recovers himself enough to order his usual meal and settle down for what is hopefully a peaceful meal.

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I have arrived!

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Gulch looks over at the paladin as she converses with the table. He he, Woman's gon' daft! He decides that investigating the fresh corpses of the puffy faced blue creatures is more entertaining.

Wormling, however, is much more astute. "Indeed, we are here to help others continue your work. Won't you help us gather your note and equipment so you may get the credit you deserve?"

Wormling Diplomacy, Aid Elena: 1d20 + 3 ⇒ (14) + 3 = 17

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Elena: it did not seem to matter, but I believe the damage on your longsword attack should have been +4 (+3str, +1 inspire courage).

Dark Archive

I was not clear at all in my post, but Wormling would have cast mage armor on Guch, not himself.

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Will Save, DC 11 Gulch: 1d20 + 2 ⇒ (3) + 2 = 5
Will Save, DC 10 Gulch: 1d20 + 2 ⇒ (13) + 2 = 15

Will Save, DC 11 Wormling: 1d20 + 3 ⇒ (4) + 3 = 7
Both shaken

Gulch is overwhelmed by the vision, not sure what he just saw. As the creatures appear, he flies into a frenzy of inspiration. "WO'MLIN'! A'MO' NNNNOOO'!" Wormling steps in behind Gulch and casts his typical spell. Mage Armor, Gulch accepts rage, Wormling does not

Ready for battle, Gulch attempts to acquaint one of the little blue faced things with his jaws!

Bite (Inspire Courage/Rage, Shaken) vs Blue: 1d20 + 4 + 1 + 1 - 2 ⇒ (14) + 4 + 1 + 1 - 2 = 181d6 + 7 ⇒ (6) + 7 = 13

Gulch has Step Up, just fyi in the event one of them tries to 5ft away from him to blow more darts.

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Eager discover what has been playing with them, Gulch becomes silent and creeps into the room. You can tell two things buy his actions: first, he is trying very hard to be sneaky. Second, he has no idea how to actually be sneaky. His over long, awkward steps creating only slightly less noise than normal. He "sneaks" over to the box and tries to open it. I placed my characters, but I am unsure which room is the one he could see through the hole, but that is the one he is currently in.

Stealth: 1d20 + 1 ⇒ (4) + 1 = 5

Wormling enters the room and immediately begins scanning the books for anything of interest.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

Full Name

Valan

Race

Human

Classes/Levels

Druid 1

Gender

male

Size

5' 8''

Age

20

Deity

green faith

Strength 12
Dexterity 13
Constitution 16
Intelligence 8
Wisdom 15
Charisma 10

About Valan, lone druid

Stats:

Spoiler:

Valan
Male Human Druid 1
Medium Humanoid (uncivilized)
Init +1; Perception +2

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Defense
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HP 12 (1d8+3; +fav. class)

LW (fatigued; -1 to all rolls) = 6 (DC 20 Endurance to ignore)
HW (exhausted; -3 to all rolls) = 3 (DC 25 Endurance to reduce to fatigue; DC 35 Endurance to ignore)

AC: 14 Touch 12 Flat-Footed 12
(Armor +2; Shield +1; Dex +1; Insight +0)

Fort +5, Ref +1, Intu +4, Will +0

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Offense
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Speed 30 ft.

Melee: mwk Quarterstaff +2 (1d6+1 x3)
or mwk Quarterstaff +0/+0 (1d6+1/1d6 x3)
Thrown: +1
Ranged: +2

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Statistics
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Str 12 Dex 13 Con 16 Int 8 Wis 15 Cha 10;
Comliness 17, Social Class 11

BAB +0
CMB +1; CMD 12 (+0 BAB, +1 Str, +1 Dex)

Languages Known: Common, Druidic
Favored Class: Druid (+1 hp)

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Feats & Abilities
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Racial Feats & Traits:
Bonus Feat, Open Minded, Sociable (Reroll failed diplomacy checks)
Proficiency: Canny Defense and Oakheart Brother Options chosen;
Martial (Heavy Club, Light Club: ranged), Exotic (Quarterstaff), Natural Attacks
Feats: Great Fortitude, Deep Intuition, Canny Defense (Wis; +0), Two-Weapon Fighting (Quarterstaff only), Two-Weapon Defense (Quarterstaff only);
Serenity, Spontanous Casting (summon nature's ally)

Skills: Diplomacy (1) +4, Handle Animal (1) +4, Heal (1) +6, Survival (1) +6, Knowledge: Lore (1) +3

Special Abilities:
Spontanous Rejuvenation ;
Detect Spirits at-will;
Nature's Bond (Druid's Staff)
- Somatic (can complete somatic components of spells with the hand carrying the staff)
- Arcane Focus (eliminates components below 5 gp cost)
- Spellstaff 1 charge (1st: entangle);
Wild Empathy (d20+1)

Spontanous Rejuvenation: All allies within 30 feet of you (including yourself) gain fast healing for 3 rounds. The fast healing amount is equal to the spell's level. The fast healing granted by this class feature doesn't stack with itself or with fast healing from other sources.

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Magic
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Spell Capacity: 1st
Spells prepared:
0 (Save DC 12, Concentration +3): Create Water, Detect Magic, Light
1 (Save DC 13, Concentration +1): Calm Animals, Sickening Ray(UM)

Bonus spells:
1st: any

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Gear & Possesion
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Carrying Capacity: Light 43 lbs; Medium 86 lbs; Heavy 130 lbs
Gp 0; Sp 85; Cp 7

Gear:
mwk Quarterstaff 4 lbs. - 0 gp (Arcane Bond)
Padded Armor 10 lbs. - 5 gp

Backpack 2 lbs. - 2 gp
Bedroll 5 lbs - 1 sp
Beltpounch 1/2 lbs. - 1 gp
Flint and Steel - 1 gp
Iron Pot 4 lbs. - 8 sp
Trail Rations 2 lbs. - 1 gp
Rope (hemp) 50' 10 lbs. - 5 GP
Signet Ring - 5 gp
Waterskin 4 lbs. - 1 GP

Total: 41 1/2 lbs.

Personal Guard Dog Gordis:

Spoiler:
Gordis is not an animal companion, just a trained dog

Medium Animal
Init: +2; Senses: low-light vision, scent; Perception +8
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Intu +1, Will -2
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats: Skill Focus (Perception)
Skills: Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Tricks known: Come, Defend, Fetch, Heel, Stay, Track

Appearance:

Spoiler:
Valan is a man of 5 feet 8 inches hight of age 20. He wears thick rugged clotharmor and a warm cloak, all in earthy colors. On his back is an apparently ancient leather backpack that is held together with lots of patches and in his hands is a simple oaken staff, ornated with elven symbols.
He has a rather powerful build, with broad shoulders and stout arms and legs.
Valan's face belongs to a man that looks older than he is thanks to living in the forest for all his life. His hair is of a dark brown color and shoulder-length and his beard apparently wasn't shaved for a few days. His face nevertheless looks sympathic and by elvish standards quite handsome.

A few feet behind Valan, a big gray-brown dog is following him. The dog is apprently a crossbreed and a significant part of his ancestry seems to be of wolf origin. The dog doesn't look aggressive though, rather friendly.

Background

Spoiler:
When Valan was a little child of merely two years, he was journeying with his mother through the lands of Northern Estren. The carriage they were riding in was attacked by bandits while passing through a dark forest and during the attack his mother and all three mercenaries guarding it were killed.
Valan himself was spared by the attackers and left to his own, found later by the old Druid Kantar who was alarmed by the screams and noises.
The remains of the carriage and the belongings of his mother were few, but from the style of her torn fur coat and some leftover books Kantar was able to deduce that the little boy was of northwind origin. He wasn't able to learn his name or anything else about his life, so he took him and raised him like his own son, giving him the name Valan. The only thing remaining from his old life was a signet ring (with an emblem featuring two crossed swords over a strange knot-like symbol), whose origin is unknown to Valan.

Kantar raised the boy in the forest, teaching him all he needed to know about the green faith and nature, and how to be a keeper of the wild.
Two years ago, Kantar sent Valan into the world to explore and learn and to protect the nature in places where it has no protector. He gave him his old Walking-Staff that he used on his own journey many years ago.

In his journeys he came upon Fenrift Keep and decided to join the military force for a while to help protect the surrounding wilds but also the innocents in the surrounding settlements.

Spell notes to myself:

Spoiler:

Bonded Staff removes material components below 5 gp
Concentration Dc reduction for spells without material components: -4
Concentration Dc reduction for spells wit a focus but no material components: -2
Concentration Dc reduction for spells without somatic components: -4

Concentradion DCs for various spells

Cantrips: 6 (V,S or V,F) except for
Flare: 2 (V only)
Light: 4 (V,F)
Resistance: 8 (V,S,F)
Spark: 2/6 (V or S only)
Virtue: 8 (V,S,F)

1st level: 6 (V,S or V,F) except for
Air Bubble: 8 (V,S,F; UC)
Ant Haul: 8 (V,S,F; APG)
Call Animal: 8 (V,S,F; APG)
Detect Evil etc: 8 (V,S,F)
Entangle: 8 (V,S,F)
Faerie Fire: 8 (V,S,F)
Flare Burst: 2 (V only; APG)
Goodberry: 8 (V,S,F)
Hide From Animals: 10 (S,F, no V)
Liberating Command: 2 (V only; UC)
Magic Fang: 8 (V,S,F)
Magic Stone: 8 (V,S,F)
Negate Aroma: 8 (V,S,F; APG)
Pass Without Trace: 8 (V,S,F)
Protection From Evil etc: 8 (V,S,F)
Shillelagh: 8 (V,S,F)
Summon Minor Ally: 8 (V,S,F; UM)
Summon Nature's Ally I: 8 (V,S,F)

APG = Advanced Player's Guide; UM = Ultimate Magic; UC = Ultimate Combat