Full Name |
Zurne |
Classes/Levels |
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Gender |
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About Zurne
Zurne
Male human (Varisian) druid (cave druid) 1 (Pathfinder RPG Advanced Player's Guide 99)
NG Medium humanoid (human)
Init +2; Senses Perception +8 (+10 in dim light)
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +6
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Offense
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Speed 30 ft.
Melee cutlass +1 (1d6+1/18-20)
Ranged sling +2 (1d4+1)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—acid dart (1d6 acid)
Druid (Cave Druid) Spells Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, goodberry, magic stone[D]
. . 0 (at will)—create water, light, purify food and drink (DC 14)
. . D Domain spell; Domain Earth (Caves domain[APG] subdomain)
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Statistics
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Str 12, Dex 14, Con 13, Int 10, Wis 18, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Combat Casting, Underworld Connections
Traits outcast's intuition, underbridge dweller (magnimar)
Skills Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)
Languages Common, Druidic, Varisian
SQ nature bond (Caves domain[APG]), wild empathy +1
Other Gear hide shirt, cutlass, sling, sling bullets (10), animal call (bat)[ACG], animal call (frog)[ACG], animal call (rat)[ACG], chalk, 84 gp, 5 sp, 9 cp
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Special Abilities
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Acid Dart 1d6 acid (7/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Druid (Cave Druid) Domain (Caves)
Underworld Connections +2 to survival underground, +4 to rolls mod by city corr/crime/econ (if fail, seen breaking law).
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Description and Personality:
Zurne is a quiet and intense Varisian youth, whose tan looks just a little sallow from too much time spent in shade. He wears well-worn, utilitarian blacks and greys. His eyes are a startling violet, focusing in when someone speaks. Nothing about his demeanor reveals his talents as a druid, especially not the slightly battered but well cared for cutlass at his belt that speaks more of piracy than the wilderness.
Background:
Zurne is a Varisian foundling who has only the vaguest memory of his biological parents. Like so many poor children beneath the Irespan, he had the misfortune of being carried off by the Creepers as a toddler, and taken to work in the dim tunnels stretching into the depths past Underbridge in Magnimar. There, save for his own canniness and fortitude, he would have probably died in a cave-in or gotten snatched by derro, if it had not been for two Magnimarian crusaders, the former pirate Veshela and her cleric husband, Bahram, a Keleshite and sworn of Sarenrae. Veshela and Bahram smashed much of the Creepers’ organization and rescued many children, and Zurne was adopted by the two. For the first time, his life was not a shadowy nightmare.
It took a while for the boy to shake off the horrors he had been through, and when he began to manifest something like primal magic, Veshela and Bahram sought out Luma Derexhi to tutor Zurne in the ways of druidism. Zurne and Luma studied the songs of the city, and Zurne found that his time in Underbridge had given him an affinity for shadows and the below-places of Magnimar, which Luma encouraged—mastery over places which gave you fear, she said.
Veshela and Bahram continued their plans to clean up Underbridge and, audaciously, restore a Temple of Sarenrae beneath the Irespan once more—an arduous task.
Their work soon drew the attention of multiple antagonists—the Sczarni, and worse. Ancient guardians and recent houses of criminals fought back against the duo, to the point where they had to move to the outskirts of Magnimar. Zurne, now a teenager, depaired to see his adopted parents so beaten down and defeated. He longed to help them in some way, and when he heard of their discussions of raising money—to pay off Sczarni debtors, and hire a crew to drive out monsters from within the Irespan—he started thinking about how to obtain funds to help them. He had never cared for money before.
When the news broke that adventurers were travelling to Ravenmoor to explore ill portents, Zurne had his answer: go, and seek his fortune, to aid his parents, who had saved his life as a child.
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