About Zyranus Fairculg___________________________________________________________
+3 CMB (+1 BAB, +2 Str) -- +2 Trip (Improved Trip)
+3 Unarmed Attack (+1 BAB, +2 Str) Damage: (1d6+2) (20 Crit) ____________________________________________________________
AC 19 [+2 Dex, +0 Wis, +1 Dodge, +4 Armor, +2 Shield, +10]
+4 Fort (+2 base, +2 Con, +0 Cloak) (+0 Druid, +2 Brawler)
Special Abilities Druid Abilities:
Brawler Abilities
Feats
Traits
Druid Spells:
0th Level Guidance Purify Food and Drink Create Water Detect Poison 1st Level
** - Domain Spell
Skills:
+2 Acrobatics (Dex +2, Ranks 0, Class Skill +3) +0 Appraise (Int +0, Ranks 0) +0 Bluff (Cha +0, Ranks 0, Class Skill +3) +2 Climb (Str +2, Ranks 0, Class Skill +3) +* Craft (Int +0, Ranks 0, Class Skill +3) +0 Diplomacy (Cha +0, Ranks 0, Class Skill +3) +* Disable Device (Dex +2, Ranks 0) +0 Disguise (Cha +0, Ranks 0) +2 Escape Artist (Dex +2, Ranks 0, Class Skill +3) +* Fly (Dex +2, Ranks 0, Class Skill +3) +0 Handle Animal (Cha +0, Ranks 0, Class Skill +3) +8 Heal (Wis +4, Ranks 1, Class Skill +3) +0 Intimidate (Cha +0, Ranks 0, Class Skill +3) +* Knowledge, Arcana (Int +0, Ranks 0) +* Knowledge, Dungeoneering (Int +0, Ranks 0, Class Skill +3) +* Knowledge, Engineering (Int +0, Ranks 0) +* Knowledge, Geography (Int +0, Ranks 0, Class Skill +3) +* Knowledge, History (Int +0, Ranks 0) +* Knowledge, Local (Int +0, Ranks 0, Class Skill +3) +4 Knowledge, Nature (Int +0, Ranks 1, Class Skill +3) +* Knowledge, Nobility (Int +0, Ranks 0) +* Knowledge, Planes (Int +0, Ranks 0) +* Knowledge, Religion (Int +0, Ranks 0) +* Linguistics (Int +0, Ranks 0) +8 Perception (Wis +4, Ranks 1, Class Skill +3) +0 Perform(Sing) (Cha +0, Ranks 0) +8 Profession(Hunter) (Wis +4, Ranks 1, Class Skill +3) +2 Ride (Dex +2, Ranks 0, Class Skill +3) +4 Sense Motive (Wis +4, Ranks 0, Class Skill +3) +* Sleight of Hand (Dex +2, Ranks 0) +* Spellcraft (Int +0, Ranks 0, Class Skill +3) +2 Stealth (Dex +2, Ranks 0) +8 Survival (Wis +4, Ranks 1, Class Skill +3) +2 Swim (Str +2, Rank 0, Class Skill +3) +* Use Magic Device (Cha +0, Ranks 0) Each level skill points gained:
Traits:
• Threatening Defender You know how to avoid a blow while still maintaining your offensive posture. Benefit: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1. • Adopted
• Enlightened Warrior
• Stolen Fury
BenefitToday, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Feats:
Racial:
Human Medium +2 Wisdom Bonus Skill Rank each level Bonus Feat Favored Class & Notes:
Favored Class: Druid
Brawler:
Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields. Brawler's Cunning (Ex)
Martial Flexibility (Ex)
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability. At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability. At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability. At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability. Martial Training (Ex)
Unarmed Strike
Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table. Bonus Combat Feats
Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level. Brawler's Flurry (Ex)
A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. Maneuver Training (Ex)
At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.) AC Bonus (Ex)
These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, using a shield, or carrying a medium or heavy load. Knockout (Ex)
Brawler's Strike (Ex)
Close Weapon Mastery (Ex)
Awesome Blow (Ex)
Improved Awesome Blow (Ex)
Druid(Goliath Druid):
Spells per Day
Domain - Wolf Domain
Granted Powers: Improved Trip:
Pack Tactics (Ex):
Domain Spells:
Goliath Druid Archetype [/i]Class Skills[/i]
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. Spontaneous Casting:
Bonus Languages:
Nature Bond (Ex):
Primal Empathy (Ex)
Primal Size
She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person.
Woodland Stride (Ex)
Trackless Step (Ex)
Face Nature's Might (Ex)
Wild Shape (Su)
At 6th level, the goliath druid can use wild shape to become a Large humanoid of the giant subtype. This functions as the alter self spell, except the goliath druid gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus. If the Large humanoid form she takes has rock throwing, she gains rock throwing (range 40 feet, 1d8 damage). If the form has the aquatic subtype, she gains the aquatic and amphibious subtypes. At 12th level, when taking the form of a giant, the goliath druid's wild shape functions as giant form I. At 14th level, the goliath druid can also use wild shape to change into a Huge giant. When taking the form of a giant, the goliath druid's wild shape functions as giant form II.
Primal Summons
Summon Nature's Ally I: Compsognathus.
Timeless Body (Ex):
Equipment:
Arms, Armor, and Clothing Traveler's Outfit - .5 lbs. Hide Armor, 25lbs Shield, Heavy Wood, 10 lbs Dagger Total:
Total: 4800
5 lbs In Backpack
Scrolls: ________
Belt Pouch Chalk, 3 pieces
Carrying Capacity Current Weight: 5 lbs Light Load: x < 100 lbs.
Appearance:
Background:
Zyranus looked down at his dirty hands and ragged garb, and then raised his head to peer out of the forest at the assembled horde of knights preparing for the next incursion into the Worldwound. What will they think of me? A simple hunter and woodsman? One who was kidnapped by cultists, yet survived? Zyranus dwelt back on how he had come to be here. He remembered his last day with his family. It had been an overcast day, wet with low hanging clouds. Perhaps this weather should have been an omen. The families home was in a small farming village just west of the Estrovian forest. His parents, Trinia and Jurgan Fairculg, were different. His mother, Trinia, had hair as shiny as burnished copper while his father’s hair was more like colorful feathers than actual hair. That they had celestial blood was never in doubt. Before settling down to have a family, his parents had fought side by side in earlier crusades. His mother used her druidic powers and called upon her patron, Shelyn, to aid the cause, while his father would sing uplifting songs which raised even the most downtrodden of troops to restore their strength and vigor in the fight. After fighting in the Fourth Crusade, the pair, who had been wed for many years, retired and moved to the small farming village of Herinax just outside of the the Estrovian forest where they raised young Zyranus. Despite his parents’ exotic nature, Zyranus, surprisingly, was a normal human child, albeit with an assimar tilted upbringing. As was mentioned above, it was a cool misty day with intermittent sprinkles. There had been dense fog that morning, which had burned off, but the skies had not cleared. Zyranus had been helping his mother in the garden while his father had put the finishing touches on a fine lyre he intended to sell on his next trip to Egede. As Zyranus and his mother returned to their small home, Zyranus was suddenly overcome with fear, fear so great that it seemed to paralyze him. He wished to do something, but his muscles simply refused to respond. Thus, he watched in horror as his mother was attacked by several hooded men in cloaks. His father, hearing the commotion, came out, but he too was unable to overcome the attackers. It was over in a very short time. His mother and father lay bound on the ground, as was Zyranus. He and his parents, bound and gagged, were thrown into the back of a wagon. Dimly in the fading evening light, Zyranus could see several other wagons following his. Throughout the night, the wagons were pulled by horses to the north and west, toward the Worldwound. The procession continued during the next day, which was just as bleak as the prior day with visibility limited to not more than a few hundred feet before the misty fog obscured all sight. Although he could not see it, Zyranus could hear the drivers yelling and whipping the mounts. Obviously they desired to get to their destination in short order. About an hour after dusk, the procession halted and Zyranus was roughly pulled from the wagon and thrown into a pile along with his parents and about a dozen other captives. He could hear the captors speaking, but did not understand what was being said as they spoke in some hissing tongue which sounded like a snake choking after eating a too large rodent. Zyranus knew that whatever was intended for them, was not going to be done in the name of good and light. Nonetheless, he began to pray. He prayed to Shelyn, his mother and father’s patron, and also to all the other good deities he knew of. Later than evening, the mist parted and the clear night sky opened above him. As Zyranus was on his back, he could see the sky and the constellations looming therein. He could see Shelyn and Sarenrae, Iomedea and the smith Torag. But, he could also see the darker gods, Lamashtu, Nethys, Urgathoa and Asmodeus. Not skilled in reading the stars, his recognition of these dark deities caused a deep dread to creep into his young heart. As he was contemplating the meaning of the stars, he was roughly grabbed and tied to a pole. As he looked around, he saw that twelve other captives had also been tied up in a circular pattern, while another ten captives were tied within the circle in the pattern of a star. Then, once all the captives were bound to the poles, a man with a black dagger began to chant as he walked from captive to captive. At each one, he would speak words in the hissing snakelike tongue, and then plunged the dagger into the throat of the sacrifice, as it was apparent this was the intended purpose. Zyranus began once more to pray to Shelyn to save him, but he knew that it was futile. He felt the dagger against his throat, and could smell an unnatural stench as the unholy priest stood before him. Then, he felt the pain as the dagger was thrust into his throat and everything went black. The last image he had was of his mother watching in horror from her position as part of the center of the star. The next thing Zyranus recalls is awakening and finding his hands still partially bound, but his feet free. Everything was pitch black and a heavy weight was upon him. After much struggling, he managed to turn over and could see a sliver of light. It took nearly an hour before the young boy was able to wiggle his way free to find himself in a pile of bodies, the bodies of people he knew from his small village. Why he was alive, he did not know, but what he did know was that he appeared to be in some type of a scorched pit and all the bodies around him were charred and clearly dead. Finally, Zyranus was able to manipulate his way to the top of the pile of bodies and found a sharp rock which he was able to use to free his bound hands. Once free, he climbed out of the pit, and realized that the whole area about him was scorched, as though some gigantic explosion had occurred. He was the only one alive. Despite the horror of what lay about him, Zyranus climbed back into the pit to try to find his parents, yet he was unable to find either his mother or father. Knowing what might occur, Zyranus, despite his stomach growling from hunger, began to dig. And he dug and he dug until he had created shallow graves for all who had been killed. When he finished, he swore a vow to find who had been responsible for this, and to bring them to justice. In the ten years that followed, Zyranus continued to repeat this vow, but it began to feel hollower and hollower with each time he made it. It took Zyranus nearly a week to find his way back to his village, but once he arrived, he found the place abandoned and it was clear that those few who had survived the raid must have left for the safety of a city or larger town. Zyranus travelled to Egede, but the large city scared him. So, instead, he made his way back to the forest and, using the skills he had learned from his mother, made a small shelter to keep him dry. For food, he picked berries and ate edible roots. When he could not find food, he would sneak into small villages to take some bread or other food stuff. He did not like stealing, and inherently knew that it was wrong to do, but he did not know what other option he had. Lacking any weapons, Zyranus learned to fight and defend himself by watching how other fought. He would hide in the bushes and watch as troops destined for the Worldwound practiced with swords and other weapons. He often watched animals, particularly wolves, as they stalked and killed their prey. From this, as he slowly grew into manhood, he developed a fighting style that was part human, and part animal. Returning to the present, about two weeks ago, Zyranus overheard from two guards of a noble retinue that a new crusade was being organized into the Worldwound. And, that there was a great festival which was to occur in the city of Kenabres in a fortnight. Hearing this brought back his memories of the bow he had made. A vow to bring justice and see that those who had slaughtered his family and the people of his village paid for their wrongs. So, now Zyranus stands on the hill outside of the city of Kenabres, unsure of what he should do next, but knowing that he must enter the city if he is to join the crusade and have a chance to go past the Wardstones to exact the revenge he so deeply desires.
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