Retired adventurer who's soul bears scars of death and betrayal
Bear Shaman Level 5; Alignment Chaotic Neutral; XP: 16524.
- HP breakdown (1d8 max + 4d8 + 10 (15 Con)) (Rolls: 3,8,7,?)
- Armor breakdown (+3 Leather, +2 Dex, +1 Size, +1 Natural armor, +1 Deflection)
- Special defense: Resist fire 4, acid 1.
Melee attack: Mwk Cold Iron small sickle, +7 , 1d3 +2, 20 x2.
Ranged attack: Sling, +6 , 1d3 +2, 20 x2. 50 ft. 15 Bullets,
Movement and vision
Speed 20 ft, perception +8, Low-light vision; Initiative +2.
- +2 Survival when looking for food and water.
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Warden of Nature: Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait get a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them because of their special training. This racial trait replaces the defensive training and hatred racial Traits.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Bear Shaman Class
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.
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. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter..
Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells:A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
A bear shaman who chooses an animal companion must select a bear. If choosing a domain, the bear shaman must choose from the Animal, Earth, Protection, and Strength domains.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Druid rolls 1d20 and adds his druid level and his Charisma bonus 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 visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
A bear shaman can use wild empathy with bears and wolverines as a full-round action with a +4 bonus.
Woodland Stride (Ex): 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.
Totem Transformation (Su): A bear shaman may adopt an aspect of the bear while retaining her normal form. She gains one of the following bonuses:
- movement (+10 enhancement bonus to land speed, +4 racial bonus on Swim checks)
- senses (low-light vision, scent)
- toughness (+2 natural armor bonus to AC, Endurance feat)
- natural weapons (bite [1d6] and 2 claws [1d4] for a Medium shaman, +2 to CMB on grapple checks)
While using totem transformation, the bear shaman may speak normally and can cast speak with animals (mammals only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The bear shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
Totemic Summons (Su): A bear shaman may cast summon nature’s ally as a standard action when summoning bears, and summoned bears gain temporary hit points equal to her druid level. She can apply the young template to any bear to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.
This ability replaces a thousand faces.
Rostlander: You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Benefit Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
Animal Friend: You’ve long been a friend to animals, and feel safer when there are animals nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
Gnome racial trait, APG.
Child of Nature (Gozreh): You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. Benefit: You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks.
Religion trait, APG.
Common, Druidic, Dwarven, Gnome, Sylvan
Ranger Spellcasting Caster level 5.
Concentration check: +5
Spell DC’s: 13 + spell level.
Spells per day: 4x Orison, 4x Level 1, 3x Level 2, 2x Level 3.
Light Healing potion 2x, Light Healing scrolls 1x
On Person: +1 Small Leather armor, Mwk Cold Iron Small sickle, Small Sling, Small Bullets (15), +1 Amulet of natural armor, +1 Ring of protection. 12 lb.
In Whatever Else Is On Hand:
Backpack (small), Bedroll (small), Explorers outfit (small), Flint and Steel, Holy Symbol (Wooden), Pearl of power lvl 1, Silk rope (50 ft.), Spell component pouch, Tent (small), Torches (4), Trail Rations (8) (small), Waterskin (small). 20.75 lb.
Money: 00 pp, 23 gp, 12 sp, 15 cp.
Total weight on person: 32.75 lb.
|Light load||Medium load||Heavy load|
|0-42 lbs.||43-87 lbs.||88–129 lbs.|
Stam HD 5; Size: Medium; Alignment Chaotic Neutral
- HP breakdown (1d8 Max + 4d8 + 15 (16 Con) +5 Toughness)(Rolls: 5,8,4,?)
- Armor breakdown (+2 Dex, +4 Natural armor)
Melee attack: Bite, +8, 1d6 +5, 20 x2 | 2 Claws +8, 1d4 +5, 20 x2.
- Power attack: -1 attack, +2 damage
Movement and vision
Speed 40 ft, perception +5; Low light vision, Scent; Initiative +2
Attack, Attack, Come, Defend, Down, Heel, Stay, Track.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share spells (Ex); The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion(Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
|Light load||Medium load||Heavy load|
|0-199 lbs.||200-399 lbs.||400–600 lbs.|
Uran = Armoured/Guardian/Keeper/Supportive
Age: 72 years.
Height: 3"5’ or 105 cm
Weight: 40 lbs. or 18.1 kilo.
Eyes: Light Brown
Background and concept elements:
Sometimes I wonder what will become of me.
- Uran is a gnome of average height. Has light brown eyes and even lighter skin. And his brown hair is always shaggy. He has no facial hair of any kind.
- To earn his coin, Uran offered his services as a herbalist for those who wanted one. Before setting off to conquer the Stolen Lands.
- Some important events: The death of his parents, The meeting with Elkar, Finding Stam, Falsly accused of being the murderer of Thornhill.
- Uran was born in Trambar. A gnome settlement near the lakes northeast of the Rostland plains. He and his family had a small dwelling near western shore of the lake. His father was a herbalist, his mother was the nicest person in the lands and his 2 older brothers left home when Uran was young.
- Some personality traits: Uran has the well known gnomish curiosity. He is harsh and unforgiving for those who wronged him or his friends. Due to his druidic training, Uran gained alot of patience. His temper and courtesy are his worst points.
Sometimes I wonder if I am taking the right path.
- Trying to escape Aloria and her false charges by going into the Stolen Lands.
- Having lost his former home to the memory of his parents dead. Uran is searching for a place he can call home.
- Elkar has taught Uran what power is and can be. Uran hopes that the current task of the Swordmasters will be his road towards power.
- Personally I like to see Uran being given a chance to make his recurring nightmares end.
Sometimes the birds tell things that are not meant for my ears,
- Some weeks ago, a murderer was on the loose in the little village of Thornhill. And Uran killed that murderer without knowing that it was the son of Aloria of the house Lebeda. But soon after the dead of the son. Uran found out that Aloria marked him as the murderer of Thornhill. Knowing who it really was, but lacking the means to convince, Uran fled for vengeance of Aloria.
Sometimes people can do the strangest things.
- Bolni, traveler of fortune, is a dwarf who travels the road to sells his wares. Uran and him have traveled together for some time until they parted ways in Restov. Bolni taught Uran some of the dwarven language and how to use landmarks after they became drinking brothers in the Silver Horn.
- Elkar, the herder of bear, is a druid that wanders in the Gronzi Forest with his sleuth of bears. He found Uran starved and lost. After seeing his affinity with animals, Elkar offered Uran to be taught the ways of a druid. Believing that Uran will able to travel the path of the bear. Just as he has done.
- Aloria, member of the house Lebeda, lost her son to the hands of Uran. She managed to convinced those around him that Uran is a murderer who was killing everyone. She is trying to find Uran to exact “justice”.
Memories, mannerisms, or quirks.
Sometimes I surprise myself with the things I remember.
- One time a farmer asked Uran to stop a bear from attacking him on his fields. The bear was easily dispatched by the trap Uran set up for the sow. Only then Uran found out she was protecting her badly hurt cub. Uran took the cub under his wing and called her Stam.
- Once Uran found a beautiful patch of blue flowers with snow white crowns, but they disappeared when he tried to pluck one.
- Stam can be a little troublemaker. One time Uran nearly had to spend all his money to compensate the butcher for the meat that Stam ate.
After loosing Olus due to Harpuya, Uran decided to force Harpuya to have him maintain a position in the council. Nowadays he is performing his job and tries to keep contact with Harpuya as little as possible.