Walker

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Walker

  • Neutral Good Human Druid 5
  • Experience:

Abilities

Ability Score Modifier
Strength 16 +3
Dexterity 16 +3
Constitution 16 +3
Intelligence 9 -1
Wisdom 20 +5
Charisma 10 +0

Combat

  • Hit Points: 42
  • Initiative: +7
  • Speed: 30 ft (run x4),
  • Armor Class: 19 (+3 magic leather armor, +3 Magic shield, +3 dex), touch 13, flat-footed 16;
  • Fort +8, Ref +5, Will +9 (+1 Cloak of Resistance)

Melee

Base Atk/Grapple: +3/+6

  • Full Atk: +6 One-handed (1d6+3;18-20/x2, Scimitar)
  • Predator Form
    • Strength: 20
    • AC: 17 (+4 Natural, +3 Dex)
    • Spd: 50 ft/x4 (Mobility)
    • Bite: +10, 1d6+7
  • Aerial Form
    • Strength: 18
    • Reflex Save: +6
    • AC: 15 (+2 Natural, +3 Dex)
    • Spd: Fly 40 ft. (Good)
    • Talon: +9, 1d6+6

Skills

Skill Ranks Ability Modifier Misc Total
Concentration 8 Con +3 0 +11
Handle Animal 2 Chr +0 0 +2
Knowledge (Nature) 8 Int -1 +3 +10
Spot 6 Wis +5 0 +11
Survival 8 Wis +5 +2 +15

Languages: Common, Druidic

Feats

  • Track (PH 101)
  • Improved Initiative
  • Touch of Healing (CC 62).

Class Features

  • Spontaneous Casting: Can spontaneously cast summon nature's ally spells, by sacrificing a pre-prepared spell of equal or higher level.
  • Nature Sense(Ex): You gain a +2 bonus on Knowledge(nature) and Survival checks.
  • Wild Empathy(Ex): You can make a check(1d20+5) to improve the attitude of an animal. You must be within 30 feet of it, and it generally takes one minute to perform the action.
  • Woodland Stride(Ex): You can move through natural thorns, briars, etc. at full speed and without suffering damage or impairment. Magically altered areas still hamper you.
  • Trackless Step(Ex): You leave no trail in natural surroundings, and cannot be tracked unless you choose to.
  • Resist Nature's Lure(Ex): +4 to saving throws against the spell-like abilities of fey creatures.
  • Shapeshift (Ex): As a swift action, assume Predator form or Aerial form.

Equipment

  • Torc of Wisdom +2 (4,000 GP)
  • Cloak of Resistance +1 (1,000 GP)
  • Wooden Shield +1 (1,000 GP)
  • Leather Armor +1 (1,000 GP)
  • Healing Belt (750 GP)
  • Wand of Lesser Vigor (750 GP)
  • Handy Haversack

Spells

  • Zero Level
    • Detect Magic
    • Create Water
    • Mending
    • Purify Food and Drink
    • Know Direction
  • First Level
    • Speak with Animals
    • Entangle
    • Longstrider
    • Obscuring Mist
    • Aquatic Escape
  • Second Level
    • Embrace the Wild (You gain an animal’s senses for 10 minutes/level.)
    • Splinterbolt
    • Flaming Sphere
  • Third Level
    • Cure Moderate Wounds
    • Thornskin

Appearance and History

Height: 6’3 Weight: 180 lbs. Blue eyes Dark beard and hair…both worn long, and somewhat tangled.

Walker dresses simply, in clothes that are worn but kept scrupulously clean. His sole adornment is a golden torc around his neck; he will not discuss its provenance.

Personality Taciturn is a perfect word; Walker wouldn’t have the slightest idea what it means, mind, but even so. He speaks only seldom, and when he does it’s because he something to say. Small talk is a foreign concept to him, although he understands the basic idea. In theory, at least.

Despite a general disdain for the trappings of “civilization” Walker is slowly growing more and more enamored with the concept of music. Song was a revelation to him, and the first time he heard an instrument (a flute, as it happened) he actually wept.

History Walker knows nothing of his parents, and doesn’t spare much though for them. He was found in the woods by a bereaved mother bear, and raised first by her and then by a succession of other animals. He learned from each, becoming an increasingly effective hunter.

Walker’s primary teachers, however, were the four Winds. Each whispered secrets in his young ears, teaching him the art of skin-changing, the secrets of magic, and the mysteries of the natural world. Why they did him this kindness, Walker still cannot guess – certainly, they never showed him even the least bit of mercy when winter came howling.

And when their voices fell silent, Walker sought out his last teacher: an aged druid, who taught him the languages of men and of druids, and initiated him into the Greater Mysteries. When the old man died, peacefully in his sleep, Walker took it as a sign and set out to learn what he could about the world of men.

Thus far, he’s not been much impressed.