Korgrave the Serpent
[sblock=Character Sheet]
Code:
Korgrave the Serpent
Male Half-Orc
Druid 1
True Neutral
XP: 315
Age : 19
Height: 5' 3"
Weight: 165 lbs
Diety :Obad-Hai
Str 14 (+2)
Dex 14 (+2)
Con 12 (+1)
Int 8 (-1)
Wis 16 (+3)
Cha 12 (+1)
AC : 15 / 13 FF / 12 Touch = 10 + 2 [dex] + 2 [armor] + 1 [shield]
Init : +2 = +2 [dex]
Speed : 30 feet
Max HP: 8
Cur HP: 8
Fort: +3 = 2 [base] + 1 [con]
Refl: +4 = 0 [base] + 2 [dex] + 2 [feat]
Will: +5 = 2 [base] + 3 [wis]
Sickle [+2 melee, 1d6+2, crit x2, 2 lb, light, slashing]
Sling [+2 ranged, 1d4+2, crit x2, 50 ft, 0 lb, ranged, bludgeoning]
Dagger [+2 melee or ranged, 1d4+2, crit 19-20/x2, 10 ft, 1 lb, ranged/light, piercing]
Feats: Lightning Reflexes
Darkvision (see 60 feet in pitch-dark)
[u]Skills[/u]
Handle Animal +4 [3 ranks + 1 cha]
Knowledge (Nature) +4 [3 ranks - 1 int + 2 class]
Survival +8 [3 ranks + 3 wis + 2 class]
Swim +4 [3 ranks + 2 str - 1 ACP]
Languages: Common, Orc, Druidic
[u]Korgrave's Equipment[/u] (54 lbs)
Leather Armor (10 gp)
Shield, Light Wooden ( 3 gp)
Sickle ( 6 gp)
Sling ( 0 gp)
Dagger ( 2 gp)
30 Sling Bullets ( 3 sp)
Backpack ( 2 gp)
Bedroll ( 1 sp)
Signal Whistle ( 8 sp)
Waterskin ( 1 gp)
Flint and Steel ( 1 gp)
Fish Hook ( 1 sp)
Spade ( 2 gp)
41 gp, 7 sp
[u]Spells Known[/u]
All 1st level Druid spells.
[u]Spells Prepared[/u] 3/1+1/0/0/0/0/0/0/0/0
0th Level: Purify Food and Drink, Guidance, Cure Minor Wounds
1st Level: Entangle, Obscuring Mist
[/sblock]
[sblock=Description]Korgrave stands a paltry 5'3" (short by half-orc standards) and weighs in at 165 lbs. Not quite the lithe figure he fancies himself as having, but not overtly obese either. He wears leather armor and a Light, wooden shield and carries an assortment of light weapons. He purposefully travels light so that he can quickly move throughout the marsh. He uses his dagger or sickle to keep his head shaved to emulate the look of a snake. Unfortunately, he can't really see the top of his head and as such it is often nicked and shows traces of dried blood and old shaving scars.[/sblock]
[sblock=Background]Korgrave was abandoned by his family and raised by snakes in the marshlands outside of Oakhurst.
At least, that's what he would like for people to believe. The truth of the matter is that he was the product of a union between his carnival traveling, snake wrestling and ethically challenged orc mother and a hapless human man who was looking for a bit of adventure for a night. He has traveled quite extensively with the carnival, but showed no aptitude for entertaining or showmanship, which greatly discouraged his mother. As such, she treated him more as another patron than as her son; afterall, if you were not making money for the carnival, then you were not part of the carnival. He often spent his time near the animal cages to escape her scorn and was specifically charged with taking care of the "wild and dangerous" snakes that his mother used in her show.
As he grew, he began to show great sympathy for the caged beasts. They were tended to and taken care of as it was expensive to replace one that might die from mishandling, but Korgrave could "see" the longing in thier eyes to be free of the often cramped cages they were kept in. Then, one day, he snapped.
His mother had been out drinking one night and when she stumbled in the wagon in the morning started the same old, tired argument about how he was a liability rather than the asset one of her proud bloodline should be. Only this time, she stepped over a line that had never been crossed before; she slapped him when he expressed his feelings about the age old concern of hers. The act stunned him, but she didn't even seem to notice. Instead of apologizing, she swallowed the last of the bottle and flopped onto her bed just before passing out. Standing there in the cramped quarters, his cheek burning and ego inflamed, a plan hatched in his head as the sun began peeking above the horizon.
Quickly packing a few meager belongings (plus a bit "borrowed" from his mother's things), he slipped out into the early, grey dawn and set things in motion. He guessed his mother had been up with the carnie-master and figured he would be just as sloshed as she was, and he was right. He stole into his wagon and slipped away with his master key ring, then set about unlocking and opening all the animal cages as quickly as he could. He dropped the keyring and ran off in the unsuing chaos, leaving his old life behind and beginning a new one.
He quickly found, though, that a half-orc is not a welcome personage in most villages, so he instead learned to live off the land. He found the marshland near [same city as above] to be uninhabited and settled there; out of reach of most passers-by, but close enough to town should he need anything the land could not provide. It was there he found and raised a newly hatched viper whose mother and siblings had been killed by a predetor. Korgrave could only assume it had filled it's belly before feasting upon the last egg and wondered off, or was possibly scared off by Korgrave's approach. Either way, he took the viper under his wing and raised him as a companion rather than a pet. The last few years in the marsh has given him opportunity to watch the viper in action and he has decided he would like to emulate his friend. As such, he has started trying to alter his appearance to seem more snake-like and has even altered his nomiker to evoke the essence of things serpentine, in addition to speaking with a fake hiss (most of the time).[/sblock]
[sblock=Nimhe: Animal Companion]Size/Type: Medium Animal
Hit Dice: 2d8 (9 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/+0
Attack: Bite +4 melee (1d4-1 plus poison)
Full Attack: Bite +4 melee (1d4-1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7
Feats: Improved Initiative, Weapon Finesse
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 1
Advancement: —
Level Adjustment: —
Tricks Known: Attack, Come, Track
Campanion Abilities: Bonus Trick (Fetch), Link, Share Spells[/sblock]