Serith Penmore
Human Druid 6
HP:6d8+6; 38 hp
Speed: 20
Init: +0
AC: 17
Alignment: NG
Abilities:
STR 12 (+1)
DEX 11 (+0)
CON 12 (+1)
INT 13 (+1)
WIS 16 (+3)
CHA 15 (+2)
Saves:
Fort: +5
Reflex: +2
Will: +6
Base Attack +2
Melee +3
Ranged +2
Attacks:
Half spear +4 melee
or half spear +2 ranged
or sling +2 ranged
Damage:
Half spear 1d6+2, 3d6+6 on a charge, x3
Half spear ranged 1d6+1, x3
Sling 1d4+1, x2
Skills (36 points):
Animal Empathy +8, Concentration +3, Handle Animal +8, Heal +6, Intuit Direction +5, Knowledge(nature) +6, Ride +6, Spellcraft +4, Wilderness Lore +8
Special Abilites:
Nature sense, woodland stride, trackless step, resist nature's lure, wild shape 2/day
Feats:
Mounted combat, ride-by attack, spirited charge, power attack
Spells: 5/4/4/3
Memorized:
Orisons: Create water, Detect magic x2, Purify food/water, Read magic
1st: Cure light wounds, Entangle, Magic fang x2
2nd: Flame blade, Heat Metal, Resist elements, Warp wood
3rd: Speak with plants, Summon nature's ally III, Water breathing
Gear:
Half spear +1
Half spear (2)
Sling
sling stone (10)
Rhino Hide +2
Darkwood Shield
Backpack
Bedroll
Scroll case
Fishhook (3)
Flint and Steel
Torch (3)
Belt pouch (2)
Spell component pouch
Waterskin
Everburning torch
Quaal's Feather token (tree)
Bag of Tricks (grey)
Cloak of Resistance +1
Wand of Cure Light Wounds
Potion of Speak with Animals (2)
Infusion of Magic Fang (3)
Infusion of Cure Light Wounds (2)
Scroll of Neutralize Poison
Scroll of Remove Disease
Scroll of Protection from Elements
Scroll of Lesser Restoration
23gp, 5sp, 7cp
Ever since he was a boy, Serith's father Aaron impressed upon him that the best life was the military. He told stories about the times he was on active duty before being assigned as a town guard, told how they fed him, clothed him, and taught him the necessary skills needed to become a man.
Serith didn't like the idea, however. He was a boy who liked to walk in the woods, to watch nature interact with itself. As soon as his chores were done, he alwasy took off into the nearby woods, and spent his time climbing trees, splashing in ponds, and running through meadows. And so the day when his father forced him to enlist was one of the worst days of his life.
At first he was assigned to infantry, but was reassigned after only 2 weeks, as the other recruits mercilessly picked on him because of his beliefs. A month in the scout division was no better - his woodland skills were up to par, but he never kept his mind focused on his job. a test that takes an average of 10 minutes took Serith over an hour!
Then fate stepped in. A caravan was arriving, and one of the horses paniced and bolted, breaking the wagon is was hauling and running wild. Without thinking, Serith jumped onto another horse and took off after it. Riding bareback, not only did he catch up with the runaway, but even managed to calm it enough to bring it back to the corral. Watching that day was a captian in the cavalry, and Serith's life took a turn for the better.
He was brought into a division of the military that appealed to him immensely. He was assigned a young mare and instantly bonde with it. People in the cavalry treated their mounts with caring and respect, and no one made Serith feel ashamed for his feeling towards animals. because of Serith's affinity towards animals, he became a superb horseman, where it semed he could almost talk to his horse and bid it what to do.
After five years in the army, and achieving the rank of sargent, Serith left to explore his own endevors. he spent the next year in the forest of civilization, learning how to live off the land, and re-discovering his talent with nature. He tried to combine his outdoors skills with his military training, but found them a little comflicting, as the few wild horses he was able to tame were limited to what terrain they were effective in.
Fate decided to step in again. He came upon a band of goblins who were assaulting a lone dire wolf monther and her two cubs. It looked like they were trying to capture the young ones, while they were doing their utmost to kill the adult. Something within Serith snapped, and animal instict within him rose for the first time. But with 20-1 odds, he would be easily killed. So, he reached out to the forest for help. The vines in the area of the cubs began to move on their own, trapping the goblins there. A flock of ravens, waiting for scraps, suddenly took flight, attacking another group with sharp beaks and claws. Which left just 6 on the she-wolf. Serith stepped out, spear in hand, and charged the remaining goblins. Two died within seconds, and the rest scattered, leaving their ill-taked companions in the entanglement to their fate. (they became the wolf's lunch, a dire wolf is not really affected by entangle.)
Serith spend days with the wolves, and came to learn that he could get mild impressions from them. the she-wolf was driven out by the alpha female of her pack for mating with the alpha male. She now looked upon Serith as her new alpha male, as he saved the live of her and her cubs.
Serith stayed with her for 6 months, until it was time for the cubs to leave the den. But as Serith turned to leave, the wolf followed. She had bonded with Serith, and was now his friend. Another 6 months passed as he trained her beyond what a wolf would normally learn, and now, they are master and mount, and friends.
And the real story was about to begin.
---
Smoke, Dire Wolf Animal Companion
HP: 6d8+18; 45 hp
Speed: 50 ft
Init: +2 (Dex)
AC: 17 (-1 size, +2 dex, +3 natural, +3 leather barding)
Abilities:
Str 25 (+7)
Dex 15 (+2)
Con 17 (+3)
Int 2 (-4)
Wis 12 (+1
Cha 10 (+0)
Saves:
Fort +8
Ref +7
Will +6
Base Attack: +3
Melee: +10
Ranged: N/A
Attacks: Bite +10
Damage: Bite 1d8+10
Skills:
Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1*
* +4 when tracking by scent
Special Abilites:
Trip
Gear:
Leather barding +1
Military saddle
Saddlebags
---
Conspiracy of 24 Raven Animal Companions
HP: 1/4d8; 1 hp
Speed: 10 ft, fly 40 ft (average)
Init: +2 (Dex)
Abilities:
Str 1 (-5)
Dex 15 (+2)
Con 10 (+0)
Int 2 (-4)
Wis 14 (+2)
Cha 6 (-2)
Saves:
Fort +2
Ref +4
Will +2
Base Attack: +2
Melee: +4
Ranged: N/A
Attacks: Claws +4 melee
Damage: Claws 1d2-5
Skills:
Listen +6, Spot +6,
Special Abilites:
Weapon Finess (claws)