Strahd_Von_Zarovich said:
Correct; I should have Nerrak Spleenbiter posted up by the weekend. He'll also be a wolf rider, but only because his animal companion is a wolf.
PC is mostly complete. Need to finish his equipment and pick a feat. Strahd, I'm going to hold off on the hole Greenbound SUmmoning for now, since it isn't much use at low levels (summoning times are to short to take advantage). If we progress in level, I'll bring it up again when we hit Level 3 or Level 6.
"Black as midnight, black as pitch, blacker than the foulest witch."
Nerrak Spleenbiter
Neutral Evil Goblin Druid 2
Experience: 1000 (?)
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APPEARANCE
Nerrak is tall for a goblin, and has a wiry, athletic build. Nerrak’s eyes are a yellow-green, similar to a cat's eyes. His skin is dark, a sort of mottled blackish-grey in color. His features are typically hideous, at least to most humanoids: long, sharp jawline, jagged teeth, long hooked nose. He generally dresses in studded leather armor, over which he wears warm furs to protect against the chill of the wilderness. Nerrak wears several pieces of jewelry fashioned out of odd bits of bone, wood and rock: bracelets, necklaces, earrings and the like.
BACKGROUND
The story around the tribe is that Nerrak had been abandoned in the wilderness as a youngling. While being taught the ways of the hunt by several adult goblins, the hunting party had stumbled upon a dire bear. Od course, the goblin arrows had done little more than anger the beast. During the ensuing route, the adults had left Nerrak behind to buy time to cover their escape. Somehow, the young Nerrak managed to calm the beast, and then miraculously survived the long and dangerous trek back to the goblin camp alone.
It was at this point that Nerrak found that he had the ability to commune with the earth and the creatures of the land. Although his powers are still weak, they are growing as he learns to control those forces. He can already use his connection with the earth to heal minor wounds, to conjure fire, and even summon animals to serve him. These abilities have elevated him to a level of esteem in the Yar-Gock tribe, and Nerrack has found a place among the witchdoctors.
Always one to carry a grudge, Nerrak made sure to use his newfound authority and power to ensure that those that had abandoned him met with untimely, and quite painful, deaths. Nerrak's wolf companion, a great black beast by the name of Daggermouth, watches the young witchdoctor's back.
PERSONALITY
Nerrak is a nasty, vile specimen of a goblin, cruel and capricious. He believes he is one of the chosen of Maglubyet...although not a cleric, Nerrak views his closeness with the earth as a closeness to the god, as earth is part of Maglubyet's portfolio. Nerrak is arrogant, and believes that someday he will take his place as true master of the tribe.
Despite Nerrak's connection with the earth (or maybe because of it), the young goblin is deathly afraid of water.
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[sblock=CRUNCH]
Age: 15
Gender: Male
Height: 3’ 6”
Weight: 45 lb
Eyes: Green-Yellow
Hair: Black
Skin: Blackish-grey
STR: 12 [+1] 6 points, -2 racial
DEX: 14 [+2] 4 points, +2 racial
CON: 12 [+1] 4 points
INT: 10 [+0] 2 points
WIS: 16 [+3] 10 points
CHA: 08 [-1] 2 points, -2 racial
HP: 16 (14 + 2)
Armor Class: 17 (10 base + 2 dex + 3 armor + 2 shield)
Initiative: +3
Speed: 30' (30’ base)
BAB: +1
Attack:
- +3 Shortspear (1d4+1, x2) melee, +4 Shortspear (2d4+1, x2, 20 ft) thrown
- +3 Scimitar (1d4+1, 18-20)
- +4 Sling (1d3+1, x2, 50ft)
FORT: +4 (3 base + 1 con)
REFL: +2 (0 base + 2 dex)
WILL: +5 (3 base + 2 wis)
Abilities:
- Small Size
- Darkvision 60'
- Spellcasting, divine
- Animal Companion
- Nature Sense
- Wild Empathy
- Woodland Stride
Feats:
1st Level
- To Be Determined
Skills: (20)
Concentration +5 (4 ranks, +1 con)
Diplomacy +1 (2 ranks, -1 cha)
Handle Animal +1 (2 ranks, -1 cha)
Heal +5 (2 ranks, +3 wis)
Hide +6 (0 ranks, +2 dex, +4 size)
Knowledge (nature) +2 (2 ranks)
Listen +5 (2 ranks, +3 wis)
Move Silently +6 (0 ranks, +2 dex, +4 racial)
Ride +8 (2 ranks, +2 dex, +4 racial)
Spot +5 (2 ranks, +3 wis)
Survival +5 (2 ranks, +3 wis)
Languages:
- Goblin
- Common
Spells Per Day:
Level 0 (DC12): 4 – Cure Minor Wounds, Light, Detect Magic, Resistance
Level 1 (DC13): 3 – Cure Light Wounds, Produce Flame, Entangle
Equipment:
Armor & Shield
- Studded Leather, masterwork (175gp, 10lb)
- Heavy wooden shield (7gp, 5lb)
Melee weapons
- Scimitar (15gp, 2lb)
- Shortspear (1gp, 1.5lb)
- Dagger 2gp, 0.5lb)
Ranged weapons
- Sling (-, -)
- 10 bullets (1sp, 2.5lb)
Miscellaneous Magical or Psionic Items
- N/A
Potions
-
Mundane equipment
- Traveler’s Outfit (1gp, -lb)
- Backpack (2gp, 0.5lb)
- Bedroll (1sp, 1.25lb)
- Flint & steel (1gp, -lb)
- Chalk, 3 pieces (3cp, -lb)
- 4 sacks (4sp, 1lb)
- 5 days trail rations (25sp, 1.25 lb)
- Waterskin (1gp, 1lb)
Weight Carried:
Remaining money:
[sblock=Daggermouth, the wolf]
Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: TrackB, Weapon Focus (bite)
Advancement: 3 HD (Medium); 4-6 HD (Large)
Trip (Ex)
A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills
*Wolves have a +4 racial bonus on Survival checks when tracking by scent.
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