![]() ![]() The elderly druid had lost most of his sight and knew that now was his last chance to tutor a student. That was his first encounter with Erickos Graun, a devotee of the Green Faith, who lived in the hollowed out trunk of a giant oak. “Here, bite on this, then sleep.” Another leaf was brought to his lips, but this one smelled ever so sweet, like cinnamon. The voice of an old man reached him then, repeatedly saying “don’t!” as strong hands pushed him back against the bed. It filled his mouth with taste so disgusting that he involuntarily gagged, spitting out the remains of the leaf. It took him a moment to notice the dry yellow leaf, rolled up into a crumpled ball, that was stuck in one corner of his mouth. The teenager woke up only to be greeted by a pounding headache. On one such a bad day, Arnulf found himself staring at the forest canopy overhead and wondered why it was spinning: he had poisoned himself. Through a marriage of natural talent and necessity he learned how to feed himself of the land, sinking his teeth into the juicy meat of a hare on a good day, sucking on a rotting root to quench his hunger on the worst of days. The teenager made it all the way down south to the Narlmarches, where no one would find him, where no one would bother him. With nothing more than a backpack, a hand-axe and hunting bow he had left his home and ran off. The never-ending taunts from other kids and the looks Arnulf and his mother got from the Erastilites and the fact he could never make a career because of his name all of it made the boy want to run away. The man’s past steered him away from home when he was a young teenager. The all-consuming fire is now nothing more than a glowing bead, visible only in the dark of night, and it is when the warm embrace of the sun leaves the forests and fields of Brevoy that the ghost of his past stares at him from the darkness. The anger burned strong in young Arnulf, but like every fire, its intensity faded over the years. ![]() What did he know about his father? He was a little older than his mother, rich enough to see to it that she wants for nothing and a big enough coward to never come see his son. Juniper, Oak, Yew, Magnolia – the last names of Medvyed bastards. Juniper, a name that reminds all of the sins of the father. Special Low-Light Vision, Scent, Link, Share spells Str 17 (19 with animal focus), Dex 15, Con 13, Int 2, Wis 12, Cha 6īase Atk +1 CMB +5 CMD 17 (+1 BAB, +4 Str, +2 Dex) Studded leather, javelins (5), club, dagger, bardiche, spell component pouch, water skinĪC 17, touch 12, flat-footed 15 (+2 Dex, +3 Armor, +2 natural armor) CMD 17 Wild Empathy +0 on diplomacy checks to influence the attitude of animals Nature Training Count as ranger/druid to qualify for feats that improve the animal companion Swift action to activate or change.īuffs: +2 strength, dexterity or constitution, +4 perception, swim and acrobatics, climb or stealth, +2 attack on AoO and AC vs AoO, +5 ft base movement speed, 10ft scent. ![]() Persists all day on the animal companion. Level 1 (x2) Cure Light Wounds, Magic FangĮye for Talent +2 sense motive, +2 to any stat for animal companionĪnimal Focus Gain a buff for 1 minute / level a day. Other Gear Explorer’s outfit, backpack, belt pouch, spell component pouch, waterskin Skills Perception +6, Stealth +6, Survival +6, Knowledge Nature +5, Climb +7, Swim +7, Handle Animal +3Ĭombat Gear Bardiche, javelins (5), club, dagger, studded leather ![]() Traits Bastard of House Medvyed (+1 will save), Suspicious (+1 sense motive, is a class skill) AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Armor) CMD 15 ![]()
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