Drd 4 / Brb 1 / Rog 1 / MMF 1 (Jeremy)
Male Human Barbarian 1/Druid 4/Rogue 1/Master of Many Forms 1
CN Medium Humanoid (human)
Init +6; Senses Perception +13
AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex)
hp 62 (1d12+6d8+17)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +6, Will +5; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
Speed 40 ft.
Melee Light Shield Bash +8 (1d4+4/x2) and
+1 Longsword +9 (1d8+5/19-20/x2) and
Chakram +7 (1d8+4/x2) and
Cold Iron Dagger +8 (1d4+4/19-20/x2) and
Greatsword +8 (2d6+6/19-20/x2) and
Silver Dagger +8 (1d4+3/19-20/x2) and
Warhammer +8 (1d8+4/x3)
Ranged Wooden throwing shield (Throwing) +2 (1d6+4/x2)
Special Attacks rage (5 rounds/day), sneak attack +1d6
Druid Spells Prepared (CL 4):
2 (2/day) Tree Shape, Barkskin
1 (4/day) Entangle (DC 12), Speak with Animals, Feather Step (DC 12), Hide from Animals
0 (at will) Resistance, Detect Magic, Light, Know Direction
Str 19, Dex 14, Con 13, Int 12, Wis 13, Cha 12
Base Atk +4; CMB +8; CMD 20
Feats Alertness, Endurance, Improved Initiative, Shaping Focus +3, Toughness
Skills Acrobatics +5 (+9 jump), Appraise +5, Bluff +6, Climb +8, Diplomacy +5, Disable Device +4, Disguise +5, Escape Artist +1, Fly +5, Handle Animal +6, Heal +5, Intimidate +5, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +7, Knowledge (nature) +13, Linguistics +5, Perception +13 (+14 to locate traps), Ride +5, Sense Motive +7, Spellcraft +5, Stealth +5, Survival +12, Swim +7 (+11 to resist nonlethal damage from exhaustion)
Languages Common, Druidic, Dwarven, Sylvan; shftrspch
SQ animal companion link, chngshp (1/day), fast movement +10, nature bond abilities (animal companion), resist nature’s lure, share spells with companion, spontaneous casting, trackless step, trapfinding +1, wild empathy, wild shape (2/day), wild shape (animal), wild shape (elemental), woodland stride
Combat Gear Wand of cure light wounds, Wand of cure light wounds, Healer’s kit; Other Gear +2 Lamellar (leather) armor, +1 Shield Spikes, Throwing Darkwood Light wooden q, +1 Longsword, Chakram (6), Cold Iron Dagger, Greatsword, Silver Dagger, Warhammer, Amulet of mighty fists +1, Belt of giant strength +2, Boots of the winterlands, Handy haversack (19 @ 25.4 lbs), Belt pouch (empty), Belt pouch (empty), Belt pouch (empty), Candle (3), Chakram Holster, Chakram Holster, Chalk, Crowbar, Everburning torch, Flint and steel, Ink, black, Inkpen, Jericho’s Manuscript, Mirror, Paper (5), Scroll case (9 @ 0 lbs), Silk rope (2), Spear Quiver, Spell component pouch, Thieves’ tools, masterwork, Twine (50’), Waterskin, Whetstone, Sketch of a Rune, Sketch of Shalecore’s Symbol, Incomprehensible Note from “Dark Creeper”, Large Hyena Canine, Sketch of symbol on Rock Creatures hand., 21 PP, 9 GP, 9 SP, 6 CP
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boots of the winterlands Travel across snow at full speed, across ice without slipping
Change shape (1/day) (Su) Assume the shape of different types of creatures
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Resist Nature’s Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Can cast spells with a target of “you” on animal companion, as touch spells.
Shifter’s Speech (Ex) A shifter maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Druid can convert stored spells into Summon Nature’s Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (2/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape II: Tiny – Large animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body I: Small elemental) You may use your Wild Shape ability to become an elemental.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Known Animal forms:
Jozan was a bastard child born from a secret relationship between Sir Alton Tirial III and his wife Brumhilde. While Alton was away at war, Brumhilde had a child with another man. Fearing the consquences of the birth so she set the child off down a river in a basket. Deep in a great (temperate) forest, the basket washed up along a bank where it was found by a pack of red wolves. The wolves adopted the child as their own and he was raised as one of the pack.
When Jozan was 10, he returned home from a rabbit chase to find that the rest of the pack had been slain by hunters for their pelts. Distraught, he wandered days through the forest until he happened upon a druid coven. The coven was more than willing to accept Jozan as one of their own when they quickly discovered his past. He was trained in the ways of the druids and was taught of the gods of the natural order, Dom, and Pomit.
Jericho, leader of the coven, was Jozan’s primary mentor. Jericho despised humanity and their civilizations and tried to enforce this hatred in Jozan, especially considering the slaughter of his former family by hunters. Despite that fact, Jozan desired to see more of the world than his sheltered upbringing in the forest would allow. He wanted to see these civilizations Jericho spoke of and see for himself if Jericho was right. And also maybe find those responsible for killing his furry family. Jericho would not allow Jozan to leave though, reminding Jozan of the dangers that lay beyond the forest. While Jozan was kept in check for some time, he eventually decided he would run away and experience life for himself.
Jozan set out alone to fulfill his wanderlust. He walked for miles and miles until he eventually wound up in a desert. The wild shift in environment enthralled Jozan and he pushed on. After becoming hopeless lost, he realized that perhaps Jericho was right. The world was dangerous. Things began looking desperate with no food or water easily found. One hot morning, Jozan awoke to a camel licking and sloberring on his face. Disturbing as it was, he realized that the camel had saved him with the water from his saliva. Jang, the name Jozan gave to his new friend, carried him out of the desert and into a more habited region where life awaited.
He came upon the city of Ailead. All of the things that didn’t make sense in Jericho’s teaching were finally made clear. The bustle of the city was like nothing he ever imagined. He quickly noticed many people were gathered around a bulletin board and decided to follow suit examining a particular note indicating the bounty of a man, Bertram Garret. The unusual notion of a hunting season confused him but the money sounded good so he made haste to the huntmaster’s lodge to obtain more information. While there he agreed to look for the man on the bounty reward and as fate would have it, easily found himself someone to partner up with in case this Bertram fellow had friends as well.
The party made their way out into Anvil Crawler Brake where after several trials for a would be adventurer, they found the bounty in a place they learned was called the Mouth of Chaos. With the crazed lunatics threatening their lives they decided to bring back the bounty dead rather than alive.
The group then made their way to Ailead to gather information and see just how wealthy the spoils of their adventures had made them. On the way in, they met up with Kaspar through odd circumstances involving accidental skeletons. Inside the city once again, Jozan was enthralled by the myriad of sights and sounds and particulary to the message stating that travel to Urima was hard to come by. Urima, a far off place of magic, piqued Jozan’s interest enough to team up with yet another random stranger (Bu-Jinwen) to obtain passage there. Jozan was initially put off by Bu-Jinwen’s attitude but decided ultimately, more hands trying to accomplish a goal like this the better of their choices.
The group discovered that they could potentially gain passage to Urima if they were able to collect enough writs of commendation. They learned of a few ways they might do such a thing, and quickly set off to find a man named Augustin Gonzalo. This older gentleman, a war hero, told us he could help us out if we took care of a nuisance in his basement. Surprisingly the basement was not really a basement, but an extra-dimensional laboratory. Inside this extradimensional space, two small demons lay in wait. The confrontation was nearly deadly for Avaniel but luckily the new recruit, Bu-jinwen was able to save the day with his dozing magic. The rest of the laboratory was quite an interesting sight but ultimately the group returned upstairs without further ado.
After retrieving a commendation from the war veteran (along with a free night’s stay at an inn) the group departed. On their way to their lodging, a host of Grindylows attacked the city, forcing combat from the group in a narrow back alleyway. Dispatching them with little trouble, the group traveled on to their destination. Getting a good night’s sleep was not the easiest thing to come by with these Grindylow on the loose. The inn was attacked during the night, but the assailants were dispatched easily. They seemed to be after something but no clue could be found as to what it was.