Fritz Bowman
Strength: 14
Dexterity: 18
Constitution: 15
Intelligence: 13
Wisdom: 20
Charisma: 14
Race: Human
Age: 23
Height:
Weight:
Alignment: Neutral Good
Worshiper of: Nature
Class: Druid
Languages: Common, Druidic
Weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, all natural attacks (claw, bite, and so forth) of any form I assume with wild shape.
Armor: light and medium armor but are prohibited from wearing metal armor. Shield.
Background:
You have been brought up by a loving family, lacking nothing essential. Of course you've had to work hard, but the family has fared well and with the passing years you've had more and more time to follow your life's true passion, nature. You followed your father around a lot as a kid and he taught you the basics of nature lore and survival skills, being a Mielikki ranger hunter. You used to love those trips right up until the actual kill. You could accept hunting for food, but didn't necessarily have to enjoy it. Taking the hunt further and making a living from it was unconscionable, a fact that led to many heated arguments with your father as you grew older. It did drive a bit of a wedge between you, and it made you grow closer to your mother instead. You were also cared for by your grandmother, since your parents worked very hard. You’ve been brought up with the stories of old; when your family lived on another continent, a land of mystery and ancient powers, a land which your family apparently ruled in times passed. Growing up you’ve realised that the stories are probably just that; stories to entice a curious child’s fantasy. You assume that not all of it is a fairytale but you haven’t put much thought into it. The lands surrounding your home have been enticing enough and you have spent more and more time in the Lizard Marsh and Trollbark Forest. You’ve always found a connection with Mielikki, but lately you have found a deeper connection with the land and have come to worship it in itself. There is one thing about your grandmother’s stories that have echoed in your mind lately; stories of a forest that has a life of its own, the old Margreve. You have always felt that the intricacies of nature are something of a divine entity, but would like to see for yourself if any of these stories told the truth. Now with your grandmother recently dead the last relative to have actually seen the homeland is gone and so is your last connection.
You have always felt more akin to nature than to your family. Your calling has also taken you away from home to hone your skills in connecting with the land. Though something of a recluse you are far from asocial and don’t mind others’ company, and you respect your brothers’ choices in life, though you might not agree with them.
The family:
Grandmother’s father – Gerhard Stross, said to be the cousin of the former ruler of Zobeck. Born 1376, died 1428. Made a living as a fisherman in the new land.
Grandmother – Gertrude Stross, claimed to be the niece of the former ruler of Zobeck. Born 1404, died 1490, three weeks ago. Married a fisherman, Brian Petrel, in 1428 after her father’s death. They had three children; Brian, Harold and Gwendolin. She had some knowledge of witchcraft which was used mostly for the benefit of the family.
Grandfather - Brian Petrel, was taken by the sea in 1452 along with the two sons Brian and Harold.
Mother – Gwendolin Petrel, born 1446. She helped her mother with the family business (fishing) after the loss of her father and siblings. She learned witchcraft from her mother. She married a hunter, William Bowman, in 1464. The family fared well with the two vocations, Gwendolin purchasing several boats and employed half a dozen fishermen. They had five sons; Gerhard, the twins Fritz and Franz, Dieter and Carl.
Father – William Bowman, born 1440, a ranger hunter of Mielikki. As noted an early mentor which you’ve become slightly estranged from in the last years.
Gerhard – Your oldest brother, something of a recluse as you, and you have spent some time in and around the Lizard Marsh together. You know him to have had the best connection with your grandmother and he has the best knowledge of the old land in the family. He is also the only one of your brothers that has taken up the art of witchcraft from the women in the family.
Franz – Born 1467. Your twin, though not identical. You spent a lot of your youth together with Franz and your father and he is your closest family member. Where you found a closer connection to nature itself, Franz has joined the clergy of Mielikki. You have had many and long ideological discussions, but it is clear that you and your brother will never agree who is “right”.
Dieter – Born 1469. Mother Gwendolin's clear favourite and he was truly the sweetest child growing up. He took a great interest in your grandmother's stories and started composing them into songs at an early age. The shared interests with Gerhard have given them a special connection. He is a bit too extrovert for your liking but you can't help but getting caught up in his merry lilts.
Carl – Born 1471. The youngest of your four siblings, but in many ways the most mature. As you, he has grown up closest to your father, and he has been his constant shadow. Even-minded and focused on the task at hand, which usually means to hunt whatever prey that is most plentiful at the moment. Conservation of game is important after all.
Human Racial Abilities
Traits
- Focused Mind: Gain a +2 trait bonus on concentration checks.
- Kin Bond: Once per day when you fail a saving throw while your sibling is within 30 feet, you may reroll that saving throw using your sibling's saving throw modifier. If you and the sibling are twins or otherwise part of a multiple birth, you gain a +2 trait bonus on the rerolled saving throw. Your sibling must be willing to grant you the reroll. If you fail the saving throw, you and your sibling are dazed for 1 round.
Druid Special Abilities
- Nature Bond: Domain: Plant/Growth
- Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
- Nature Sense: +2 bonus on Knowledge (nature) and Survival checks.
- Wild Empathy:
Feats
- Human → Spell Focus (Conjuration)
- Level 1 → Augment Summoning
- Level 3 → Superior Summoning
- Level 5 → Natural Spell
- Level 7 → Wild Speech
- Level 9 → Powerful Shape
- Level x → Dodge, Power Attack, Combat Casting, Combat Reflexes, Wild Speech, Critical Focus, Powerful Shape
Skills
The Druid class skills: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier (+1) + Racial modifier (+1) → 6
| Skill Ranks Placed | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Acrobatics | ||||||||||||||
| Appraise | ||||||||||||||
| Bluff | ||||||||||||||
| * | Climb | |||||||||||||
| * | Craft | |||||||||||||
| Diplomacy | ||||||||||||||
| Disable Device | ||||||||||||||
| Disguise | ||||||||||||||
| Escape Artist | ||||||||||||||
| * | Fly | |||||||||||||
| * | Handle Animal | |||||||||||||
| * | Heal | 1 | ||||||||||||
| Intimidate | ||||||||||||||
| Knowledge (Arcana) | ||||||||||||||
| Knowledge (Dungeoneering) | ||||||||||||||
| Knowledge (Engineering) | ||||||||||||||
| * | Knowledge (Geography) | |||||||||||||
| Knowledge (History) | ||||||||||||||
| Knowledge (Local) | ||||||||||||||
| * | Knowledge (Nature) | 1 | ||||||||||||
| Knowledge (Nobility) | ||||||||||||||
| Knowledge (Planes) | ||||||||||||||
| Knowledge (Religion) | ||||||||||||||
| Linguistics | ||||||||||||||
| * | Perception | 1 | ||||||||||||
| Perform | ||||||||||||||
| Profession (Fisherman) | 1 | |||||||||||||
| * | Ride | |||||||||||||
| Sense Motive | ||||||||||||||
| Sleight of Hand | ||||||||||||||
| * | Spellcraft | |||||||||||||
| Stealth | ||||||||||||||
| * | Survival | 1 | ||||||||||||
| * | Swim | 1 | ||||||||||||
| Use Magic Device | ||||||||||||||
| Hit Points (no Con) | 9 | |||||||||||||
| Favored Class Bonus | h |
lvl 1: 9 = 9 hp + conbonus
Resourses
- Copper Pins: 0
- Silver Shields: 0
- Gold Crowns: 0
- Platinum: 0
Equipped Magic Items
- Weapons
- Scimitar
- Sling
- Armor: (suits of armor) → Rosewood armor
- Belts: (belts and girdles)
- Body: (robes and vestments)
- Chest: (mantles, shirts, and vests)
- Eyes: (eyes, glasses, and goggles)
- Feet: (boots, shoes, and slippers)
- Hands: (gauntlets and gloves)
- Head: (circlets, crowns, hats, helms, and masks)
- Headband: (headbands and phylacteries)
- Neck: (amulets, brooches, medallions, necklaces, periapts, and scarabs)
- Ring #1: (rings)
- Ring #2: (rings)
- Shield: (shield)
- Shoulders: (capes and cloaks)
- Wrist: (bracelets and bracers)
- Slotless:
- Potions
- Scrolls
- Wands
Spells
DC = 10 + Level + Wisdom bonus +5 (20)
Level 0 -- DC 15 -- Spells 3
- Detect Magic
- Light
- Create Water
Level 1 -- DC 16 -- Spells 1 +2 +domain
Level 2 -- DC 17 -- Spells 0 +1 +domain
Level 3 -- DC 18 -- Spells 0 +1 +domain
Level 4 -- DC 19 -- Spells 0 +1 +domain
Domain Spells
- 1st Enlarge Person
- 2nd Barkskin
- 3rd Plant growth
- 4th Command plants
- 5th Righteous might
- 6th Repel wood
- 7th Animate plants
- 8th Control plants
- 9th Shambler