12-30-2006, 04:21 PM | #36 | |
The Obfuscated One
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Lemme know when you can use more peeps. For stats I simply put them in order from strongest to weakest instead of putting in actual numbers since I figured you could be a better judge of what would be reasonable than I could.
Name: Erthiz Race: Orphaned Packfolk (Timber wolves) Explanation: Packfolk are not any one race, but rather a collection of mammalian races which all have pack/hive mentalities. Each pack functions as a single creature with many bodies, with the mental scores for each individual creature compounding and rising for every Packfolk they are linked to. Orphaned Packfolk are ones who, for one reason or another, are linked to no others of their kind. They tend to look for groups of adventurers to travel with, forming a much lesser version of the packbond with thee adoptive adventurers. Race Abilities: Packfolk have the innate ability to know exactly where those they share a packbond with are, and the physical and mental conditions of those packmates. For this reason, Packfolk tend to do well at the healing arts. Packfolk are also able to get a general sense of the emotional states of those around them, and are able to detect, to a limited extent, when magic affecting the health of others is cast. Timber wolf Packfolk have extremely sensitive noses and ears, but poor eyesight. Bonus to search, listen, and tracking checks, minus to spot checks and ranged weaponry use. The Packfolk may treat any divine spellcaster as a favored class, and may choose to worship the Way of the Pack instead of a regular deity. The Way of the Pack holds the Healing, Protection, Good, and Nature domains, and followers must take protection as one of their domains, if applicable. Packfolk may use their charisma score to replace intelligence or wisdom for all spells cast on allies. Packfolk may ignore all penalties associated with shields so long as they do not strike any enemy that has not already proven itself a threat to an ally. If they strike unprovoked, all penalties associated with shields are doubled for a day. These penalty days stack. Age: 24 Fur: Mostly black to dark brown with a white front Eyes: Brown Description: Erthiz stands six feet tall of five and a half hunched. The fluffy fur covering his entire body makes it difficult to tell his exact mass. With all his fur, he sees no reason to wear anything more than a simple pair of brown shorts, as well as any armor he may have. Class: Cleric (Way of the Pack) {Healing/Protection} Equipment: Leather armor, large shield, short sword, spell component pouch, herb satchel, food, money. Bio: Erthiz spent most of his life as part of a pack in the woods outside of a major city. At some point or another, the city caught fire, and the fire spread to the woods. Most of the pack died in the fire, and, as the pack had a communal memory, everything before that is incredibly hazy. He can’t even recall what city it was. He finally came to in another city entirely after rescue efforts pulled all sentient creatures out of the woods and teleported them halfway across the globe. The rescuers gave all the survivors food and starting funds to go with their personal belongings to help them get their lives together, and did their best to help them all get started. Now finding himself without a pack, Erthiz has set himself to finding a group of adventurers to stand in for his pack. Spells Heal: Draws upon mystical energies to repair a wound. Cure: Draws upon mystical energies to dispel detrimental status effects Shield: Creates a bubble around target which softens physical attacks Protect: Creates a bubble around target that softens magical attacks Nurture: Temporarily increases the physical scores of a target. Cha Str -------- Dex/Con -------- Wis Int
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