Druid of a different kind
Rank 4th Level
Real Name Kragash
|VITAL STATISTICS||ATTRIBUTES||SAVING THROWS|
|HT||10’0||IQ||10||Save vs Magic||+0||Strike||+|
|WT||520 lbs||ME||11||Save vs Psionics||+0||Parry||+2|
|PPE||48/65||MA||4||Save vs Mind Control Drugs/ Charms/ Magic/ Potions||+0||Dodge||+2|
|HP||42/42||PS||31||Save vs Insanity||+0||Roll||+5|
|SDC||52/61||PP||14||Save vs horror||+7||Pull||+2|
|Lev||1||PE||16||Save vs coma/death||+0%||Initiative||+0|
|Exp.||See Exp. Page||PB||5||Save vs Disease||+2||Damage||+16|
|Sex||Male||SPD||29||Save vs Possession||+0||Disarm||+0|
|Weapon Proficiencies||Level Acquired||Strike||Parry||Rate of Fire||Thrown|
|Weapons:||Damage||SDC or Make||Range|
|OCC Skills||Base %||OCC B+||CL-A||C-R||Total %||Secondary Skills||Base %||CL-A||C-R||Total %|
|Astronomy & Navigation||30+5||15||1||4||60%||Swimming||60+5||1||4||75%|
|Botany||25+5||20||1||4||60%||Body Building and Weight Lifting||1||4|
|Language: Gobbely||40+5||20||1||4||75%||*Sense of balance||30+5||2||4||40%|
|Language: Elven||40+5||20||1||4||75%||*Work parallel bars & rings||30+3||2||4||36%|
|Land Navigation||45+5||15||1||4||75%||*Back flip and somersault||40+5||2||4||50%|
|Lore: Faerie Folk||25+5||20||1||4||60%||*Climb/Repel Walls||70/65 +5||2||4||80/75%|
|OCC Related Skills||Base %||OCC B+||CL-A||C-R||Total %|
|Brewing||25/30 +5||15||1||4||55 / 60%|
|Holistic Medicine||30/25 +5||15||1||4||60 / 55%|
|Identify Plants & Fruits||25+5||15||1||4||55%|
Clawed hands inflict 2D6 damage + P.S. bonus, kick 3D6 +P.S. bonus, and bite 2D4 damage but no P.S. bonus is applicable.
|Special Skills: Druid|
|Druid Skills||Base %||CL-A||C-R||Total %|
|Secret Writings: Oghrune||50+5||1||4||65%|
|Timiro: Geography & History||40+5||1||4||55%|
|Knowledge of Sacred Sites||35+5||1||4||50%|
|Druid Versification (Flute)||30+5||2||4||40%|
|Druidic Magic Power: Prophecy||20+5||4||4||20%|
Ley Line Uses: See Book
|Druid Powers||Type||L-A||C-L||PPE Cost||Range||Duration||Save||Description|
|Repel Animals||NA||1||4||7||30 ft||Immediate||Standard / 12 or higher depending on animal||hostile, predatory animals stop, turn, and leave (up to 6)|
|Globe of Daylight||NA||1||4||2||Up to 30 ft||12 melee rounds/lev||None||light bright enough to illuminate a 12 ft area / lev (12 ft), Max speed of 12|
|Healing Touch (animals)||NA||2||4||7 (or blood sacrifice)||Touch||Immediate||None||4D6 hit points or SDC after 1 full melee|
|Chameleon||NA||2||4||6||Self or Touch||4 mins / lev||None||90% undetectable if unmoving.
70% undetectable if moving 2 feet per melee round or slower.
20% undetectable if moving 6 feet (1.8 m) per melee round.
Totally ineffective if moving any faster.
|Faerie Speak||NA||2||4||5||Self or Touch 2 others||5 mins/ lev||None||This spell enables the spell caster (or two others by touch) to understand
and speak the language of the faerie folk.
|Negate poisons/toxins||NA||3||4||5||Self or Touch||Instant||None||The arcanist can magically turn a poisonous substance inert, rendering
it harmless. The magic can also be used to instantly negate poison in
the bloodstream, preventing further damage by the foul substance.
|Healing Touch||NA||3||4||7||Touch||Immediate||None||4D6 hit points or SDC after 1 full melee|
|Control the beasts||NA||3||4||18||100’||2 mins/ lev||Standard||Control up to two animals up to 60’. See Book|
|Familiar Link||NA||3||4||55||Self and animal; 600’||Indefinite||None||At third level, a practitioner of magic is experienced enough to mentally
link with a small animal (mammal, bird or lizard). This link is permanent,
producing a rather impressive symbiotic relationship.
|Forecast Weather Change||NA||4||4||Sacrifice a Bird||100 Miles||10 Minutes||None||Know the weather|
Moccasins, Belt, Symbol of Apis, Backpack, Bo Staff
Carried on Belt: Large Satchel, Four Small Sacks, Waterskin
Carried in Backpack: Ceremonial White Robe, 50 Foot Rope, Mast-Section Club
Carried in Large Satchel: Wooden Cross, Eight Wooden Spikes, Small Mallet
Carried in First Small Sack: Pipe, Tinder Box, Wooden Flute
Carried in Second Small Sack: Sprig of Mistletoe, Wonderful Berries, Mushrooms
Carried in Third Small Sack: Small Mirror, Benuvian Library Card, Vial of Liquid, Small Glass Jars
Carried in Fourth Small Sack: 15 Bennuvian Coins, 90 Timiro Gold Coins
Zog was separated from his mother no more than a few months after his birth, when she had faced a wandering knight atop a natural bridge over a wide river, demanding a toll from him in return for the right to pass. The knight slew his mother and passed bloodied but with his coinpurse intact, while Zog was left in his mother’s lair not too far away, not knowing why she hadn’t come back for him day after day.
Thinking himself abandoned, or his mother gone for what ever reason, Zog climbed out from his mother’s lair and wandered on his own. Too loud, slow and otheriwse noticeable to catch any animal prey, he was left to fend on tree bark, wild berries, leaves and roots, and developed a habit for finding and eating them, even well after he’d grown larger and more capable of hunting.
At times he’d interact with other trolls or giant species, usually no more than one or a few at a time, which is how he had learned to speak Giantese. Although many mocked him for his vegan nature. He also had some interaction and trade with communities of goblins, hobgoblins and orcs, most of whom were afraid of him due to his size, but from whom he learned basic Gobbley.
Wandering the wilds, he also had some interaction with the elves and druids. Some of them he even begun to know rather well, having come across them a number of times as the two traveled in their own directions. From them he learned to speak basic Elven, but also learned much more. Some of the wandering druids treated him as one of their own, and began to teach him various lessons about history, prophecy, nature, song and stars, and other things taught to druidic initiates. His lessons spanned out over several decades, being sent from one druid to the next, and then on to another again, sometimes with months between each lesson, as his travels would take him far and wide.
Though still an initiate, Zog has learned many things from the druids regarding their runic language, Oghrune, as well as geographical and historical knowledge of the lands that he had wandered. He knows of many of the sacred druidic sites, and has also become attuned to the ley-lines, able to see them and use them to assist himself in healing and travel. It was then that the druids were offered a deal to keep lands in Tanis, in exchange for help from the druids. Zog was the choice candidate for this task as many of the other druids are currently in exile in the Land of the South Winds.