Zog

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Druid of a Different Kind

Name Zog
Rank 4th Level
Race Troll
Real Name: Kragash

Sex Male SAVING THROWS Bonus
HT 10’0" Save vs Magic +
WT 520lbs Save vs Psionics
PPE 63 Save vs Illusion +
HP 28 Save vs poison +
SDC 61 Save vs horror +7
ISP NA Save vs coma/death +%
Exp. See Exp. Page Save vs Disease +2
Birthday (63) Save vs Possession +
HTH: Basic Spell Strength 12
Gold 90 Timiro
Alignment Scrupulous
AR 0
HF 12
Luck Points
Attribute Score COMBAT Bonus
IQ 10 Strike +
ME 11 Parry +2
MA 4 Dodge +2
PS 31 Roll +5
PP 14 Pull +2
PE 16 Initiative +
PB 5 Damage +14
SPD 29 Disarm
Critical 20 Attacks 6
Weapon Proficiencies Level Acquired Strike Parry Thrown
Staff 1 +2 +1 +
Blunt 1 +2 +2 +
Armor AR SDC
Soft Leather 10 20
Weapons: Damage Range
Bo Staff 3D6
Mast 6D6
OCC Skills Base % OCC B+ CL-A C-R Total % Secondary Skills Base % CL-A C-R Total %
Animal Husbandry 35+5 20 1 4 70% Running 1 4
Anthropology 20+5 15 1 4 50% WP Blunt 1 4
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
History 30+5 20 1 4 60% Athletics (General) 2 4
Language:Giantese 98 1 4 98% Gymnastics 2 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%
Lore:Geomancy 25+5 10 1 4 50%
Math: Basic 45+5 20 1 4 80%
Wilderness Survival 40+5 20 1 4 75%
WP: Staff 1 4
HTH: Basic 1 4
OCC Related Skills Base % OCC B+ CL-A C-R Total %
Brewing 25/30 +5 15 1 4 55 / 60%
Cooking 30+5 10 1 4 50%
Holistic Medicine 30/25 +5 15 1 4 60 / 55%
Identify Plants & Fruits 25+5 15 1 4 55%
Dowsing 20+5 10 1 4 45%
First Aid 30+5 15 1 4 55%

Racial Abilities
In addition to the troll’s great strength and size, the character also has nightvision 60 ft (18.3 m), excellent day vision (equal to a human), are instinctive climbers with a base skill of 75%/65 and swimming at 60%.

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%
Druid Astronomy 20+5 3 4 25%
Weather Identification 20+5 3 4 25%
Druidic Magic Power: Prophecy 20+5 4 4 20%

Ley Line Uses: See Book

Spells:

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

Inventory
Traveling clothes, hooded traveling robe, ceremonial white robe, moccasins, soft leather gloves, belt, backpack, medium-sized to large purse/satchel, four small sacks, water skin, sprig of mistletoe, wooden cross, eight wooden spikes, small mallet, 30 feet (9 m) of rope, small mirror, tinder box, pipe, four smokes of pipeweed, soft leather armor, bo staff, mast-section club, assortment of plums, peaches and other fruit, unfinished flute.

Biography
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.

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