Randal Tullmoor  

Details
Class: Race: Alignment: Deity:
Urban Druid Human Neutral Good Erastil
Level: Size: Age: Gender:
1st Medium 28 Male
Height: Weight: Eyes: Hair:
5'10" 160 lbs Lt Brown Black

Abilities
STR 12 +1
DEX 13 +1
CON 13 +1
INT 10 0
WSD 17 +3
CHA 14 +2
 
Hit Points
TOTAL wounds subdual
9 0 0
Initiative
TOTAL dex other SPEED
+2 +1 +1 30
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
16 10 +4 +1 +1 0 0 0

Battle Scores
MELEE = base + str + magic + other
+1 0 +1 0 0
RANGED = base + dex + magic + other
+1 0 +1 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT +3 +2 +1 0 0
REFL +1 0 +1 0 0
WILL +6 +2 +3 0 +1

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
CMB +1 Combat Manuever Bonus
CMD 12 Combat Manuever Defense
Scimitar +1 1d6+1 18-20/x2 n/a 4 lbs 1 handed M Slashing
Cold Iron Sickle +1 1d6+1 20/x2 n/a 2 lbs Light Slashing Cold iron vs DR
Club +1 1d6+1 20/x2 10 ft 3 lbs 1 handed M Bludgeon can cast Shellagh on +2/1d10+2
Sling +1 1d4+1 20/x2 50 ft 0 Ranged M Bludgeon 20 bullets weght is 10 lbs

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Hides Armor Medium +4 -3 +4 20% 20' 25 lbs Don/remove takes 1 minute
Light Wooden Shield Shield +1 -1 n/a 5% n/a 5 lbs

Feats & Special Abilities
Feat / Ability Description/Notes
+2 to 1 Ability (R) +2 to Wisdom
Medium (R) Medium Sized
Normal Speed (R) Speed 30
Bonus Feat (R) at 1st level gain 1 additional Feat- Alertness (+2 on Perception and Sense Motive checks)
Skilled (R) Gain 1 skill rank at each level.
Languages (R) Chelaxian (Common), Druidic, Sylvan, Infernal
Westcrown Firebrand (Trait) Campaign Trait- There’s something very wrong with the world. Spouses were not meant to huddle at their windows hoping and fearing day after day that their loved ones returned from work safely. Parents were not meant to hush their children when questioned about what happened to their neighbors. Citizens were not meant to avert their eyes and hurry by as guardsmen beat old friends in the street. The people of Westcrown have suffered long enough! It’s time for a change. But how? You’ve heard rumors of bands of free-thinking individuals meeting after the citywide curfew. Perhaps they might share your ideals? You are quick to react to opportunity, both physically and mentally, and know that it is with sudden and swift action that many conflicts are best resolved. You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls.
Scholar of Ruins (Trait) Human Race Trait- From the moment he could walk, Randal was fascinated by the ruins of ancient civilizations. Because of this he has special insight in geography and expertise in exploring lost places. He gains a +1 trait bonus in Knowledge Geography and Knowledge Dungeoneering. Knowledge Dungeoneering is a class skill.
Weapon Proficiency (1st Dr) Club, Dagger, Dart, Quarterstaff, Scimitar, Scythe, Sickle, Shortspear, Sling, Spear and any natural attacks with any form they choose.
Armor Proficiency (1st Dr) Light and Medium Non-metal armors as well as wooden shields.
Spontaneous Casting (1st Dr) As an Urban Druid, Randal can spontaneously cast any Domain spells he has not prepared by losing a spell of equal level or higher that he has prepared. Current: 1st-Bless
Nature Bond (1st Dr) As an Urban Druid Randal has chosen The Community Domain. At 1st level Gains Calming Touch (Sp). Can heal 1d6+1 of Non-Lethal damage by touch and remove the fatigued, shaken, and sickened conditions 6xday. and gains the Domain spell of Bless for a 1st level spell.
Nature Sense (1st Dr) +2 on Knowledge Nature and Survival.
Orisons (1st Dr) can cast unlimited 0 level spells.
Wild Empathy (1st Dr) Can make diplomacy checks vs animals to improve their attitude roll d20+4. Must be within 30 feet and be able to see each other. This can be used vs Magical beasts as well if they have an Int of 1-2 and you gain a -4 penalty on the check.
Cosmopilitan (1st) Can Speak and Read 2 additional Languages- Sylvan, Infernal. Plus gain two Skills based on Int/Wis/Cha as class skills. Sense Motive and Knowledge-Planes
Indomitable Faith (Trait) Faith Trait: Faith in a Erastil isnt popular in Devil worshiping Cheliax, Yest Randal has never wavered. Gain +1 Trait Bonus to Will saves.

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Acrobatics Dex* +1 +1 0 0
Appraise Int +1 0 0 0
Bluff Cha +2 +2 0 0
Climb (Class) Str* +1 +1 0 0
Craft (Class) Int +0 0 0 0
Diplomacy Cha +2 +2 0 0
Disable Device Dex* -
Disguise Cha +2 +2 0 0
Escape Artist Dex* +1 +1 0 0
Fly (Class) Dex* n/a +1 0 0
Handle Animal (Class) Cha -
Heal (Class) Wis +3 +3 0 0
Intimidate Cha +2 +2 0 0
Knowledge Arcana Int -
Knowledge Dungeoneer (Class) Int +5 0 1 +4
Knowledge Engineering Int -
Knowledge Geography (Class) Int +5 0 1 +4
Knowledge History Int -
Knowledge Local Int -
Knowledge Nature (Class) Int +6 0 1 +5
Knowledge Nobility Int -
Knowledge Planes (Class) Int -
Knowledge Religion Int -
Linguistics Int -
Perception (Class) Wis +9 +3 1 +5
Perform Cha +2 +2 0 0
Profession (Class) Wis -
Ride (Class) Dex* +1 +1 0 0
Sense Motive Wis +8 +3 0 +5
Sleight of Hand Dex* -
Spellcraft (Class) Int -
Stealth Dex* +1 +1 0 0
Survival (Class) Wis +9 +3 1 +5
Swim (Class) Str* +1 +1 0 0
Use Magic Device Cha -

Spell List
Name Level Ready? Count Cast Time Range Save Description/Effect
Create Water 0 no Creates 2 gallons/level of pure water
Detect Magic 0 no Detects Magic and Spells within 60 feet
Detect Poison 0 no Detects poison in one creature or object
Flare 0 yes Dazzles one creature (-1 on attacks)
Guidance 0 yes +1 on one attack/Save/or skill check
Know Direction 0 no Discerns North
Light 0 no Object shines like a torch
Mending 0 no Makes Minor repairs on objects.
Purify Food and Drink 0 no Purifies 1 cubic foot of food or water
Read Magic 0 no Read scrolls or spellbooks
Resistance 0 no Gain +1 on Saves
Spark 0 no ignites flammable objects
Stabilize 0 yes Cause dying creature to stabilize
Virtue 0 no gain 1 temporary hit point
Alter Winds 1 no Increase/Decrease strength of natural winds
Ant Haul 1 no triples carrying capacity of 1 creature
Aspect of Falcon 1 no Gives bonus' to Perception and ranged attacks
Bless (Domain) 1 yes Allies gain +1 attack rolls and saves vs Fear---cast in sewers in first combat
Bristle 1 no Trade natural armor bonus for bonus on attacks with natural weapons
Burning Disarm 1 yes Standard Short 25' Ref DC 14 This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.
Call Animal 1 no Make an animal come to you
Calm Animal 1 no Calms 2d4 +1 HD of animals
Charm Animal 1 no make one animal your friend
Cloak of Shade 1 no Reduces effects of sun exposure and heat
Cure Light Wounds 1 yes Cures 1d8+1 Damage
Detect Aberration 1 no Reveals presence of Aberation
Detect Animals or Plants 1 no Detects kinds of animals or plants
Detect Snares and Pits 1 no Reveals natural or primitive traps
Endure Elements 1 no Exist comfortably in hot or cold region
Entangle 1 no Plants entangle everyone in 40' radius
Expeditions Excavation 1 no Moves 5' cubes of earth
Faerie Fire 1 no Outlines subjects with light. cancels blur, concealment and the like.
Feather Step 1 no ignore movement penalty of difficult terrain
Flare Burst 1 no As Flare but all creatures within a 10 foot radius.
Goodberry 1 no 2d4 berries each cure 1 HP. (Max 8 berries in 24 hours)
Hide from Animals 1 no Animals cannot perceive one subject a level.
Hydraulic Push 1 no Wave of water bull ruses an animal
Jump 1 no Subject qains bonus for Acrobatics Checks.
Keen Senses 1 no Gain +2 Perception and Low Light Vision
Longstrider 1 no Speed increases by 10'
Magic Fang 1 no One natural weapon of subject gains +1 attack and damage
Magic Stone 1 no 2 stones gain +1 attack and deal 1d6+1 damage
Negative Aroma 1 no Subject cannot be tracked by scent.
Obscuring Mist 1 no Fog Surrounds you
Pass Without Trace 1 no One subject leaves no trace
Produce Flame 1 no 1d6 damage +1 per level. Touch or thrown
Shillelagh 1 no Cudgel or Quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level.
Speak with Animals 1 no You can communicate with animals cast with Asmodean Thrune and his Mastiff Gregor
Stone Fist 1 no Unarmed attacks are lethal
Summon Natures Ally I 1 no Summon Creatures to fight.
Touch of The Sea 1 no swim speed becomes 30 feet

Gear
Gear Location Weight Description/Special
Scimitar Left Hip 4 lbs Cost-15 Gold
Cold Iron Sickle Right Hip 2 lbs Cost- 4 Gold Can Bypass DR vs Cold iron. Can make Trip Attacks with.
Club Left Hip 3 lbs Cost- 0 Stout Oak Cudgel
Sling Right Hip 0 Cost- 0
20 Sling Bullets Leather pouch 10 lbs Cost- 2 Silver Each Bullet weighs .5 lb
Hide Armor (Boar) Body 25 lbs Cost- 15 Gold
Light Wooden Shield Left Arm 5 lbs Cost- 3 Gold.
Backpack Back 2 lbs Cost- 2 Gold
Blanket In Backpack 3 lbs Cost- 5 Silver
Prayer Book Backpack 3 lbs Cost- 15 Gold. Parables of Erastil.
6 days of trail rations Backpack 6 lbs Cost- 3 Gold. Each day rations weighs 1 lb.
Travellers Outfit Backpack 5 lbs Cost- 1 Gold. Soft Boots, Black Wool Pants, Sturdy belt, White Wool shirt, Black Vest. Ample Cloak with Hood.
Whetstone Backpack 1 lbs Cost- 2 Copper.
Belt Pouch right Hip .5 lb Cost- 1 Gold.
Flint and Steel Belt Pouch 0 Cost- 1 Gold
Inkpen Belt Pouch 0 Cost- 1 Silver
Vial of Ink Belt Pouch 0 Cost- 8 Gold
Holly & Mistletoe SC Pouch 0 Cost- 0
Spell Component Pouch Right Hip 2 lbs Cost- 5 Gold. has all but special costly components.
Vial of Acid Belt Pouch 1 lb Cost- 10 Gold. +1 to hit. 1d6 damage. 1 point splash to within 5 feet. 10' range increment. Acid Damage
Jar of Vermin Repellent Belt Pouch 0 Cost- 5 Gold. Normal Vermin (Fine)avoid. Swarms of Vermin must make DC 15 FO Save to approach. Lasts 4 hours. takes 1 round to wash off.
Wood Holy Symbol Neck 0 Cost- 1 Gold. Symbol of Erastil
Waterskin shoulder 4 lbs Cost-1 Gold
Explorers Outfit Body 0 Cost-0 Sturdy Boots, Leather breeches, Belt, Shirt, vest, Gloves, Hooded Cloak, Plenty of Pockets.
4 Sunrods belt on tethers. 5 lbs Cost- 10 Gold. Each weighs 1 lb. Standard Action to light. 30 foot light for 6 hours....1 in use currently so down to 4 unused
Scrollcase shoulder .5 lb Cost- 1 Gold
Potions of Cure Light x3 belt pouch 0 cures 1d8+1 each

Treasure/Money
Item Location Value Weight Description/Special
Gold Purse 0 0 0
Silver Purse 1.1 .1 11 Silver
Copper Purse .08 .1 8 Copper.

Experience
Current Next Level
0 2000

Description
If you were to see Randall walking down a street in Cheliax, you'd think him no different than the myriad of other common folk. Average Height. Average weight. Average appearance. Hair that was black, like all of the others native to Cheliax. Skin slightly pale. maybe his eyes, since they are slightly lighter than anyone elses.

Nope Average, except.......A steely gaze comes onto his face when hes seeing some helpless commoner is being put upon by the ruling caste.

Except, his jaw clenches when he sees an injustice.

Except, when he calls upon the powers vested in him by Old Deadeye, a strange glow comes upon his eyes. Its then that you realize, maybe he wasnt so average after all

Personality
Favorite Class- Druid. Favorite Class Benefit at 1st- 1 Skill Rank

Encumbrance- 0-43 is Light/44-86 is Medium/87-130 is heavy.
Effects- Light Nothing. Medium Max dex is +3, Enc Penalty -3 on on dex/str skills. max move 20.. Heavy- Max dex is +1, Check Penalty is -6, 20

Current Enc is 84 lbs or Medium.

Background
Born to a Farmer of Westcrown, Cheliax in 4683, Randall Tullmoor was an average boy. His father who at one time had been a soldier in the Army, would regale of how The House of Thrune ended years and years of violent civil war, to bring peace back to Cheliax. At one time Daniel Tullmoor was a soldier, but an injury during the civil war, had caused him to be dropped from the ranks. He received a nice mustering out bonus and bought a farm. Married to the beautiful daughter of a Hunter, Sherry Tullmoor was a dutiful wife, and bore Daniel 3 sons and 2 daughters. Things were good.

But, dont look too closely or youd notice the heavy boots of the Hell Knights enforcing Queen Abrogail's rule with a heavy hand. Youd notice taxation that fattened the coffers of politicians at the expense of the common folk. Youd notice people in power being advised by Dark Forces from Outside our world. You'd notice people closing their windows and locking their doors at night. Hurrying to get out of the gaze of someone of power. Trying to make themselves less beautiful, or less intelligent. People did not want the powers that be to see anyone of note, anything that might draw too much attention their way.

Into this world did the Teen Randal begin to work the fields and when he had some spare change, go into Westcrown to experience life. At 17 he watched his brother trying to stop a child from being run over by a nobles coach, and watched as the noble had him flayed alive....until his wounds were too much and he passed into the darkness. Randal began to follow in his brothers footsteps on that day.

Later that year, when The elder Tullmoor told Randal he was selling the farm and the family was moving to Andor, Randal insisted on staying. The people needed him. He waved goodbye to family and became a servant of the downtrodden of Westcrown. He was not the type to pick a fight, but was always the one to find a peaceful solution that kept the eyes of the gentry off the common folk and himself. In the quiets of back alleys he found others like him, A Half Orc Paladin, Scathe, who was quick to use force. The slight Tristan to whom stealth was second nature, and others....others who at times heeded his words of wisdom, or came to him for his healing touch. All shared the same desire, a desire to help.....but with no end in sight or hope to cling to, how long before they lost the ability to care and gave up to merely exist. How long.....