Cordelia "Del" Crackhorn | |
Age: | 16 |
Fur: | brown with fawn chest, belly, and "treasure tail" |
Eyes: | Blue |
Height: | 3'6" |
Weight: | 40 lbs. |
Alignment: | Neutral Good |
Race: | Beastfolk (Groundling) |
Class: | Druid 4/Divine Oracle (Pending)/Holt Warden (Pending) |
Level: | 3 |
Experience: | 6,073/10,000 |
Hit Points: | 40/40 |
Wealth: | 3,560 gp |
Current Status: | Active |
Played by Gideon Kalve Jarvis |
- Description
- Abilities & Skills
- Equipment
- Feats, Racial & Class Abilities
- Spells
- Questionnaire and Background
Trim and agile in appearance, her body at once compact but capable, this brown-furred female has the look of a ground squirrel, or perhaps a chipmunk, about her, though her face is rather humanlike in appearance, with a short, delicately-pointed black nose, as is her body. This attractive young groundling is small, hardly topping three feet (tall for her race, actually), but proportional and comely. She wears a sturdy blue vest and blue boots, the leather of both vest and boots the natural colors, apparently, of the creature from which they were taken, and which match her deep blue eyes almost perfectly. While a casual glance might lead an observer to think that this rodent beastfolk was otherwise naked, a closer inspection will reveal that this is just an effect created by soft leather armor that she wears over her body, colored in a similar pattern to the fur beneath.
Gallery
Ability | Score | Mod | Temp Mod |
Strength | 10 | +0 | +0 |
Dexterity | 14 | +2 | +2 |
Constitution | 14 | +2 | +2 |
Intelligence | 14 | +2 | +2 |
Wisdom | 19 | +4 | +4 |
Charisma | 16 | +4 | +4 |
Armor Class | |
Total | Base 10 + 2 Dexterity +1 Size + 4 Armor = 17 |
Flat-Footed | 15 |
Touch | 13 |
Saving Throws | Base | Bonus | Total |
Fortitude | +4 | +2 | +6 |
Reflex | +1 | +2 | +3 |
Will | +4 | +4 | +8 |
BAB | Mod | Total Range/Melee |
+3 | +2 Dex/+0 Str/+1 Size | +6/+4 |
Initiative |
---|
+2 Dex = +2 |
Skills | Ranks | Stat Bonus | Synergy | Other Bonuses | Total | |
C | Appraise (Int) | +0 | +2 | +0 | +0 | +2 |
C | Balance (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Bluff (Cha) | +0 | +3 | +0 | +0 | +4 |
C | Climb (Str) | 0 | +0 | +0 | +2 | +2 |
X | Concentration (Con) | +1 | +2 | +0 | +0 | +3 |
X | Craft (Int) | +1 | +2 | +0 | +0 | +3 |
C | Decipher Script (Int) | +0 | +2 | +0 | +0 | +2 |
X | Diplomacy (Cha) | +7 | +3 | +0 | +0 | +10 |
C | Disable Device (Int) | +0 | +2 | +0 | +0 | +2 |
C | Disguise (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Escape Artist (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Forgery (Int) | +0 | +2 | +0 | +0 | +2 |
C | Gather Information (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Handle Animal (Cha) | +6 | +3 | +0 | +0 | +9 |
X | Heal (Wis) | +1 | +4 | +0 | +0 | +6 |
C | Hide (Dex) | +0 | +2 | +0 | +4 | +6 |
C | Intimidate (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Jump (Str) | +0 | +0 | +0 | +0 | +0 |
X | Knowledge (Int) | +7 | +2 | +3 | +2 (Nature only) | +12 (+14 Nature) |
X | Listen (Wis) | +5 | +4 | +0 | +2 | +11 |
C | Move Silently (Dex) | +0 | +2 | +0 | +2 | +4 |
C | Open Lock (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Perform (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Profession (Wis) | +0 | +4 | +0 | +0 | +4 |
X | Ride (Dex) | +1 | +2 | +0 | +0 | +3 |
C | Search (Int) | +0 | +2 | +0 | +0 | +2 |
C | Sense Motive (Wis) | +0 | +4 | +0 | +0 | +4 |
C | Sleight of Hand (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
X | Spellcraft (Int) | +1 | +2 | +0 | +0 | +3 |
X | Spot (Wis) | +5 | +4 | +0 | +0 | +9 |
X | Survival (Wis) | +7 | +4 | +0 | +2 | +13 |
X | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
C | Tumble (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Use Magic Device (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Use Rope (Dex) | +0 | +2 | +0 | +0 | +2 |
Where C is Cross Class and X is a Class Skill
Craft: Traps
Knowledge: Nature, Religion
Languages: Common, Druidic, Literacy, Squeak Speak, Sylvan, Wildlander.
Skill Points/Level: 6 + 24 (start)
Current Skill Point Total: 42
Skill Tricks:
Weapon | Attack Bonus | Damage | Crit | Damage Type | Range |
Sling | +6 | 1d3+1 | x2 | Bludgeoning | 50' |
Scimitar | +4 | 1d4 | 18-20, x2 | Slashing | Close |
Dagger | +4 | 1d3 | 19-20, x2 | Piercing or Slashing | 10' |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Leather | +2 | +6 | -0 | 10% | 20ft | 15lb |
Heavy Wooden Shield | +2 | - | -2 | 15% | 10 lbs |
Slot | Item |
Head | Item name goes here |
Face | Item name goes here |
Neck | Item name goes here |
Shoulders | Item name goes here |
Torso | Leather Armor |
Arms | Item name goes here |
Hands | Item name goes here |
Right Ring | Item name goes here |
Left Ring | Item name goes here |
Waist | Item name goes here |
Feet | Item name goes here |
Pack | Item name goes here |
List of Items Here (Magic Item Spending Limit: 0 gp):
Basic Adventuring kit: Backpack (2 gp, 2 lbs.); Bedroll (1 sp, 5 gp); scrollcase (1 gp, 1/2 lb.); Flint and Steel (1 gp); beltpouch (1 gp, 1/2 lb.); 50' silk rope (10 gp, 5 lbs.); sack (1 sp, 1/2 lb.); sewing needle (5 sp); 2 waterskins (2 gp, 8 lbs.); whetstone (2 cp, 1 lb.); Cost: 19 gp, 7 sp, 2 cp.
Neutralize Poison potion.
Healing Belt - 750 gp, +2 competence bonus to Heal checks. Also has 3 charges that can be used as follows: 1 charge heals 2d8 dmg.; 2 charges heals 3d8 dmg.; 3 charges heals 4d8 dmg. This can be used to heal oneself or others, or to harm undead.
Collar of Magic Fang - 2,300 gp, provides +1 magical attacks to natural weapons of the wearer.
Feats:
Point Blank Shot
Skill Focus (Knowledge)
Desired for Later:
Augment Summoning
Spell Focus (Conjuration)
Dodge
Mobility
Shot On The Run
Racial Abilities
+2 Dexterity, +2 Constitution, -2 Strength
-Small-size: A small rodent or lapid gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but also uses smaller weapons than humans use, and lifting and carrying limits are three-quarters of those of a Medium character.
-20' movement speed.
-Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
-Frantic Scurry: When running, small rodents and lapids can move five times their normal speed if wearing medium, light, or no armor and carrying no more than a medium load, or four times their speed if wearing heavy armor or carrying a heavy load. If they make a jump after a running start (see the Jump skill description), they gain a +4 bonus on the Jump check. While running, they retain their Dexterity bonus to AC. This stacks with the Run feat, increasing each modifier by one (x5 run speed becomes x6 and x4 run speed becomes x5).
-Keen Hearing: +2 to all Listen checks.
-Variable Movement Types: A small rodent or lapid may choose to gain a +2 racial bonus to two of either Climb, Jump, or Move Silently, chosen at character creation. Mice and chipmunks generally take Climb and Move Silently, rabbits Jump and Move Silently, and squirrels Climb and Jump.
-Low-light vision.
Class Abilities:
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description). Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Animal Companion (Ex): Waiting for 7th level for Dire Wolf
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Woodland Stride (Ex): Can move through normal underbrush at normal speed.
Trackless Step (Ex): Leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): +4 against fey spell-like abilities.
Spells per Day:
Level 0 (DC 14): 4
Level 1 (DC 15): 4
Level 2 (DC 16): 3
Level 3: (1)
Level 4: (1)
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
Spell DCs:
10+4+Spell Level
Spells Typically Used:
Cantrips:
Level 1:
Questionnaire
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
A petite and athletic brown-and-fawn groundling with blue eyes and a shock of ruddy brown hair that always seems a little tousled despite her efforts, which is usually kept relatively short. Del is a little top heavy after puberty hit kind of hard, but most of this is kept off by a strict regime of exercise and outdoor living. Usually wears leather armor that clings to her body, making it look as though she is naked, but without showing any details, with the addition of a vest and boots. This gives her great freedom of movement and helps her to blend in the natural world smoothly, while the vest and boots are for practical purposes: the vest is where she stashes some of her tools, and the boots are to protect her feet.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
None of significance.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
Del carries herself with an air of confidence, and tends to take charge when there is no clear leader in a social situation, which sets her apart from other groundlings, who tend to be rather shy by nature. She tends to treat people with respect, and expects the same from them, becoming agitated if she does not get that respect.
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
5) How did you get along with your family?
Born to freedom fighters in Hydra, Del would likely have been a tribal leader of her jungle-dwelling people if her parents had not been quite so stalwart in their resistance against the yuan-to on that continent (see background for more information). Her parents were Vassa and Luna Acar, and while she was an only child (her mother had complications in childbirth that rendered her unable to have any more children), Del had an large extended family until the yuan-ti captured most of her tribe during a series of particularly brutal slave raids. Del's parents, as charismatic leaders of what almost became a full-fledged slave rebellion, were both banished to a prison demiplane, and Del was forced to flee to Avalon City to avoid being sacrificed to the yuan-ti's dark god. Most of her extended family are gone now, either enslaved or killed in the rebellion. Those that are still alive keep their identities secret as much as possible, because the yuan-ti dislike the Acar line for their rebellious ways. This has left Del largely alone, and she has had to make her way in the city of Avalon City and its surrounding wilderness largely on her own since the age of twelve.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Originally, Del was to be a priest-queen of her people in the ancient ruins where her people once ruled an actual kingdom, long ago, in the distant past, before the yuan-ti came and the Jungle of Hydra swallowed that old kingdom save for the ancient ruins. Because of this, she was brought up in all the basic knowledge that all druids and shamans should have, including the basics of literacy thanks to an ancient stash of well-preserved scrolls, learning from her parents and her kind and much-loved uncle, Charles Acar, until the age of twelve, when she was forced to flee the continent of Hydra. Charles was captured by the yuan-ti while helping her to escape, and she has not seen him since and does not know what happened to him.
Since then, Del has kept the scrolls of the ancients, or as many as she could, and has studied them extensively for the host of lore that they hold, memorizing their contents since she feared that she might have to destroy them someday. Most of her learning has come from the spirits of the land, and from the world of nature around her, as she is very good at blending in and quietly observing. For the most part, Del makes her living now as a simple healer and herbalist, helping the peasant folk of the outlying regions around Avalon City in exchange for her most basic needs. This is a freelance sort of job, and so she can devote as much or as little time to it as she wishes, giving her plenty of opportunity to adventure should she desire it.
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
2) How many of these people are still alive? How many are you still friends with?
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
4) What do you look for in a friend?
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
Young as she is, and having lived most of her life in the wilderness, Del is not very sophisticated, nor has she had much socialization. While she has a natural talent for appealing to people and calling on them for aid, Del also maintains a gentle but firm aristocratic distance between herself and others. This is mostly to allow her emotional room in case bad things happen to those around her, so that she can act in the best interests of the most possible people without being swayed by her emotions.
When selecting her friends, Del looks for those who are good in heart, and for those who are strong and able to survive. The first comes because of her own gentle nature, while the second comes from a deep-seated sense of the weakness that has plagued her during her developmental years, when she needed strength the most and simply did not have it because of her youth and lack of experience. That, and she dearly does not want to worry about her friends dying on her if she can at all avoid it.
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
3) What gods, religions, or priesthoods will you have nothing to do with?
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
5) How committed are you to seeing through something (a task, quest, bargain, ect) that you have started?
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
As might be expected of a druid, Del is a staunch worshiper of Matra and the natural world of Therafim, and is devoted to preserving the balance that is so easily upset by the many forces at work in the world. This striving to restore and maintain balance appeals to her because it means that she needs to be an active part of keeping the world alive, taking part in both healing and destroying with the utmost care. She dislikes it at times, however, because it makes so many demands on her personal freedom, and Del is not quite ready to give up herself completely to the sedentary life expected of most druids just yet. Coming from a tribal background, Del also has a strong belief in ancestral spirits, and a superstitious dread of the undead, which she loathes as abominations. However, Del is quite broad-minded, and so long as others respect her code of conduct, which is to maintain the balance of the natural world, especially as it relates to cleansing unnatural forces from Therafim and preserving the freedom of nature and its devoted people, then she is willing to deal with almost anyone. Generally, Del prefers to be diplomatic first, trying to reason with others as best as she can, whether humanoid or animal, before taking more drastic measures to accomplish whatever goals need completing, though she is perfectly willing to use whatever means she feels are necessary after the diplomatic approach has been exhausted. Still being young and idealistic, Del is willing to put everything else on hold, be it power, wealth, game, honor, family, friends, or even love, so long as she completes her divine mandate to preserve the balance. She is, however, deeply enamored of learning, and this is one of her little weaknesses. Because of her youthful devotion, she often receives dreams that she is certain are messages from her ancestors or even Matra herself, informing her of the state of the world where she presently resides, or where she might need to go next. Whether these are truly prophetic in nature is debatable, but Del does tend to be where she needs to be, when she needs to be there. Largely fearless, save through magical means, Del believes that magic is a force of nature, its value depending on the user rather than the power itself. She is inquisitive and eager to learn as much as she can about the world around her, an inquisitiveness that also applies to her sexual interactions, her dealings with others, and her explorations of the world; Del is extremely open-minded when it comes to just about anything, and is willing to try out almost anything at least once.
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
3) Do you have any enemies? How much trouble do those conflicts cause you?
Del has an eidetic memory, and can remember almost everything that has ever happened to her since she was two years old. She is also a natural leader, being perfectly happy to take charge whenever the opportunity presents itself, though she is also willing to be the best possible follower that she can should leadership not be possible, taking orders just as well as she gives them.
Because of her near-perfect memory, Del also remembers many dark secrets of the Jungle of Hydra, including the locations of many places that the yuan-ti and many other evil-minded beings and organizations would kill (or worse!) to acquire if they knew that she knew about them. She desperately hates the yuan-ti, and wants to eradicate them from the world of Therafim if she possible can. The yuan-ti also dislike her and her family, and she does occasionally have to dodge their agents until she has gained enough power to face them on her own terms.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
2) What do you hate? How do you typically react to these hated things?
3) What do you fear? What is your worst nightmare?
Del loves variety, and she loves being among people or animals that she feels she can trust, who have proven their trustworthiness under fire, and to whom she has proven herself. She regards animals, beasts, and monsters with the same level of respect and diplomatic regard as she would anybody. When confronted with the presence of the much-hated yuan-ti, Del will go out of her way to cause them discomfort if it is at all possible, though she understands that she will be of little use to anyone if she should die facing lesser minions when she should be focusing her attentions on the organization as a whole. She also loathes the undead as a rule, and finds necromancers distasteful at best. Her greatest fear is that she will never be able to recover her parents from their demiplane prison, which is her ultimate goal. She has not planned much beyond that point, however.
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etcetera, that you grew up with, but feel free to mention them too)
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etcetera)
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)
Life with monsters was normal in the Jungle, and Del's first encounters were with dinosaurs, which she learned to avoid or pacify as was most appropriate from a very early age. The calling of her druidic office was a part of her since birth, an ancestral heritage, of which she is the last heir, and she has been steeped in learning how to control it since birth. At present she does not have any animal companions, though she has several animal friends, mostly in the form of packs of wolves, who seem to like her. She has been searching for a massive dire wolf that is supposed to haunt the region around Avalon City, and wants to befriend this near-legendary figure, and perhaps make him her companion if he consents. Del has a magical collar once worn by her mother, which takes the form of a basic silver chain with a small sapphire brooch. It is much stronger than it looks, despite being quite small and delicate-looking, and is has strong magic infused into it from the spirit of Del's great-grandmother.
Character History:
The dark jungles of Hydra are a deadly, steaming green hell if you ask the average traveler. And the average traveler would be mostly right, as Hydra's jungles are not to be approached by the casual explorer without disastrous consequences. But that does not mean that this lush, verdant area is devoid of civilization. At the same time, however, that does not mean that Hydra is by any means free of the taint of Evil.
Del was born into a quiet family of groundling beastfolk, their lives ones of quiet order and careful foraging, living close to nature and merging with its ways, while keeping always out of the sight of the yuan-ti that ruled the Cobra's Hood, the empire of yuan-ti that dominated that part of the continent. For generations this life of quiet subsistence had been enough for the Crackhorn clan.
Eventually, however, this peace was broken. Del's own parents were the first ones to rise up in protest against the horrific treatment of the rodent beastfolk slaves of the yuan-ti, who very often became sacrifices to the wicked snake people's dark god. They rose up, and soon started a fierce band of freedom fighters, battling with all their might against the evil that they saw that they felt was a disruption of the natural order. Del herself was among these freedom fighters, and the powers of the natural world accepted her when she called out to them, just as they had accepted her parents, and their parents, and generations before her, lending aid to the actions that she took.
In the end, however, the freedom fighters suffered terrible losses, and the survivors were forced to go into deep cover. Del's parents were banished to a prison demiplane, so as to avoid making them martyrs for the cause, while still removing their corrupting influence. The young groundling girl only just barely escaped a far worse fate: being eaten alive and whole by one of the ancient yuan-ti abominations as part of their ritual sacrifices. Her friends in the freedom fighters managed to get her out alive before this could happen, and she was forced to flee the continent to gain safety from the ever-present spies of the yuan-ti. This brought this passionate young groundling to Avalon City, to gain more experience in the world, and eventually to prepare for her return to strike a blow against the Cobra's Hood, and save her parents from their imprisonment.