Evandrus Hibernio Talbott

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"The Eye is as life; the further in you are, the faster you die."
User: Nick
Campaign: Skull and Shackles
Race: Human (Taldan/Mwangi)
Gender: Male
Role: Defender
Class/Level: Storm Druid/7
Background:
Evandrus (Vander) is a member of the Talbott family, which features a long line of merchantry and seafaring from the days of the old Taldan empire. The Talbott family owned and operated a shipping business, run by his father Theodric, that employed only the immediate and extended Talbotts in the city of Kintargo at the mouth of the Yolubilis River in Northwestern Cheliax.

At the age of 6, Vander was allowed to take to the sea for the first time, aboard a ship captained by his uncle Tibernus, bearing a shipment of spices and Chelish cloth bound for Sargava. As family custom dictated, his mother Caristia gave him a pendant with his full name (Evandrus Hibernio Talbott), short name (Vander), date of birth, and nationality engraved inside (This tradition was passed down after one child was washed overboard on his first voyage, lost his memories, and returned as a mercenary hired by a rival company. Magics cast on the body proved it was the same boy.)

The terribly unfortunate happened as the ship was making the turn westward to skirt around the far side of Mediogalti Island: the ship became engulfed in a storm broken off from the Eye of Abendego. The waves quickly sheared half the oars, and lightning took down the main mast. Driven by the waves, the ship drew ever closer to the Eye itself. The ship eventually capsized, with all hands lost to the storm....but Vander miraculously survived. He washed near the shores of the Sodden Lands and was found by a boat of Bonuwat fishermen.

The fishermen sailed the boy back to shore, where he was re-clothed in leather and skins and taught the ways of the earth, the sea, and the jungle. It was here that the boy's innate magical talents finally became obvious. Some in the tribe speculated that his survival from the Eye was the cause, and some others that the Pirate Queen had her eye on him for future greatness, but none were certain. He was given over to the druids for training, and there his aptitude for commanding the weather became known. He was taught the ways of nature and in the weapons of the druids and given to the faith and power of Gozreh. Vander's druidic powers grew quickly, from barely being able to create a flickering glow to being able to create sudden squalls of wind and rain to hamper foes.

By the age of 18, the druids of the Bonawut told Vander it was time to travel and learn on his own. It was then the elder returned the pendant given to him by his mother all those years ago. The final words from the druid elder as Vander left them were "Be mindful of what you've learned under the tutelage of Gozreh, and be knowing of the Pirate Queen for your destiny is her will."

With these words, Vander made his way south to the Shackles. For three years after assimilating with society in the Shackles, he worked as a deckhand, a fisherman, and did various other duties as a sailor aboard multiple protected-merchant vessels. His strength grew further, as did his wisdom of the world. He continued practicing his druidic ways, but found little time to improve them.

At the turn of his twenty-first year of life, Vander was hit by a dream the likes of which he'd never experienced. Visions of ships and cannons, pirates and treasure, creatures and monsters frightening and unknown flashed one after the other with increasing rapidity. As the sun broke through the window of the room he'd rented for the night in Port Peril, he awoke to the the sound of a woman speaking in his ear. Just two words. "Formidably Maid."

He knew of the tavern. It was common knowledge amongst sailors of the Shackles, though the stories made it a less than desirable place to go. But he was drawn by the dream, and the voice. That night he went to the tavern, not knowing why the voice brought him here, with a feeling his destiny was about to be realized. After sitting at the bar and (quietly) telling the bartender it was his birthday, Vander found his next hour a blur of congratulations and mug after mug of alcohol. At the end of his sixth (or was it his ninth?) mug of ale, Vander started to black out. The last thing he remembers is feeling his weight halted by an outstretched arm...and the sound of laughter.....
Details:
Vander Talbott
Male Human (Taldan/Mwangi) Storm Druid 6
N Medium Humanoid (Human)
Init +1; Senses Perception +12

Defenses
AC 19, Touch 11, FF 18 (+6 Armor, +2 Shield, +1 Dex)
HP 50 (6d8+19)
Fort +7, Ref +5, Will +9

Offense
Speed 30 ft. (20 ft. in armor)
Melee Scythe +6 (2d4+3/x4), Mwk Scimitar +7 (1d6+2/18-20), or Mwk Cold Iron Sickle +7 (1d6+2/x2)
Ranged Sling +4 (1d4+2/x2)
Spell-Like Abilities (CL 6th; Concen. +10)
7/day - Storm Burst +5 (1d6+3 nonlethal, -2 on target's next attack roll)

Statistics
Str 14 Dex 12 Con 14 Int 12 Wis 18 Cha 8
Base Atk +3; CMB +5; CMD 16
Feats Lightning Reflexes, Self-sufficient, Toughness, Natural Spell
Traits Ease of Faith, Besmara's Blessing
Skills Climb +7, Craft (Cloth) +5, Diplomacy +4, Fly +5, Handle Animal +3, Heal +10, Knowledge (Geography) +8, Knowledge (Nature) +11, Profession (Sailor) +14 (+16 while driving the ship), Survival +15, Swim +6
Languages Common, Druidic, Polyglot, Aquan, Auran
SQ Nature Bond, Nature Sense, Wild Empathy, Heart of the Wilderness, Windwalker, Storm Voice, Eyes of the Storm, Wild Shape, Gale Aura
Combat Gear +1 Agile Shell Breastplate, +1 Light Wooden Shield Scythe, Mwk Scimitar, Sling with 20 bullets, Mwk Cold Iron Sickle; Other Gear Artisan's Tools: Craft (Sails), Svingli's Eye, Wand of Cure Light Wounds (45) Masterwork Backpack, Blanket, Compass, Explorer's Outfit, Fishhook, Belt Pouch, Sewing Needle, Spell component pouch, Thread (50'), Twine (50'), Waterskin, Whetstone x2, Steadfast Grapple, Oil of Magic Stone, Masterwork Tool (Profession Sailor)

Special Abilities
Racial
Heart of the Wilderness - Gain a racial bonus equal to 1/2 character level to Survival checks. Also gain a +5 racial bonus to Constitution checks to stabilize while dying and add 1/2 character level to their Constitution score when determining the negative hit point total needed to kill them. Replaces skilled.

Class - Druid
Spontaneous Domain Casting - Able to channel the energy of a prepared spell energy any unprepared domain spell of the same level or lower.

Nature Sense - Gain a +2 bonus on Knowledge (Nature) and Survival checks

Wild Empathy - Able to influence the attitude of animals as with a Diplomacy check. Roll 1d20 and add your druid level and Charisma modifier to determine the result. You can use this to influence magical beasts with Intelligence scores of 1 or 2, but at a -4 penalty.

Windwalker - Penalties from natural or magical wind effects are treated as one step less severe.

Storm Voice - Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level.

Eyes of the Storm - A Storm druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th.

Wild Shape - Can change into an animal of size tiny to large, as per Beast Shape II, for one hour/level. Able to use this ability twice per day. Changing form is a standard action that provokes.

Gale Aura - At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your druid level. The rounds do not need to be consecutive.