Shiver

Uldra
"Let's set something on fire!"
User: Bill Carter
Campaign: Greyhawk Wars
Race: Uldra
Gender: Male
Role: Controller
Class/Level: Druid/11
Description:
Shiver is an average Uldra, standing 2'9" and weighing a trim 28 pounds. His skin is blue and his green-gold eyes appear luminescent against his white hair and beard. His eyes have a manic quality to them and his constant fidgeting suggests a hyperactive nature.
Background:
Shiver grew up extremely isolated even by Uldra standards. His father perished while hunting when Shiver was very young and he was left to be raised by his witch mother, who suffered from the personality disorders that plague Uldra psyches.

By the time he was introduced to the druid arts, he began to experience the violent mood swings and sociopathic tendencies that typified his mother's behavior.

After she died when one of her crazed experiments went horribly wrong, Shiver set out with his leopard companion and soon befriended several other lost souls. Due to his unusual upbringing, Shiver lacks empathy and is often awkward in social settings. He has what is perhaps an unhealthy preoccupation with magic and especially fire (having grown up in near arctic conditions, fire holds a deep fascination for him). He is often quick, even too quick, to use spells that cause massive and sweeping damage.

Like most druids, he has a natural affinity toward animals and always grows close to his various animal companions. He has just released Fleetfoot, his snow leopard, from service and recruited a polar bear that he has named Bullrusher.
Details:
Male Uldra(0) Drd12; CR 12; Small Fey; HD 12d8+36; hp 98; Init +4; Spd 20 ft/x4; AC 25 (+5 armor, +2 shield, +4 dex, +1 size, +1 deflection, +2 misc), touch 18, flat-footed 21; Base Atk/Grapple +9/+5; Full Atk +12/+7 Two-handed (1d4+2;15-20/x2, +2 Quarterstaff), +14 Two-handed (1d6;19-20/x2, Light Crossbow); SA&SQ Spontaneous Casting, Animal Companion(Ex), Nature Sense(Ex), Wild Empathy(Ex), Woodland Stride(Ex), Trackless Step(Ex), Resist Nature's Lure(Ex), Wild Shape(Su), Venom Immunity(Ex); SR 0; AL N; SV Fort +13, Ref +10, Will +16; Str 10(+0), Dex 18(+4), Con 16(+3), Int 10(+0), Wis 22(+6), Cha 14(+2); Skills: Concentration¹ +18, Handle Animal +17, Knowledge (nature) +21, Survival¹ +23.
Feats: Augment Summoning (PH 89), Combat Casting (PH 92), Natural Spell (PH 98), Spell Focus (PH 100) (Conjuration), Natural Bond (CAd 111)
Racial Abilities:
• -2 Strength, +2 Constitution, +2 Wisdom
• Base land speed of 20 feet.
• Darkvision 120 feet.
• Low-Light Vision
• Spell-like abilities: 3/day ray of frost; 1/day speak with animals,
touch of fatigue
• Resistance to Cold 5
• Nature Scholar (Ex): The Knowledge (nature) skill is always a class skill.
• Cold Resistance (Ex): You gain cold resistance 5.
• Frosty Touch (Su): As a free action you can infuse your melee attacks
with cold energy dealing and additional 1 point of cold damage on a
successful hit.
• Fey Blood: You are fey, and as such are not subject to spells that
specifically target humanoids. Likewise, effects that affect fey would
affect you as well.
• Favored Class: Druid
Class Abilities:
• Spontaneous Casting: Can spontaneously cast summon nature's ally
spells, by sacrificing a pre-prepared spell of equal or higher level.
• Animal Companion(Ex): You have selected a Bear, Black as your companion.
• Nature Sense(Ex): You gain a +2 bonus on Knowledge(nature) and Survival checks.
• Wild Empathy(Ex): You can make a check(1d20+16) to improve the attitude
of an animal. You must be within 30 feet of it, and it generally takes
one minute to perform the action.
• Woodland Stride(Ex): You can move through natural thorns, briars, etc.
at full speed and without suffering damage or impairment. Magically
altered areas still hamper you.
• Trackless Step(Ex): You leave no trail in natural surroundings, and
cannot be tracked unless you choose to.
• Resist Nature's Lure(Ex): +4 to saving throws against the spell-like
abilities of fey creatures.
• Wild Shape(Su): You can turn yourself into a Tiny to Large animal or
plant (and back) 4 times per day for 12 hour(s). The new form's Hit Dice
cannot exceed 12.
• Venom Immunity(Ex): You are immune to all poisons.





































Quests:
  • Five Shall Be One (Completed) Plus Spacer
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