A Reign of Winter Adventure Path Character

ARGUN LONGTUSK LEVEL 8

Male wereboar-kin druid (boar shaman) 8

N Medium humanoid (skinwalker, shapechanger)

Init +0+0 Dex; Senses low-light vision; Perception +11

  DEFENSE

AC 14, touch 10, flat-footed 14 (+2 armor, +2 shield)

hp 69 (8d8+168d8 druid, +8 Con, +8 Favored Class, +0 Toughness feat)

Fort +7+6 base, +1 Con, Ref +2+2 base, +0 Dex, Will +10+6 base, +4 Wis; +4 vs. fey and plant-targeted effects

  OFFENSE

Speed 30 ft.30 ft. base, -0 ft. armor

Melee

shortspear +8/+3BAB plus +2 Str (1d6+2+2 Str) or

sickle +8/+3BAB plus +2 Str (1d6+2+2 Str)

Ranged

sling +6/+1BAB plus +0 Dex (1d4+2+2 Str; increments 105 = thrown | 10 = projectile; range 5050 ft. ft.) or

thrown shortspear +6BAB plus +0 Dex (1d6+2+2 Str; increments 55 = thrown | 10 = projectile; range 2020 ft. ft.)

Special Attacks wild shape 2/day

Domain Spell-Like Abilities (CL 8th; concentration +12)

73 plus Wis modifier/day—strength surge (+41/2 druid level (minimum 1))

Spell-Like Abilities (CL 8th; concentration +12)

3/day—speak with animals (pigs and boars only)

Druid Spells Prepared (CL 8th; concentration +12)

4th—cure serious wounds, flame strike (DC 18), geyser (DC 19)

3rd—burst of nettles (DC 18), cure moderate wounds, dominate animal (DC 17), rain of frogs

2nd—barkskin, flaming sphere (DC 16), heat metal (DC 16), stone call

1st—cure light wounds (3), enlarge personD, longstrider, produce flame

0 (at will)—detect magic, know direction, mending, spark

D Domain spell; Domain Strength

  STATISTICS

Str 1414 base, +0 race, +0 level, Dex 1010 base, +0 race, +0 level, Con 1212 base, +0 race, +0 level, Int 1313 base, +0 race, +0 level, Wis 1915 base, +2 race, +2 level, Cha 68 base, -2 race, +0 level

Base Atk +6/+1; CMB +8+6 BAB, +0 size, +2 Str; CMD 1810 +6 BAB, +0 size, +2 Str, +0 Dex, +0 deflection, +0 dodge

Traits Scholar of the Great Beyond, Viking Blood

Feats Armor Proficiency (light, medium; non-metal only), Augment Summoning, Endurance, Martial Weapon Proficiency (scimitar, scythe), Shield Proficiency (all except tower shields; non-metal only), Simple Weapon Proficiency (club, dagger, dart, quarterstaff, sickle, shortspear, sling, spear), Spell Focus (conjuration), Superior Summoning

Skills (armor check penalty -2-0 armor, -2 shield); Acrobatics -20 ranks, +0 Dex, -2 armor, Appraise +10 ranks, +1 Int, Bluff -20 ranks, -2 Cha, Climb +52 ranks, +2 Str, +3 class skill, -2 armor, Diplomacy -20 ranks, -2 Cha, Disguise -20 ranks, -2 Cha, Escape Artist -20 ranks, +0 Dex, -2 armor, Fly -20 ranks, +0 Dex, -2 armor, Handle Animal +74 ranks, +3 class skill, -2 Cha, +2 racial, Heal +40 ranks, +4 Wis, Intimidate +64 ranks, +3 class skill, -2 Cha, +1 trait, Knowledge (geography) +73 ranks, +3 class skill, +1 Int, Knowledge (history) +72 ranks [class skill from Scholar of the Great Beyond trait], +3 class skill, +1 Int, +1 trait, Knowledge (nature) +137 ranks, +3 class skill, +1 Int, +2 nature sense, Knowledge (planes) +31 ranks [not a class skill], +1 Int, +1 trait, Perception +112 ranks, +4 Wis, +3 class skill, +2 racial, Ride +21 ranks, +0 Dex, +3 class skill, -2 armor, Sense Motive +40 ranks, +4 Wis, Spellcraft +106 ranks, +1 Int, +3 class skill, Stealth -20 ranks, +0 Dex, -2 armor, Survival +167 ranks, +3 class skill, +4 Wis, +2 nature sense, Swim +41 ranks, +2 Str, +3 class skill, -2 armor

Languages Common, Druidic, Skald, Sylvan

SQ change shape (bestial, human) 73 plus 1/2 character level/day, nature bond (Strength domain), nature sense, totem transformation (standard action, 8druid level minutes), totemic summons, trackless step, wild empathy +6-2 Cha plus druid level

Other Gear leather armor, heavy wooden shield, shortspear, sickle, sling with 10 bullets, backpack, bedroll, belt pouch, blanket, canteen, cleats, cold-weather outfit, ember pot, flint and steel, gear maintenance kit, holly, iron pot, mess kit, mistletoe, rope (50 ft.), snowshoes, soap (50 uses), spell component pouch, torches (5), trail rations (7), 5 gp, 2 sp, 4 cp

  SPECIAL ABILITIES

Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Str and Con for the duration of the spell that summoned it.

Change Shape (Su) As standard action, assume bestial form gaining +2 Con and choose one of the following benefits: +10 ft. racial bonus to ground speed; gore attack (1d6 dmg); 2 hoof attacks (1d4 dmg); scent 30 ft. Remain in form as long as desired but suffer -4 on Cha and Cha-based checks interacting with humanoids lacking the shapechanger subtype. As swift action, resume human form. To change benefits, must first return to human form.

Endurance Gain +4 bonus on the following checks and saves: Swim checks to resist nonlethal damage from exhaustion; Con checks made to continue running; Con checks made to avoid nonlethal damage from a forced march; Con checks made to hold your breath; Con checks made to avoid nonlethal damage from starvation or thirst; Fort saves made to avoid nonlethal damage from hot or cold environments; and Fort saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Equipment Descriptions

cold-weather outfit Gain +5 circumstance bonus on Fort saves against exposure to cold weather.

ember pot Keeps coals hot 24 hours. May light fire in normal conditions without Survival check.

Spell Focus (conjuration) Add +1 to the Difficulty Class for all saving throws against spells from the conjuration school (already factored in Druid Spells Prepared section).

Spontaneous Casting "Lose" any prepared druid spell that is not an orison or domain spell in order to cast any summon nature's ally spell of the same spell level or lower.

Strength Surge (Sp) As standard action, touch creature to grant enhancement bonus (1/2 druid level, minimum +1) to melee attacks, combat maneuver checks relying on Strength, Strength-based skills, and Strength checks for 1 round. Usable 3 + Wis modifier per day.

Superior Summoning Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

Totem Transformation (Su) As standard action, adopt a boar aspect while retaining normal form. Gain one of the following sets of bonuses and abilities: movement (+10 enhancement to land speed), senses (low-light vision, scent), natural weapons (gore [1d8 for Medium]), +2 combat maneuver checks to overrun), or toughness (+2 natural armor, Endurance feat). May speak normal and can cast speak with animals (boars and related animals only) at will. This is a polymorph effect and cannot be used in conjunction with another polymorph effect, including wild shape. Can use the ability for a number minutes per day equal to level. Duration does not need to be consecutive but must be spent in 1-minute increments.

Totemic Summons (Su) May cast summon nature's ally as standard action when summoning boars or other porcine creatures. Such creatures gain temporary hp equal to druid level. Can apply young template to reduce level of summoning spell required by one, apply advanced or giant template to increase level by one, or apply both advanced and giant templates to increase level by two.

Trackless Step (Ex) Leave no trail in natural surroundings and cannot be tracked. May choose to leave a trail if desired.

Wild Empathy (Ex) Within 30 ft. under normal visibility, can improve initial attitude of an animal just like a Diplomacy check to improve a person's attitude. Domestic animal has starting attitude of indifferent, wild animals are usually unfriendly. Can influence a magical beast with Int 1 or 2 at -4 penalty. As full-round action, influence porcine creatures with +4 bonus.

Wild Shape (Su) As standard action, change form (to or back) into a Tiny, Small, Medium, or Large animal (as beast shape II), without provoking attack of opportunity for 1 hour per druid level. The form chosen must be that of an animal with which you are familiar. Lose ability to speak in animal form, but can communicate normally with other animals of the same general grouping as your new form and make sounds normal untrained animal could make. Can alternately take form of Small elemental (as elemental body I).


Height 5'10"; Weight 196 lbs.; Hair Brown; Eyes Brown; Skin Caucasian; Age 19; Religion Erastil; Homeland Lands of the Linnorm Kings; Favored Class Druid; XP Earned 58,681 of 75,000

Defeated Enemies Ice Troll

History Argun was raised in the cold wilderness of the Lands of the Linnorm Kings. He never knew his father, but his mother was an afflicted wereboar who fled into the wilderness to protect her family. He spent many lunar cycles locked in a steel cage lined with silver barbs. Argun inherited some of his mother's cursed bloodline, but in him it manifested as a controllable ability. He spent his years learning to live on the land hunting and gathering. He felt the call of Erastil early and dedicated himself to maintaining the balance of nature. His heritage further manifests in his druidic powers as he channels the powers of the mighty boar. Argun spent very little time among people but has spent long hours reading books purchased from merchants over the years. He is gruff and unskilled in social niceties, but his ability to withstand the brutal North is well developed.