Name | Dae'run Tallhoof |
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Race | Minotaur |
Gender | Male |
Alignment | True Neutral |
XP | 121 200 / 136 000 |
Dae'run, a young, gifted druid, is motivated by the desire to understand his species' great struggle with the beast within and by extension the origin of life and emotions. Dae'run is part of an isolated tribe, high up in the mountains, that feels that the best way to balance themselves was an applied focus of the anger that permeates them. While this lets them be psychologically stable it does not let them grow as a culture and as a species, and Dae'run wants to free his people from those bonds. This desire however conflicted with the tribe's shaman and elders, who believed that they had been created thus for a reason beyond their comprehension, and that it wasn't their place to question the will of nature or the gods. Unable to convince the elders, Dae'run decided to leave and seek out new knowledge and understanding in the hopes to prove his view, so that he may one day return.
Soft and gentle but well spoken when in control of himself, Dae'run is one not for wasted movements or extra words. Speaking only when necessary for the most part he exudes a quiet confidence in himself, preferring to speak after careful consideration. This changes though when he enters a rage. Flying into battle with a roar and a ferocious charge Dae'run commands the power of his presence in combat as his instincts take a hold of him. Driven by the urge to protect the weak and defenceless, and defeating his enemy in honourable combat while caring less for his own survival, Dae'run is known to be a force to be reckoned with.
Dae'run feels a general disdain for what other creatures call anger or rage (even his own). These other beings only experience a mere embers worth of the emotional bonfire that flows through himself. When he hears of atrocities committed by lesser beings under the guise of anger or rage he can only feel contempt, knowing that if he can control the great currents of his emotions, no one else has any excuses. In that light he also dislikes war, conflict or intrigue, as it often leads to destruction and suffering, threatening the precarious balance of nature and society.
In order to learn all he can, Dae'run has travelled far and wide across Illfrean looking for bits and pieces that offer more insight and could aid him in his search for understanding. His towering physique being more of a disadvantage then helpful as people tend to avoid him rather then answer his questions. When travelling across the wilderness, Dae'run has little need to clothing and he only wears a loincloth and richly decorated belt, leaving his upper body exposed, showing a complex pattern of tribal tattoos. To offer some protection to his wrists and hands, he wears simple leather arm-guards and a necklace largely made of bone fragments, several jade gemstones and a single ruby finishes of his outfit.
In cities, amongst the upper echelons of society or in the company of others, especially (young) ladies, Dae'run has come to understand that a little more clothing serves him better. His simple lioncloth is now replaced by a richly decorated, kilt-like under garment, made from green and white fabric featuring a complex tribal pattern design whilst his torso and his tribal markings are mostly covered by a green robe. He still wears the necklace but no longer needs the arm-guards.
Gestalt class track. Slots 1 en 2 zitten op hetzelfde gestalt level, reeksen van gelijke class worden samengevoegd en voorzien van noemer.
Slot 1 | Druid 16 | ||
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Slot 2 | Minotaur 6 | Barbarian 8 | Fighter 2 |
left to spend: 2 (16+8)
Hit Points | 261 |
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Armour Class | 347) |
Touch Armour Class | 29 |
Flat-Footed Armour Class | 34 |
Initiative | +10 |
Fortitude Save | +24 (+4 vs Spell en Spell-like effects fey) |
Reflex Save | +18 (+2 vs Traps) (+4 vs Spell en Spell-like effects fey) |
Will Save | +22 (+4 vs Spell en Spell-like effects fey) |
Base Attack Bonus | +16/+11/+6/+1 |
Gore | +26 1d8 + 11 x2 |
MW Greataxe | +27/+22/+17/+12 3d6 + 16 19-20/x3 |
Skill | Bonus | Ranks |
---|---|---|
Diplomacy | 18 | 15 |
Handle Animal | 5 | 2 |
Heal | 9 | 2 |
Intimidate | 19 | 16 |
Jump | 35 | 0 |
Know Arcana | 3 | 1 |
Know Nature | 22 | 16 |
Know Planes | 3 | 1 |
Know Nob&Roy | 3 | 1 |
Listen | 24 | 12 |
Search | 12 | 6 |
Spellcraft | 12 | 10 |
Spot | 23 | 11 |
Survival | 30 | 16 |
Speak Language | - | 1 |
Walk | 90 ft 8) |
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Light Load | 3412 lbs |
Medium Load | 6826 lbs |
Heavy Load | 10240 lbs |
Lift | 10240 over head, 20480 lift off ground |
Drag | 51200 lbs |
Source | Caster Level | max. Spell Level |
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Divine (Druid) | 16 (per day 6,7,7,7,6,5,4,4,3) | 8 |