Sartuhr Us'tan  

Details
Class: Race: Alignment: Deity:
Druid/Rogue Human Lawful Neutral Ona
Level: Size: Age: Gender:
6/3 Medium 49 Male
Height: Weight: Eyes: Hair:
5'8" 135 lbs. Brown Gray-brown

Abilities
STR 7 -2
DEX 16 +3
CON 11 +0
INT 15 +2
WSD 18 +4
CHA 16 +3
 
Hit Points
TOTAL wounds subdual
23 0 0
Initiative
TOTAL dex other SPEED
+3 +3 0 20
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
17 10 +4 0 +3 0 0 10 -3

Battle Scores
MELEE = base + str + magic + other
+4 +6 -2 0 0
RANGED = base + dex + magic + other
+9 +6 +3 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT +6 +6 0 0 0
REFL +8 +5 +3 0 0
WILL +10 +6 +4 0 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Quarterstaff +3 1d6/1d6 X2 n/a 4 lb. Large Bludgeon
Masterwork Dagger +4 1d4 19-20/X2 10 ft. 1 lb. Tiny Piercing More a hunting knife than a dagger, has a slot in handle so it can attach to end of quarterstaff.
Sling of Distance +1 +9 1d4+1 X2 100 feet n/a Small Bludgeon
Bullets for sling (10) 5 lbs. Ammunition Kept in pouch on belt

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Glamered Leather Armor +2 Light +4 0 +6 10% 30 feet 15 lbs. Glamered: Upon command, the armor can change into a normal set of clothing.
Mithril Chain Shirt Light

Feats & Special Abilities
Feat / Ability Description/Notes
Nature Sense Sartuhr can identify plants and animals (their species and special traits) with perfect accuracy. He can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).
Animal Companion Sartuhr is accompanied by his faithful animal comapnion: Rastan, his pet dog.
Woodland Stride Sartuhr may move through natural thorns, briars, overgrown areas, and similar terrain at his normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Trackless Step Sartuhr leaves no trail in natural surroundings and cannot be tracked.
Resist Nature's Lure Sartuhr gains a +4 bonus to saving throws against the spell-like abilities of Feys.
Wild Shape 2/day, Small or Medium animal (yet not the Dire form of such an animal).
Sneak Attack If Sartuhr can catch an opponent when he or she is unable to effectively defend him or herself, he can strike a vital spot for 2d6 extra damage.
Evasion If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, he instead takes no damage for a successful saving throw. Evasion can only be used while wearing light armor or no armor. It is an extraordinary ability.
Uncanny Dodge Sartuhr retains his Dexterity Bonus to Armor Class regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity Bonus to Armor Class if immobilized.)
Armor Proficiencies Sartuhr is proficient in the use of light and medium armors; he is limited to the use of non-metal armors by his levels in Druid. He is also proficient in the use of shields, but is limited to the use of only those made of wood by his levels of Druid.
Weapons Proficiencies Sartuhr is proficent in the use of the club, dagger, dart, halfspear, longspear, quarterstaff, scimitar, sickle, and sling. Even though his levels in Rogue grant him proficiency in the use of the crossbow (hand, light, and heavy), mace (light and heavy), rapier, sap, shortbow (normal and composite), and shortsword, he is limited to use of the former by his levels in Druid.
Track Sartuhr can follow the trails of creatures and characters across most types of terrain.
Languages Sartuhr is fluent in the use of Common, Undercommon, Elvish, and Druidic.
Combat Casting Sartuhr gains a +4 bonus to Concentrate checks made to cast a spell while on the defensive.
Craft Wondrous Item Sartuhr can create miscellaneous magical items.
Brew Potion Sartuhr can create potions, which carry spells within themselves.

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Diplomacy CHA +14 +3 11
Intuit Direction WIS +10 +4 6
Wilderness Lore WIS +10 +4 6
Appraise INT +13 +2 11
Concentration CON +9 +0 9
Open Lock DEX +16 +3 11 +2
Profession: Herbalist WIS +15 +4 11
Craft: Locksmith INT +15 +2 11 +2
Spellcraft INT +10 +2 8
Knowledge: Nature INT +10 +2 8
Disable Device INT +15 +2 11 +2
Use Magic Device CHA +5 +3 2
Handle Animal CHA +8 +3 5
Search INT +6 +2 4
Move Silently DEX +13 +3 +10
Hide DEX +13 +3 +10

Spell List
Name Level Ready? Count Cast Time Range Save Description/Effect
Create Water 0 yes 1 1 hour 25+5/2 lvl None Can create up to two gallons of wholesome, drinkable water per level.
Detect Magic 0 yes 1 1 action 60 ft. None Detects magical auras. The amount of information revealed depends on how long a particular area or subject is studied: 1st round: Presence or absence of magical auras. 2nd round: Number of different magical auras and the strength of the strongest aura. 3rd round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Light 0 yes 1 1 action Touch None This spell causes an object to glow like a torch, shedding light in a twenty-foot radius from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
Mending 0 yes 1
Purify Food and Drink 0 yes 1 1 action 10 ft. Will neg. This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and drink pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by this spell, but the spell has no effect on creatures of any type nor upon magic potions.
Cure Light Wounds 1 yes 2 1 action Touch Will half Cures 1d8 points of damage plus one point per caster level (up to +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.
Entangle 1 yes 1 1 action 400+40/lvl Reflex Plants entwine about creatures in the forty-foot radius area or those who enter the area, holding them fast. An entangled creature suffers a -2 penalty to attack rolls, suffers a -4 penalty to effective Dexterity, and can't move. An entangled character who attempts to cast a spell must make a DC 15 Concentration check or the spell is lost. A creature can break free and move half its normal speed by using a full-round action to make a Strength check or an Escape Artist check (DC 20). A creature who succeeds at a Reflex saving throw is not entangled but can still move at only half-speed through the area. Each round, the plants once again attempt to entangle all creatures who have avoided or escaped entanglement.
Summon Nature's Ally I 1 yes 1 1fullround 25+5/2lvls None This spell summons one of the following natural creatures: a badger (animal), dire rat, dog (animal), hawk (animal), or viper (Tiny snake; animal).
Barkskin 2 yes 1 1 action Touch None This spell makes a creature's skin as tough as bark. The effect grants a +3 natural armor bonus to AC. This bonus increases to +4 at 6th level and to +5 at 12th level and up. Since the AC bonus is a natural armor bonus, it does not stack with any natural armor the subject may already have.
Charm Person or Animal 2 yes 1 1 action 25+5/2lvls Will neg. This charm makes a humanoid of Medium-size or smaller, or an animal, regard you as its trusted friend and ally. If the creature is currently being threatened or attacked by you or your allies, it receives a +5 bonus on its saving throws. This spell does not enable control over the charmed person or animal; although they do perceive your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries not allowed.) A charmed person or animal never obeys suicidal or obviously harmful orders, and any act by you or your apparent allies that threatens the charmed person or animal breaks the spell.
Flaming Sphere 2 yes 1
Wood Shape 2 yes 1 1 action Touch Will neg. Wood shape enables you to form one existing piece of wood into any shape that suits your purposes. While it is possible to make crude designs, fine detail isn't possible. There is a 30% chance that any shape that includes moving parts simply doesn't work.
Cure Moderate Wounds 3 yes 1
Plant Growth 3 yes 1 1 action See text None Plant Growth has different effects depending on the version chosen: Overgrowth: Causes normal vegetation within long range (400 feet + 40 feet per level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to five feet, or ten feet for Large and larger creatures. The area must have brush and trees in it for this spell to take effect. At your option, the area can be a circle with a radius of 100 feet, a semicircle with a radius of 150 feet, or a quarter-circle with a radius of 200 feet. You may also designate areas within the area that are not affected. Enrichment: Targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal. Plant Growth counters Diminish Plants.
Stone Shape 3 yes 1 1 action Touch None You can form an existing piece of stone into any shape that suits your purposes. While crude designs are possible, fine detail isn't possible. There is a 30% chance that any shape involving moving parts simply doesn't work.

Gear
Gear Location Weight Description/Special
Backpack Worn on back 2 lbs.
Waterskin In bag of holding 4 lbs.
Bullseye lantern In bag of holding 3 lbs.
Oil (one-pint flask) (x3) In bag of holding 3 lbs.
Blanket, winter In bag of holding 3 lbs.
Flint and steel Inside backpack n/a
Case, map or scroll In bag of holding .5 lb.
Vial of ink (one ounce) Inside backpack n/a
Inkpen Inside backpack n/a
Lock (amazing) In bag of holding 1 lb. DC to open: 40
Silken rope (50 feet) In bag of holding 5 lbs.
Torch In bag of holding 1 lb.
Chain (10 feet) In bag of holding 2 lbs.
Masterwork thieves' tools In bag of holding 2 lbs. This kit contains extra tools of better make, granting Sartuhr a +2 circumstance bonus on Disable Device and Open Lock checks.
Masterwork artisan's tools In bag of holding 5 lbs. An artisan's tools, but these are the perfect tools for the job, so Sartuhr gets a +2 circumstance bonus on his Craft checks.
Holly and mistletoe Inside backpack n/a
Magnifying glass Inside backpack n/a Grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem.
Scale, merchant's In bag of holding 1 lb. Grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.
Artisan's outfit Worn n/a
Sewing needle Inside backpack n/a
Mirror, small steel In bag of holding .5 lb.
Parchment (10 sheets) Inside scrollcase n/a
Carrying Capacity Light Load: up to 23 lbs. Medium Load: 24-46 lbs. Heavy Load: 47-70 lbs.
Belt pouch Worn on belt 1 lb.
Herbs Inside backpack n/a The necessary herbs to make several healing salves, cures, and salves for burns.

Treasure/Money
Item Location Value Weight Description/Special
Money pouch In bag of holding 17226.09GP
Bag of Holding (Bag 1) Inside backpack 2,500 GP 15 lbs. This bag of holding can contain up to 250 pounds of material that takes up no more than 30 cubic feet in space.
Boots of Elvenkind Worn on feet 2,000 GP 1 lb. These soft boots allow the wearer to move quietly in virtually any surroundings, granting a +10 circumstance bonus to Move Silently checks.
Ring of the Ram Worn on right hand 8,600 GP n/a 41 charges. See Dungeon Master's Guide for details.
Cloak of Elvenkind Inside backpack 2,000 GP 1 lb. When worn with the hood up, it grants Sartuhr a +10 circumstance bonus on Hide checks.
Ring of Protection +3 In belt pouch 18,000 GP n/a Grants Sartuhr a +3 to his AC.
Scroll of Speak With Dead Inside scrollcase 375 GP n/a
Scroll of Mass Heal (2X) Inside scrollcase 3,000GP/ea n/a
Ring Drow/anti-hunger/thirst Worn on right hand ? n/a
Drow Piwafwi Worn ? 1 lb.

Experience
Current Next Level
37,450 45,000

Description
Sartuhr is entering the dusk of his life, and it shows. His once-brown medium-length hair is fading to a peppering of gray, and his once-exuberant brown eyes are now distant. He has a slightly-hunched stature, and often uses his staff for support when walking. His professions of locksmithing and running a store that sells an ecclectic assortment of goods have slightly suffered due to the increasing shakiness of his hands and his rapidly-deteriorating health, and his once-lithe body is showing signs of years of hard labor and the end results of the misadventures of his youth. He has a kindly look to his face, despite how quickly that face has aged.

Personality
Though relatively simple and old-fashioned, Sartuhr is a kindly man with good intentions at heart. Despite his poor health, he remains in good spirits and is very generous and giving. He actually enjoys his ripe age, despite all of its shortcomings; he feels he has lived a full life, and has no regrets.

Background
Sartuhr was born into poverty, the twelth of his parents' thirteen children. Living in the Northern district of Farlaen, his family resided in a one-room lving space on the top floor of one of the many run-down tenant buildings in the district. Two of his older siblings, his brothers Darren and Edward, both were employed at the docks at early ages - and both tragically died in an accident involving a shipment of cinnamon and other fine spices from the other side of Sundara. His older sister Ruth died of the plague that devastated the poor and homeless. Seeing how devastated their deaths made his parents, he vowed to find a way to earn enough money to save them all from their terrible lot in life. He left home at the age of fifteen, to try and find treasures in the ancient ruins of the once-grand Darujos in the far west - and he succeeded. But when he returned home at the age of twenty-three, a limp in his gait and a slight hunch to his posture, his family was nowhere to be found.

Sartuhr searched the slums for months, finding neither hide nor hair of his family, until he met an old friend - Jasper, a vagrant who had lived directly beneath him in the tenant building for over a decade. He finally learned the horrible truth - a second wave of the plague had come, and nearly all of the homeless and poor of the North district had suffered from it. More than two-thirds of those lving there had been infected, and those who survived it only survived long enough to be cordoned in an abandoned and rarely-used section of the district - which was then set ablaze.

Heartbroken, Sartuhr decided to try and start a new life in Farlaen. His family had died, and he decided he would continue the bloodline. He bought a small store just inside the North district, towards the borderline between it and the Western shipping district, and made himself a cozy place of business and residence there. In his adventures, he had taken a liking to the beauty of nature; he had briefly trained himself in the magics of the elements, and was now a druid of sorts. He kept potted plants everywhere in his store, and used them in crafting some of his products. An herbalist and locksmith, as well as seller of strange goods, business was good. He even took in a stray dog he had found on a street corner suffering from having been trampled by a noble-ridden horse. Her hind legs had both been broken, and Sartuhr was quite amused upon her health's return that he and his dog shared the same limp in their stride. He named her Rastan.

One day, a young woman of the name Treana ventured into his shop. She was fascinated by how he hand-crafted his goods despite his shakiness and grew many of the materials needed in a garden on his rooftop, and instantly took a liking to his positive outlook on life. She frequented his shop for weeks, and it was not long before Sartuhr had become smitten with her as well. Soon the two were a couple, and within the year were married. Treana moved in with him, and soon talk of a family began.

Already in his late thirties, and his early years taking their toll on his body, Sartuhr had problems conceiving a child. He was worried that Treana would leave him for his impotence, but the two were persistent in their efforts to have a child. When he was forty-one, and Treana was twenty-seven, they had their first child - a daughter, named Veronique after Sartuhr's mother. The two of them expanded their shop and living quarters as the city continued to bustle annd further develop around them, and Sartuhr was happy to have been given such a good life.

But there was something nagging at Sartuhr - he wanted to go on one last journey into the wilds, and strengthen his peace with his coming end. He bid his family farewell, and he and his ever-faithful Rastan headed back into the West for one final exodus.