![]() Too soon, it seemed, a decade had passed and Quogen made it clear that Lore’s tutelage had come to an end. Lore was taken under Quogen’s care and taught the ways of the Sky Father. In his blood, he was a Skyseeker and his destiny was to travel to the surface. He met with the young dwarf and his family and spoke plainly – Lore was Gozreh touched. The elders had been waiting and shortly after the winds returned Quogen made his way into the city. ![]() The difference between him and his kin was becoming clearer and clearer, yet the confusion in his mind only grew. ![]() Warm breezes filtered through the hamlet, blowing away sulfuric fumes and stoking smithy fires to burn hotter. Yet, as he matured a restlessness grew within him and with it the winds returned. Lore had an unremarkable childhood that prepared him for what his father and his father before him did – mining. It was so unusual that only the dwarven hermit Quogen (NG aasimar druid 9) had seen one in his lifetime and only he knew the significance – once more Gozreh was calling. His blue eyes were an oddity but were not reflected on given the even more rare phenomenon that occurred on the day of his birth – an underground storm. Lore was born in the Darklands to a remote mining outpost. Through the darkness and under the earth it was they who heard the whistle of the winds and led their people to fulfill the prophecy…. Lost to all but the most knowledgeable sages, however, was that that guides along this path were ancient Druidic sect of Gozreh. Following a prophecy of Togra – it is said – they were driven to find the surface. Wild Empathy (Ex): 1d20 + cha modifier to improve attitude of an animal as a Diplomacy checkġ0,000 years ago the dwarves came from their ancestral homeland of the Darklands onto the surface of Golarion. Nature Sense (Ex): +2 bonus on Know: Nature and survival checks Lightning Arc (Sp): 30’ ranged touch attack, 1d6 +1 electrical damage, 6x/day Spontaneous casting: “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Variant Aasimar ability: Fly 20’ (poor maneuverability) Skilled: +2 racial bonus on Acrobatics & Fly checks Languages Common, Celestrial, Undercommon, DwarvenĬelestial Resistance: acid, cold & electricity resistance 5 Skills Fly +9, Heal +7, Knowledge: Geography +6, Knowledge: Nature +8, Perception +7, Sense Motive +8, Survival +9 Spell-Like Abilities Lightning Arc +3 (1d6+1/30’)ĭruid Spells Prepared (CL 1): DC = 13 + spell levelĠ: Create Water, Detect Magic, Resistance Init +3 Senses darkvision 60’ Perception +7
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