It all started with a letter and a ring
The Exiled Druid
Murthrug the Exiled
Alignment: Chaotic Neutral
Class: Druid 1
Size: Medium / 5 ft. 5’ 8" 220 lbs.
VISION: Darkvision (60 ft.)
Gender: Male Blue Black, Shaved
Hair: black, shaved
Strength 17 +3
Dexterity 14 +2
Constitution 15 +2
Intelligence 12 +1
Wisdom 15 +2
Charisma 13 +1
Hit Points: 11
Speed Walk 30 ft.
armor class 16 = 10 (Base) + 4 (armor) + 0 + 2 (dex) + 0 + 0 + 0 + 0 + 0 0 +0 0
Flat fotted: 14
modifier +2 = +2 + +0
Total skill points: 5 Max Ranks: 1/1
Name Key Ability Skill Modifier Ability Modifier Ranks Misc Modifier
Acrobatics DEX -1 = 2 0 -3
Appraise INT 1 = 1 0 0
Bluff CHA 1 = 1 0 0
Climb STR 0 = 3 0 -3
Craft* INT 1 = 1 0 0
Diplomacy CHA 1 = 1 0 0
Disguise CHA 2 = 1 1 0
Escape Artist DEX -1 = 2 0 -3
Fly DEX -1 = 2 0 -3
Handle Animal CHA 7 = 1 1 5
Heal WIS 3 = 3 0 0
Intimidate CHA 1 = 1 0 0
Nature INT 7 = 1 1 5
Knowledge* INT 1 = 1 0 0
Perception WIS 6 = 2 1 3
Perform CHA 1 = 1 0 0
Ride DEX -1 = 2 0 -3
Sense Motive WIS 2 = 2 0 0
Stealth DEX -1 = 2 0 -3
Survival WIS 8 = 2 1 5
Swim STR 0 = 3 0 -3
Fortitude (Constitution) +4 = 2 (Base) + 2 (Ability)
Reflex (Dexterity) +2 = 0 (Base) + 2 (Ability)
Will (Wisdom) +4 = 2 (Base) + 2 (Ability)
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
Attack Bonus +2 = 0 (BAB) + 3 (Strength)
Attack Bonus +2 = 0 (BAB) + 2 (Dexterity)
Attack Bonus +2 = 0 (BAB) + 3 (Strength)
Armor Type AC Max Dex Bonus Armor Check Penalty Spell Failure
Hide +4 +4 -3 20%
Item Location Qty Wt. Cost
Quarterstaff Equipped 1 4 0
Hide Armor Equipped 1 25 15
Traveler’s Outfit Equipped 1 5 0
Sling Carried 1 0 0
Total Weight: 34 lbs. Carried Value: 15 gp
Lift over head: 260
Lift off ground: 520
Push / Drag: 1300
Common, Druidic, Orc, Sylvan
Spontaneous Casting [Paizo Inc. – Core Rulebook, p.49]
You can channel stored spell energy into summoning spells that you haven’t
prepares ahead of time. You can “lose” any prepared spell in order to cast any
Summon Nature’s Ally spell of the same spell level or lower
Animal Companion (Ex) [Paizo Inc. – Core Rulebook, p.51]
Beastmaster [Paizo Inc. – AdvancedPlayer’s Guide, p.19]
Some half-orcs have a spiritual kinship with fantastical beasts, capturing them for
sport or living and hunting with them. A half-orc with this trait treats whip and net as
martial weapons and gains a +2 bonus on Handle Animal checks. This racial trait
replaces the orc ferocity racial trait.
Darkvision (Ex) [Bestiary]
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all,
out to a range specified for the creature. Darkvision is black and white only (colors
cannot be discerned). It does not allow characters to see anything that they could not
see otherwise-invisible objects are still invisible, and illusions are still visible as what
they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally.
The presence of light does not spoil darkvision.
Nature Sense (Ex) [Paizo Inc. – CoreRulebook, p.50]
You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orc Blood (Ex) [Paizo Inc. – Core Rulebook, p.25]
Half-orc count as both humans and orcs for any effect related to race.
Orisons [Paizo Inc. – Core Rulebook, p.49]
You can prepare a number of orisons, or 0-level spells. These spells are cast like
any other spells, but they are not expended when used and may be used again.
Shamans Apprentice [Paizo Inc. – Advanced Race Guide, p.52]
Only the most stalwart survive the years of harsh treatment that an apprenticeship
to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.
Weapon and Armor Proficiency [Paizo Inc. – Core Rulebook]
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff,
scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural
attacks (claw, bite, and so forth) of any form they assume with wild shape (see
below). Druids are proficient with light and medium armor but are prohibited from
wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A
druid may also wear wooden armor that has been altered by the ironwood spell so
that it functions as though it were steel. See the ironwood spell description) Druids
are proficient with shields (except tower shields) but must use only wooden ones. A
druid who wears prohibited armor or carries a prohibited shield is unable to cast druid
spells or use any of her supernatural or spell-like class abilities while doing so and for
24 hours thereafter.
Weapon Familiarity (Ex) [Paizo Inc. – Core Rulebook, p.25]
Half-orcs are proficient with greataxes and falchions, and treat any weapon with the
word “orc” in its name as a martial weapon.
Wild Empathy (Ex) [Paizo Inc. – Core Rulebook, p.50/64]
You can improve the attitude of an animal. This ability functions just like Diplomacy
check made to improve the attitude of a person. You roll 1d20+2 to determine the
Wild Empathy check result. The typical domestic animal has a starting attitude of
indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and
the animal must be within 30 feet of one another under normal circumstances.
Generally, influencing an animal in this way takes 1 minute, but as with influencing
people, it might take more or less time. You can use this ability to influence a magical
beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Vermin heart [Paizo Inc. – Advanced Player’s Guide, p.173]
You may target vermin with spells and special abilities that only affect animals
(although they are still affected by spells targeting vermin as well). You may use wild
empathy to influence vermin as easily as you influence animals.
Endurance [Paizo Inc. – Core Rulebook, p.112]
You gain a +4 bonus on the following checks and saves: Swim checks made to
resist nonlethal damage from exhaustion; Constitution checks made to continue
running; Constitution checks made to avoid nonlethal damage from a forced march;
Constitution checks made to hold your breath; Constitution checks made to avoid
nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal
damage from hot or cold environments; and Fortitude saves made to resist damage
from suffocation. You may sleep in light or medium armor without becoming fatigued.
Club, Dagger, Dart, Falchion, Greataxe, Quarterstaff, Scimitar, Scythe, Shortspear,
Sickle, Sling, Spear, Spells (Ray), Spells (Touch), Splash Weapon, Sword (Temple),
- =Domain/Speciality Spell
LEVEL 0 1 2 3 4 5 6 7 8 9
PER DAY 3 2 — — — — — — — —
Assumed to Have Prepared
Lvl 0 Spells
Purify Food and Drink
Lvl 1 Spells
Cure Light Wounds
Murthrug the Exiled
Darkvision (60 ft.)
SPOKEN STYLE / CATCH PHRASE
Born to a human mother, Murthrug grew up in a small village next to a forest. Murthrug did not have an easy childhood, as many of
the village’s population did not like him due to the nature of himbeing a half orc, but he was happy as long as he had his mother. She
based when he was around 11 years of age due to a sickness. Normally the dieases would be treatable, but being a single mother as
well as being an outcast due to her lover being a half-orc as well, caused the women to past due to the sicknessand Murthrug was left
to fend from himself.
Without his mother to protect him, many residents in the village became for aggresive and anger towards Murthrug. Unable to take the
abuse any longer, Murthrug left his families home in the middle of the night, taking what little possessions he had with him and set off to
live in the forest away from the village. Murthrug always found soliace in the forest and spent much time there while many of the town
residents would only dare traverse the woods for work or only to the edges in the case of children who wanted to see who the bravest
of them all were.
Besides the escape he recieved from the woods, Murthrug just understood nature much more the “civilized” life. He saw it in every
aspect of the woods, especially in life of bugs and insects such as ants and bees where everyone worked together and ainsects worth
was determined by what they could contribute rather than his outward apperance. Murthrug like the animals very much so, but he felt
bettles, spiders, and snails, creatures many refered to as vermin, very close to as he felt that they were looked down on by sciety as
much as he was.
Murthrug’s new life in the forest was hard at first. He spent most of the first ew days constructing a suitable shelter in the trees as well
as looking for a good food source besides the few beery bushes he liked to pick and eat from as a child. Eventually, he was able to
create a weaved shelter in an old oak tree deep in the forest using twigs and fibers he collected while gathering food. He learned how
to weave from his mother and helped frequently to make baskets and such as a means to live off of. Living in such a shelter comforted
himas he felt closer to his late mother.
Eventually, after about a year while picking roots for his dinner that night, Murthrug met a man, an older man and a crazy looking one
at that. He was starled not only at the sudden presence of another living being, but as well as the language of common that long had
reached his ears. The man was friendly, more so than Murthrug was used to and the man invited the boy to spendthe evening at his
place and to spend a meal with him. It turn out that this man was a hermit just like Murthrug himself and as the evening drew on, both
told the other of their past life. The Hermit, the name he had given to himself as he had forgotten his own long ago, usued to be a
simple cleric and deicated his life to serving the people, but after years of service and seeing the corruption in the world he decideed to
shun society and live a simplier more peaceful life in the wilderness and came to refer nature.
As the Murthrug and The Hermit came to know each other, Murthrug would frequently see the varuious rituals and pracitces that The
Hermit would perform. Curious, Murthrug asked The Hermit what he exactly was doing and is was revelaed to him that during The
HErmits time in the wilderness he came to revear the Druidicbelief and way of life as the right way to live and found much solice and
power in the faith has it gave him powers over nature iself. Murthrug was very much intrigued at this gift and in time learned the Drudic
Rituals and language as well as beliefs and practices. This is where Murthrug deveoted his life to naute.
Character: Murthrug the Exiled
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen6.02.1 on Sep 25, 2014 at 8:37:41 PM
In time, nature returned the kindness and respect Murthrug had shown it and in his most dire time of need, it saved him. Murthrug had
been captured by a group of Hunters that were finding food for their village. He had gotten tangled in one of their nets picking some ruit
and berries and when the Hunters came back to examine their trap, they found a feral looking Half Orc in their trap. The hunter’s saw
him as sub human and would be doing the villages around the woods a favor by killing him, but before they could deliver the killing
blow after beating him sneseless, they were set upon by a giant Mantis, one the size of a full grown man. The Mantis tore the men to
shreds eating their decaptiated heads and fly after those that fled. The Mantis had suffered a fatal blow and was close to death.
Murthrug prayed to the forces of nature to save this creature like it had saved him. He felt and intense power surge through him as his
hands glowed. He felt an intense, relieving feeling as he laid his hands upon the mantis as both it and his wounds were healed.
From then on, the two formed a deep connection something more than Murthrug could understand himself. Some force of nature must
have sent that mantis to aid him in his time of need and he has devoted himself to helping spread the Druidic Faith and to help other
outcasts as well.