Kurika

"The wild takes us all, in the end."

Description:

Tentative playlist:
https://www.youtube.com/playlist?list=PLoP6SGDFjoX_emXjRYx3cbWsP6OfYwey8

Kurika is 5’7", with a light greenish tint to her brown skin, resulting in a very olive color and somewhat curly dark brown hair cut short. Most find her face a bit more striking that beautiful, with piercing yellowed eyes, strong nose, slightly tapered ears, and is exceptionally lithe and athletic, like most Orcs. She usually wears simple traveling clothes with hardened leather armor, and adorned with an expensive necklace. She is also occasionally decorated with elaborate blue/black face paint and carrying a bone and fetish adorned staff, though as merited has worn a nice dress etc.

She is sadly a small ivy shrub -
immune sleep, immune stun, immune poison unless affects plants, but also immune poison b/c druid.

Height: 5-7 Weight: 145 Age: 17 Hair: Light Brown Eyes: Yellow/Gold
Druid 12 Faith: Great Spirit Alignment: True Neutral

68047 xp (78,000 to level 11)


spirit inculcated:
wisdom +4, Blindsight 30ft (negates concealment including invisibility)
animal inculcated: str +2, burrow, perception +4
low light vision, 30ft. base move speed

STR DEX CON INT WIS CHA
11+2 15 12 10 18+4 12

Rolled HP: 8 (level 1) 2 7 6 8 7 1 2 7 6 4 7

Hit Points:75 Armor Class: 15=10+2dex+3bdb+1size Initiative: +2 BAB + 9/+ 4
Fortitude Save Reflex Save Will Save Grapple
+9 = + 8 + 0 + 1 +7 = 4 + 2 + 1 +14 = 8 + 5 + 1 +6 (plant)

(Not including power attack, -1/ + 2 bird/wolf -1/ + 1 bear)

Weapon To Hit Damage Critical Range
Slam and constrict + 10 / 5 1d4+1 x2
Tree Slam x 2 + 19 1d8 + 10 20/X2 -
Bear Bite + 17 1d6 + 7 19-20/X2 -
Bear Two Claws + 11 1d4 + 4 19-20/X2 -
Bear Rage Bite + 18 1d6 + 9 19-20/X2 -
Bear Rage Two Claws + 13 1d4 + 5 19-20/X2 -
Wolf Bite + 15 / 10 1d4 + 9 20/X2 -
Wolf Rage Bite + 17 / 12 1d4 + 8 20/X2 -
Bird Talons + 14 / 9 1d4 + 5 20/X2 -
Bird Rage Talons + 16 / 11 1d4 + 7 20/X2 -
Sling + 12 1d3 20/X2 80ft
One handed Melee + 10 / 5 1d4 20/X2
Skill Modifier Rank Ability Mod CS synergy Misc
Appraise +0 0 +0 +0
Acrobatics 2 0 +2 0
Athletics +6 1 +2 +3
Bluff +4 3 +1 +0
Concentration +6 1 +2 +3
Craft(woodworking) +4 1 +0 +3
Diplomacy +14 5 +1 +3 +4
Fly +6 1 +2 +3 +0
Handle Animal +5 1 +1 +3
Heal +12 1 3 +6 +2
Intimidate +10 4 +1 +3 +2
Know(Arcana) +0 0 0 0
Know(Arch/Eng) +0 0 0 0
Know(Dungeon) +0 0 0 0
Know(Geo) +0 0 0 0
Know(Hist) +0 0 0 0
Know(Local:Enchi) +0 0 0 0
Know(Nature) +10 3 +0 +3 +2 +2
Know(Nobility) +0 0 0 0
Know(Religion) +0 0 0 0
Linguistics +5 5 +0 0
Perception +16 3 +6 +3 +4
Ride +2 0 +2 0
Sense Motive +9 3 +6 +0
Spellcraft +17 8 +6 +3
Stealth +11 5 +2 0 +4
Survival +18 3 +6 +3 +2 +4
Warfare +0 0 0 0

Languages: Jasi, Nada’athi, Ettin, Worg, basic spoken kelandish

Trait: Survivalist (+2 survival, +2 endurance)

Feats:
Track
Power Attack
Scribe Magic
Natural Spell

Companions: Coenbolt Orilsami, has taken up with the orc woman Turh

Class Features
Shapeshift: Swift Action transform, + 3 enhancement bonus on natural attacks
Predator: 1d4 Bite, + 4 shapeshift Strength, + 4 Natural Armor, 50ft (60ft) speed, Mobility
Aerial: 1d4 talons, + 2 shapeshift strength, + 2 enh reflex saves, + 2 nat armor, 40ft fly, Flyby Attack
Ferocious Slayer: 1d6 bite, 1d4 secondary claws, medium, + 8 str, + 4 fort, + 8 natural armor, 40 ft speed
Forest Avanger: 12 enh strength, +4 enh to fort and will, +12 natural armor, 20ft base speed, DR 5/slashing
Fast Movement: + 10 ft land speed
Rage 2/day
Wild Empathy – 4 (
4 total)
Woodland Stride
Nature Sense
Trackless Step
Resist Nature’s Lure
Venom Immunity

Spell lists:
0(6): detect magicx3, detect poison, mending, purify food and drink
1(7): entangle, longstrider, goodberry, faerie fire, entangle, free slot, free slot, (scent)
2(6): flaming sphere, barkskin, cat’s grace, tree shape, free slot (wood shape)
3(5): call lightning, summon nature’s ally 3, protection from energy, free slot, free slot, (plant growth, remove disease)
4(4): summon nature’s ally 4, flame strike, free slot, free slot (scry, dispel magic)
5(4): summon nature’s ally V, SNA V, animal growth, blank ( Commune with nature )
6(3): summon nature’s ally VI, Greater Dispel magic, free slot (Fire Seeds)

Possessions Left on her Body :
stone axe, dagger
Traveling clothes, backpack, bedroll, flint and steel, berries, traveling rations
leather armor, healer’s kit, hemp rope (50 ft.), holly and mistletoe, spell component pouch, amber necklace (worth 25 gp)
+ 1 resistance amulet/necklace, expensive/pretty, wood, leather and turquoise
wand of entangle

Allegiances:

Great Spirit
In her time of desperation, the great spirit answered her call for power, and in return for this blessing, Kurika is determined to, single-handedly if necessary, revive the worship of the Great Spirit and revival of the Shamans.

Goblins
Kurika, having suffered cruelly at the hands of humans, and having been blessed by the Great Spirit, sees humans as a corruption of goblin culture. Goblins should be lifted up and returned to their true ways, at the expense of other creatures if necessary.

Nature/Woods
The Dark Woods have been the goblins home for centuries, and should be again. The primal lifestyle of those close to the earth is the holiest calling, and the destruction of industry and abomination.

Freedom? Women?
Enslaved and fated as a mere brood mare, Kurika hates all who would capture and control others or any sort of dictatorship. While able and willing to dispense violence as she sits fit, Kurika will always oppose capture and imprisonment. Either you let them go or you kill them. Animals don’t take prisoners.

Bio:

Kurika’s mother died in childbirth, and she doesn’t know who her father is or was. Bred to further breed gladiators for a Nada’athi noble, the power of the great spirit enabled her to escape at a young age. She ran into a family living at the edge of some woods doing a mix of farming, hunting and trapping to get by. A scared girl with some probably stolen gear might not be the most promising house guest, but they let her in anyway and she quickly proved herself useful and since she has become comfortable in the wilderness.

When she felt she’d recovered mentally and grew into her full strength as an adult orc, she set of to try to connect to the Great Spirit and enact the Spirit’s will, which she interprets to be the rise of the religion and goblin nation. As an itinerant preacher/healer she arrived in Jorintiat, only a short time before the outbreak of war.

Kurika

Atop the Shoulders of Giants blashimov