Post by Cendar on Jan 20, 2015 22:21:37 GMT
Phillip the Bear
Played by: Cendar
Character Sheet: Phillip the Bear
Other Characters: Evangeline
Race: Awakened Black Bear (Magical Beast, Augmented Animal)
Classes: Black Bear 3, Druid 2
Effective Character Level: 5
Gender: Male
Age: 3
Alignment: Neutral Good, tending Lawful
Deity: Mielikki
Height/Weight: 3'9" at the shoulder, 5'11" when standing on his rear paws. He weighs 275 lbs. on the road - more if he stops in a town where berry pies are plentiful.
Personality: Phillip is, as he will often say, not the smartest bear, but he is as friendly as a bear can be. Despite his humble proclamations, he is quite smart for a bear, and he certainly has a great deal of common sense. His joy in life is cooking, particularly berry pies (which his mother taught him to bake), and a good berry pie will win him as a friend for life. If you don't have a berry pie, he'll insist on baking you one at the earliest opportunity.
He is quite proud of his appearance, particularly his nose (which is apparently a mark of some distinction among bears), which he describes as majestic. He is slow of speech - though the fact that a bear is speaking at all usually amazes most who come into contact with him - but only because he recognizes his limitations and thinks long and hard about what he will say before saying it. He tends to be kind and trusting - perhaps too trusting at times - and honest to a fault, excepting lies of courtesy.
Appearance: Phillip is a bear of slightly above-average size, for a black bear. His dark fur covers him completely, insulating him, while his dark brown eyes are inquisitive and always a bit wide. His nose is quite majestic, according to him, and soft at its tip. His ears are like velvet to the touch - not that anyone should do that without permission, of course! His short tail often waggles with pleasure and delight at the world around him.
History: Phillip's story begins long before his birth, perhaps as long as two centuries (bears do not keep very good records of such things). Deep within the Great Wild Wood in the east of Faerun, a druid, for reasons of his own, awakened two black bears. Bear legend is that one of these was his animal companion; as a favor to her, the druid awakened her mate as well. The druid, whose name is lost to history, instructed the two of them in the ways of civilization (there were indications that he was becoming senile), and the two bears took his words to heart. They, in turn, instructed their cubs, who instructed their cubs, and so on, until a small village of awakened bears grew in the depths of the wood.
As part of the druid's instructions, the bears were never to leave their home village or reveal its presence to anyone, as there were those who would seek to dominate the kindhearted creatures. So for years, they remained isolated in their homes, ignorant of the world around them.
In the year 1369, by Dale Reckoning, a cub was born to two proud parents, who named him Phillip. For two years he grew in his home, his mother teaching him to cook (with a great deal of success) and his father attempting to teach him the ways of the forest. It was not until his second name-day, though, that the teaching finally caught. Tradition among the bear clan was that on a cub's second name-day, he became a full member of bear society, and he would choose his profession. Phillip, having always been interested in the teachings of lore, shocked his village by choosing to become a druid. There being none in the village to teach him, the bear council gathered and decided that Phillip would be permitted to leave and learn the ways of the druids, so that he could return one day with his newfound knowledge and aid his fellow bears.
Phillip, pack (including two fresh-baked and well-wrapped berry pies for the road) on his back, set out to discover the world. For the next year, he wandered as he could, picking up bits and pieces of druid lore, joining their groves for a time when he could. His natural honesty led him to speak of his family and his home far more often than was wont, though, and he had to clap his paws over his mouth more than once to avoid giving away their location.
With time, the bear made his way to the central regions of the continent, Cormyr and the Dalelands, where his story truly begins...
Threads: None yet.
Party Role Proficiency:
Battlefield Control: 2. He's decent at this, and summoning can help, but it's not his primary focus.
Buffer: 3. Will be a 1 once he gets some more spell levels. This is his role. He's there to help his companions as much as possible, or his animal friends if he's alone.
Curiosity: 1. He's a black bear.
Debuffer: 2 or 3. He's pretty good at debuffing, though he has to figure out that a creature is buffed first, which might take some time.
Dominator: 3. Nope, though he plans to eventually take Initiate of Nature to be able to build an animal army (which he will later awaken, but that's well in the future).
Game Changer: 3. Possible, but not in his nature really. And certainly not at this point.
Healer: 3, moving to 2. He's a druid, so he has some healing, though he doesn't have enough spells at this point to be super-effective.
Meat Shield: 2. He's a black bear with a high constitution, but his hit-dice as a druid leave something to be desired.
Melee Damage: 2. Right now, he packs a decent punch, especially with buffs, but this will decrease since all his weapons are natural.
Mobility: 3. He's fast (40' movement speed) but he doesn't have many other means of movement.
Party Face: 2. He's a cuddly black bear that focuses on diplomacy and has a pretty good Charisma score. Might not want to have him trying to intimidate or bluff his way into somewhere, though; he's honest to a fault.
Ranged Damage: 4. He has paws, not hands.
Sage: 4. Not really his thing, though he might make a bumbling attempt.
Scout: 4. Not good at hiding or being quiet, though wildshape in a few levels can help with this.
Thief: 4. Nope.
Summoner: 3. Will be good eventually, but not there yet.
Trapfinder: 4. Nope.
Racial Abilities:
Low-light Vision
Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Feats:
Level 1: Skill Focus: Craft (Cooking) (SRD)
Level 3: Practiced Spellcaster (Druid) (Complete Divine): Your caster level for the chosen spellcasting class increases by +4. This can't increase your caster level beyond your HD.
Class Abilities:
Animal Companion (Badger)
Nature Sense
Wild Empathy
Woodland Stride
Equipment:
Gloves of Opposable Thumbs (Custom Homebrew): Allows the wearer to perform mundane actions that require opposable thumbs. Cannot be used for weapons or wands: -1500 gp
Bracers of Armor +1 (SRD): +1 AC: -1000
Handy Haversack (SRD): -2000
Bag of Holding I (SRD): -2500
MW Chef's Cooking Utensils (MW Artisan's Tools) (SRD): -55
Diplomacy Guidebook (SRD): MW Tool for Diplomacy: -50
Focusing Beads (SRD): MW Tool for Concentration: -50
Animal Whistle (SRD): MW Tool for Animal Handling: -50
Book of Spell Identification (SRD): MW Tool for Spellcraft: -50
Iron Pot x2 (SRD): For Cooking: -1
Iron Pan x2 (SRD): Same as Iron Pot: -1
Baking Pan x2 (SRD): Same as Iron Pot: -1
Flint & Steel (SRD): -1
Winter Blanket (SRD): -0.5
10 oz. Ink (SRD): -80
5x Inkpen (SRD): -0.5
Blank Journal (SRD): As Spellbook, but for writing notes in: -15
4x Waterskin (SRD): -4
Total Inventory Cost: 7,309 gp
Companions: Animal Companion Sheet (to be posted Jan 21)
Other Misc Information: