Joachim Eibe

Druid_miniature
User: David
Campaign: Long Quiver
Race: Human
Gender: Male
Role: Other
Class/Level: Druid/2/7
Background:
Joachim was an orphan at birth, left on the door step of, and been raised by the local midwife, the maternal human grandmother of the sorcerer half-elf who is like an older brother. The sorcerer's cousin arrived 6 years ago a ranger elf. A friend, a dwarven fighter who immigrated with his family 35 years earlier. All 4 young adults have been adventuring the last 6 years together until reaching 1 level in your choosen classes.
Joachim became involved with the local Druid sect in his early teens and took on the name Eibe, or Yew, after the venerated tree of Death, Rebirth, The Planes and Longevity/Immortality. Joachim pursues a mystic spirituality of transcendent union with nature (using the Yew as focus) rather than worship any god, though he does revere Obad Hai as the dispassionate Creator of the universe. The Yew as focus is a Kabbalistic pathway to enlightenment and power (as is Oak, Hemlock, etc. as their own pathways- we can D&Dize it together). Joachim's worldview has been shaped in part by elven culture, his choice to become part of the Druidic order is one expression of this. Joachim has a special disdain for undead and is known to spend time watching funeral pyres and (dedicated funeral areas are usually planted with Yew- a possible grove type for the Yew path?) Joachim called Ghost, his grey wolf animal companion, to him in the local funerary grove.
Details:
Joachim Eibe; Human Drd2: CR 2; ECL 2; Size M; HD 2d8+2; hp 18; Init +3; Spd 20 ft (base 30 ft); AC 18, touch 14, FF 15; BAB +1; Grapple +3; Melee Unarmed +3 (1d3 + 2), Club +3 (1d6 + 2), Scimitar MW +4 (1d6 + 2/crit 18-20); Ranged Sling +4 (1d3), Bullets (50) +4 (1d4 + 2); AL N; SV Fort +4, Ref +3, Will +7; Str 15, Dex 16, Con 13, Int 17, Wis 18, Cha 16.
Languages spoken: Common, Orc, Druidic, Guardsmen Cant,
Skills and Feats: Appraise +3, Balance -1, Bluff +3, Climb -2, Concentration +6, Control Shape +4, Craft (Armorsmith) +3, Craft (Bowmaking) +3, Craft (Carpentry) +3, Craft (Drawing) +3, Craft (Gemcutting) +3, Craft (Leatherworking) +3, Craft (Locksmithing) +3, Craft (Metalworking) +3, Craft (Other) +6, Craft (Poisonmaking) +3, Craft (Sailmaking) +3, Craft (Stonemason) +3, Craft (Trapmaking) +3, Craft (Weaponsmith) +3, Craft (Woodcarving) +3, Craft (Writing) +3, Diplomacy +7, Disguise +3, Escape Artist -1, Forgery +3, Gather Information +3, Handle Animal +8, Heal +7, Hide +1, Intimidate +3, Jump -2, Knowledge (Nature) +10, Listen +5, Move Silently -1, Perform (Act) +3, Perform (Comedy) +3, Perform (Dance) +3, Perform (Keyboard) +3, Perform (Oratory) +3, Perform (Percussion) +3, Perform (Sing) +3, Perform (String) +3, Perform (Weapon Drill) +3, Perform (Wind) +3, Perform +3, Ride +5, Search +3, Sense Motive +4, Spot +8, Survival +10, Swim -2, Use Rope +3; Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Scribe Scroll, Shield Proficiency.
Special Abilities: Animal Companion, Bonus Languages, Nature Sense, Spontaneous Casting, Wild Empathy, Woodland Stride.
Drd Spells Known (4/3/-1/-1/-1/-1/-1/-1/-1/-1/-1/-1): 0--Cure minor wounds, Guidance, Light, 1--Cure light wounds, Entangle, Shillelagh.
Drd Spells Prepared (4/3/-1/-1/-1/-1/-1/-1/-1/-1/-1/-1): 0--Cure minor wounds, Guidance (2), Light, 1--Cure light wounds, Entangle, Shillelagh.
Equipment: , Scimitar, 0 Club, Sling, 42 Bullets (50), Hide, Light wooden shield, Healer's kit, Spell component pouch, Explorer's outfit, Backpack, Bedroll, 2 Candle, Map or scroll case, Flint and steel, Ink (1 oz. vial), 2 Inkpen, Bullseye lantern, 3 Oil (1-pt. flask), 5 Paper (sheet), Sack, Silk rope (50 ft.), Antitoxin (vial), Acid (flask), Holy water, Holly and mistletoe and yew, Scimitar mw, Ring, Potion.

Ghost- Wolf Companion; Wolf: CR 1; Size M; HD 2d8+4; hp 17; Init +2; Spd 50 ft; AC 14, touch 12, FF 12; BAB +1; Grapple +2; Melee Bite +3 (1d6 + 1); SA Trip; SQ Low-light vision, scent; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats: Appraise -4, Balance +2, Bluff -2, Climb +1, Concentration +2, Control Shape +1, Escape Artist +2, Heal +1, Hide +2, Intimidate -2, Jump +1, Listen +3, Move Silently +3, Ride +2, Search -4, Sense Motive +1, Spot +3, Survival +1, Swim +1, Use Rope +2; Track, Weapon Focus.
Special Abilities: Low-light Vision, Scent.


Wolf
Wolves are pack hunters known for their persistence and cunning.

Combat
A favorite tactic is to send a few individuals against the foe's front while the rest of the pack circles and attacks from the flanks or rear.

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.

As 7th Level Druid:


Joachim Eibe (7); Human Drd7: CR 7; ECL 7; Size M; HD 7d8+14; hp 70; Init +3; Spd 20 ft (base 30 ft); AC 19, touch 15, FF 16; BAB +5; Grapple +7; Atk: +7 melee (1d3 + 2, Unarmed), +7 melee (1d6 + 2, Club), +8 (1d4 + 2, Bullets (50)), +8 melee (1d6 + 2/crit 18-20, Scimitar MW), +12 ranged (1d3 + 2, Sling +2); AL N; SV Fort +7, Ref +5, Will +9; Str 15, Dex 16, Con 14, Int 17, Wis 18, Cha 16.
Languages spoken: Common, Orc, Druidic, Guardsmen Cant, Elvish, Dwarvish
Skills and Feats: Concentration +10, Craft (Herbalism) +7, Craft (Other) +9, Diplomacy +7, Handle Animal +13, Heal +11, Hide +1, Knowledge (Nature) +17, Listen +8, Profession (Herbalist) +5, Ride +8, Spellcraft +7, Spot +8, Survival +16, Swim -2; Armor Proficiency (Light), Armor Proficiency (Medium), Battle Casting, Combat Casting, Natural Spell, Scribe Scroll, Shield Proficiency.
Special Abilities: Animal Companion, Bonus Languages, Nature Sense, Resist Nature's Lure, Spontaneous Casting, Trackless Step, Wild Empathy, Wild Shape, Woodland Stride.
Drd Spells Known (6/5/4/3/2/-1/-1/-1/-1/-1/-1/-1): 0--Cure minor wounds, Detect magic, Guidance, Light, Resistance, 1--Cure light wounds, Entangle, Magic fang, Produce flame, Shillelagh, 2--Barkskin, Bear's endurance, Flame blade, 3--Call lightning, Cure moderate wounds, Spike growth, 4--Flame strike, Ice storm.
Drd Spells Prepared (6/5/4/3/2/-1/-1/-1/-1/-1/-1/-1): 0--Cure minor wounds, Detect magic, Guidance (2), Light, Resistance, 1--Cure light wounds (2), Entangle, Magic fang, Produce flame, 2--Barkskin (2), Bear's endurance, Flame blade, 3--Call lightning, Cure moderate wounds, Spike growth, 4--Flame strike, Ice storm.
Possessions: , Scimitar, 0 Club, Sling, 40 Bullets (50), Hide, Light wooden shield, Healer's kit, Spell component pouch, Explorer's outfit, Backpack, Bedroll, 2 Candle, Map or scroll case, Flint and steel, Ink (1 oz. vial), 2 Inkpen, Bullseye lantern, 3 Oil (1-pt. flask), 5 Paper (sheet), Sack, Silk rope (50 ft.), Antitoxin (vial), Acid (flask), Holy water, Ring of protection +2, Holly and mistletoe and yew, Scimitar mw, Goggles of night, Potion of cure serious wounds, Potion of cure light wounds, Sling +2.

Ghost- Wolf Companion (5HD); Wolf Animal3: CR 1; ECL 5; Size L; HD 5d8+15; hp 52; Init +3; Spd 50 ft; AC 18, touch 12, FF 15; BAB +3; Grapple +9; Atk: +5 melee (1d8 + 2, Bite); SA Trip; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +7, Will +2; Str 15, Dex 17, Con 16, Int 2, Wis 12, Cha 6.
Skills and Feats: Hide +7, Listen +3, Move Silently +6, Spot +4; Stealthy, Track, Weapon Focus.
Special Abilities: Low-light Vision, Scent.