Listens to Wind
Listens to Wind is a very large man with long white hair, blue eyes and pale skin.
Author: Pelonius
PC in: Thrice The Brinded Cat
Race: Human
Level: 5
Game System: D&D (3.5)
Description
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +3 dex)
hp 36 (1d8)
Fort +4, Ref +7, Will +2
Spd 30 ft.
OFFENSE
Melee Heavy Mace +9 or +7 1d8+4×3
Melee Handaxe +9 or +7 1d6+4 or 1d6+2×3
Melee Tomahawk +8 1d6+4×2
Melee Spiked Gauntlet +7/+7 1d4+4/1d4+2×2
Melee MW Alchemical Silver Two Bladed Sword +4/+4 1d8+4-1/1d8+2-1 19-20×2
SPECIAL ATTACKS
- Two Weapon Fighting
- Improved Grapple
- Improved Unarmed Combat
STATISTICS
Str 18, Dex 16, Con 11, Int 11, Wis 12, Cha 10
Base Atk +5, Grapple +13
FEATS
• Counting Coup-During your action, you designate an opponent and attempt to make a touch attack against them with your coup stick. If you touch them with the coup stick (it does no damage) you receive a +1 morale bonus to attack against that opponent for the duration of the combat. This is a supernatural effect and the coup stick can be wielded in the primary or secondary hand with all applicable penalties or bonuses. The coup stick can be any stick, branch, club, or piece of wood, bone, horn, or mineral that the owner has owned for at least one day and spent at least one hour reciting the tales of his ancestors to. Usually they appear as a small club or baton of wood with carvings and decorations of feathers, leather wraps, or beads. The coup stick is treated as a simple weapon for purposes of proficiency.
• Improved Unarmed Strike- You are considered to be armed even when unarmed —that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
• Improved Grapple- You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
• Endurance- You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, 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. Also, you may sleep in light or medium armor without becoming fatigued.
• Two Weapon Fighting- Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
• Track- To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check).
SKILLS
• Climb +8
• Craft Sculpture +7
• Handle Animal +6
• Hide +9
• Jump +8
• Knowledge Nature +3
• Move Silently +9
• Spot +9
• Survival +9
• Swim +5
LANGUAGES
- Common
- Suloise
COMBAT GEAR
• Heavy Mace
• Hand Axe
• Tomahawk
• Javelin
• Studded Leather Armor
• MW Alchemical Silver Two Bladed Sword
OTHER GEAR
• Coup Stick
• Huge Sack
• Buckskin Pants and Vest
• Magic Chain Shirt +1
• Moccasins
• Whetstone
• New Cloak
• Edible Glowing Fungus
• Explorers Outfit
• Willow Bark
• MW Sculpting Tools (at Ghelves)
• Harvest Champion Belt (at Ghelves)
• Waterskin
• CLW potion
• Bull’s Strength potion
• CMW potion
• Map of the Area
• Hand Carved Pipe
• Torch x 1
• Tobacco
• blue glass bead (at Ghelves)
• El Parg MW Greatsword (at Ghelves)
• Silver Holy Symbol of Kord
• Garlic Ring x4
• Wooden Stakes x 2
• Leopard Hide x5
• Smokestick x2
• Tindertwig x1
• Alchemist Fire x2
CLASS ABILITIES
- Wild Empathy
- 1st Favored Enemy: Orc +2
- 2nd Favored Enemy: Aberration +4
- Animal Companion
- Endurance
- Combat Style: Two Weapon Fighting
Bio
Listens to Wind is a member of the Tenochlian tribe, or he was until a few weeks ago. His father, Fierce Like the Leopard, was the tribal chieftain and a good leader but he was often at odds with the tribal shaman named Storm on the Water. As the years went by, they both vied for leadership of the tribe and slowly Fierce Like the Leopard gained the upper hand in council.
Six months ago members of the tribe in some of the outlying areas began disappearing. The council called for their best trackers, one of which Listens to Wind was apprenticed to, to try and find the trail of whatever was taking the tribe members. The trail was found but it was not humans who made the trail, it was some form of humanoid snake people. After fighting a pitched battle to free the tribe members Listens to Wind found himself leading the freed people back to the village to get more warriors while the lead tracker and warriors fought a rear guard action to slow the snakes down.
The people were saved and when the warriors returned to drive the snake people off they found that the camp was completely empty. Several months after Listens returned to the tribe he was in the jungle practicing his skills when he felt a sharp sting on his neck. Knowing that there were biting flies in the area he thought nothing of it until he started to feel off balance and fell down. He could not seem to stand up and was eventually completely paralyzed and passed out from not being able to breathe.
When he awoke he was in a bamboo cage and was a prisoner of the Metechlan tribe, his mortal enemies. After enduring several beatings and some starvation he was coerced into working as a tracker for them. Several of his tribe mates were tied up and beaten each time he refused to help the enemy. Several times he tried to escape but each time he was caught again and severely beaten as were the other tribe members until he knew he had to wait for a good opportunity.
One day, some strange tribe members were in the camp and were speaking with the hated enemy. After several minutes of heated debate, offerings of weapons and trade goods, smoking of the pipes, and general laughing and carousing, Listens found himself traded to this new tribe and headed to hunt something called an orcs.
After weeks of being collared and tied with only a smelly baboon who bites for company Listens to Wind found his chance a freedom. While tracking a group of orcs, some of the metal wearers scared the orcs away from the trap that the Captors had laid. This apparently angered the Captors and they chose to fight the Metal Wearers from Beyond the Wall. One of the Metal Wearers was Dwelven and all know of their innate toughness. It was time to make his bid for freedom and maybe learn about what was behind the wall.
Listens to Wind is a fierce fighter who has a tendency to jump on top of his foes and use his fists as his weapons. He has never seen a city before and the city of Cauldron is fascinating. Basic things like finding food in a city are mesmerizing to him. So far he has learned about trading money for objects that he wants, although he likes the silver coins more than the gold, he has learned about doors and locks and has met several new friends who gave him fine weapons and armor to wear and let him kill orcs with them. There have been a few bumps in the road like discovering a “hangover” from alcohol and having to wear “clothes” but he intends to learn more of the fascinating things in the city and especially where his tribe is because right now he has no idea where he came from.
