Gwarryn Byrsodepsis


NG Medium humanoid
Init +1 ; Senses Perception +12

AC 15, touch 11, flat-footed 14 (+2 armor, +2 shield, +1 dex)
hp 33 (3d8+6)
Fort +6, Ref +3, Will +8

Spd 30 ft./x4
Melee Quarterstaff +3 1d6+1 20/x3
Melee Spear +3 1d8+1 20/x3
Melee Dagger, melee +3 1d4+1 19-20/x2
Ranged Dart +3 1d4+1 20/x2
Ranged Dagger, thrown +3 1d4+1 19-20/x2

Str 12, Dex 12, Con 15, Int 15, Wis 18, Cha 14
Base Atk +2, Cmb +3, Cmd +14
Feats Alertness (PFCR 117), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Combat Casting (PFCR 119), Self-sufficient (PFCR 133), Shield Proficiency (PFCR 133)
Skills Diplomacy +5, Handle Animal +8, Heal +12, Knowledge (nature) +10, Perception +12, Profession (furrier) +8, Sense Motive +10, Spellcraft +8, Survival +14
Languages Common, Druidic, Dwarven, Halfling, Sylvan
Combat Gear Quarterstaff, Spear, Dagger, Dart, Leather, Shield, heavy wooden
Other Gear 2 Potions of CLW (Caster Level 1), Scroll of CLW, Pearl of Power, Level 1, Cloak of Resistance +1, 50’ black silk rope, Pack full of clothes, Writing supplies, Food, Outdoor supplies, Map of Beryl, 94 gold, Angel’s Tear (pouch on leather thong around neck), Armor & Shield, Weapons
Class Abilities
FORBIDDEN SPELL ALIGNMENT – Spells with the Evil descriptor are forbidden by your alignment. (PFCR 41, 49)
DRUID BONUS LANGUAGES – A Druid automatically knows Druidic, and may choose Sylvan as a bonus language. (PFCR 50)
DRUID ORISONS – Druids can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. 3 at 1st level, or 4 at any subsequent level. Orisons are treated like any other spell cast by the cleric in terms of duration and other variables based on level. Orisons cannot be channeled through spontaneous casting. (PFCR 49)
DRUID SPELLS – A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier. (PFCR 49)
DRUID SPONTANEOUS CASTING – A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. (PFCR 49)
DRUID WEAPONS AND ARMOR – Weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Armor: light and medium armor (but no metal armor); shields (except tower shields) but must use only wooden ones. Prohibited armor or shields render the druid unable to cast druid spells or use supernatural or spell-like class abilities 24 hours. (PFCR 49)
NATURE BOND (Animal Companion – Wolf) – You have chosen an animal companion. The Wolf is detailed in PFCR 54. (PFCR 50)
NATURE SENSE – A druid gains a +2 bonus on Knowledge (nature) and Survival checks. (PFCR 50)
TRACKLESS STEP – You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired. (PFCR 51)
DRUID WOODLAND STRIDE – You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you. (PFCR 51)
• Titanite Society (Society) – Member of the Titanite Society. Bonus language: Halfling; +5 to Appraising minerals and gemstones; +4 to Diplomacy with other Society members; +1 to Knowledge (History) and Knowledge (Religion), and they are always considered Class Skills; +1 to Diplomacy and Sense Motive. (Custom)

AC 17 BAB 3 DAM D6+2 HD 3 HP 30 SV: Fort 5 Ref 5 Will 2: Feat: Trip, Combat Expertise, Evasion Tricks: Attack, Down, Guard: Skills:

As the eldest of five siblings, Gwarryn was never concerned with riches, adventuring, or being a hero- he was much more concerned with taking over the family tanning and butcher shop business. Using the money from the shop to help put his younger siblings through various apprenticeships, Gwarryn still managed to find the time to gain an education of his own. Six months ago, he had a strange vision or dream (hes not sure which) The next day, he found he had in his head much knowledge of nature and the wild world- and he had a new friend. Sitting outside his door was a young male wolf, that Gwarryn knew from his dream was named Drust. Explaining to his father that he needed some time away from home, and from the shop, Gwarryn and Drust ventured into the forest, where Gwarryn met with an elderly woman named Hezannah. What followed was two months of intense training and learning, as Gwarryn began to learn about his strange new powers and abilities, and began to attune himself to the natural world. Hezannah impressed upon Gwarryn that his calling was special, and that he needed to do something special with his life, so as not to have wasted the Earth Mother’s gift. Coincidentally (or not) his youngest brother, Jason, recently graduated from his trainig at the Temple of Apollo, told Gwarryn of a semi secret group known as the Titanite society, who might have interest in his knowledge and skills. Intrigued, Gwarryn followed Jason to the meeting, and accounted himself well. Gwarryn is now travelling with Jason and other members of the society, on “some damn fool mission or another”

Gwarryn is still very uncomfortable in combat- he simply doesnt have anything more than the most basic training. He is cautious, and very protective, especially of women, and of Jason, whom he views as his overanxious little brother. Gwarryn is also not yet comfortable with his divine powers, although he is learning more and more about what he can do with them every day. He is very interested in helping the Society, he just isnt sure how he can best do that. Gwarryn is very analytical, quick minded, and verbally quick on his feet. He is also very good at ascertaining a persons mood, honesty, and general feelings, all skills that helped him while running the family business.

Gwarryn Byrsodepsis

A testament to change (a failure of fate) Falchen Falchen