A dirty, smelly, granola crunching hippie of a druid with a destiny


Brandis Quinnson

Human Paragon (3) / Druid (3)

Hit Dice: 6d8+7 (55 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 14 (+1 Dex, +3 Leather Armor +1)
Attacks: Quarterstaff +4 melee; or Masterwork Composite Longbow +11 ranged
Damage: Quarterstaff 1d6; or Masterwork Composite Longbow 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Abilities: Nature Bond (Luck Domain), Nature Sense, Wild Empathy, Woodland Stride, Bit of Luck, True Strike, Trackless Step
Saves: Fort +5, Ref +3, Will +12
Abilities: Str 10, Dex 12, Con 12, Int 16, Wis 22, Cha 9
Skills: Craft (Bowmaking) +12, Heal +15, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +7, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Nature) +14, Perception +15, Ride +8, Sense Motive +14, Stealth +5, Survival +21
Feats: Weapon Proficiency (Composite Longbow), Weapon Proficiency (Druid), Armor Proficiency (Light & Medium), Skill Focus (Survival), Child of Winter, Weapon Proficiency (Simple), Skill Focus (Arcane), Self Sufficient, Zen Archery, Heroic Spirit

Climate/Terrain: Any forest, hill, underground, slums, dungeon, brothel, tavern, ditch, sewer
Organization: With any group he can mooch off of or will advance his destiny to see the coming winter.
Challenge Rating: 6
Treasure: Poor
Alignment: Chaotic Neutral
Advancement: By characte class

Brandis has an innate talent in the druidic arts and as a survivalist but lacks the motivation to develop it. In general, he lacks any real motivation or discipline and rarely finishes what he starts. His nature is generally very wild and laissez faire. He is quite adept at living in the wilderness for extended periods of time but is generally unable to function in civilization due to the order and discipline it requires. For example, his stays in civilization usually involve an excess of booze followed by preaching of the coming fall of civilization.

Brandis is also a mooch. If they party showed him any generosity, he will likely leach off of the group as much as he can for as long as he can and often overstay his welcome. However, he knows how to walk the line and not overstep his bounds. He will also utilize his skills to help the group if they ask, but only if they ask.


Brandis prefers to avoid the fray, opting to attack from a distance using his masterwork composite longbow. When necessary, he will use his druidic magic to control the situation on the battlefield but is generally fairly conservative with his magical powers. He tends to choose area of affect spells or spells that buffer his comrades over direct attack spells. He rarely casts summons simply because most animals, like most creatures in general, simply ignore him.


Brandis won’t talk too much about his life proir to falling in with the Children of Winter. He joined them as an adolescent and learned their ways over the course of a decade. He will tell you that in his youth, their message of death and a coming fall of civilization appealed to him. However, he did not care for their proactive methods to help about this end of days nor their zeal to ensure their prophecies come true. Thus, he left the Children of Winter and spent the next few years drifting, living off the land, and assisting groups he would run into until they asked him to move on.


Echoes of Prophecy edret