Walker

### Attire

They wear a billowy, open, white, long-sleeved shirt, leather pants with open sides held together with a zigzag of cording, and tall, black leather boots. They wear snake spine earrings and several necklaces of bone, amber, and bronze.

**Walker** is an orc Circle of the Storm druid, and one of the main protagonists of Campaign 3. They are played by Brody.

They are a force of nature boasting powerful elemental magics, focusing on the cold, wind, water, and earth but also practice some darker magics. They are joined by their gale spirit hawk, Hikiki.

During the events of Campaign 3, Walker stumbled into Echo and Callum while resting, and currently travels alongside them.

## Description

### Appearance

Walker is short for an orc at 5'8". Their build is stocky but lithe. They wear their black hair in a wavy wolfcut. They have tusks, a pear-to-teal complexion, a flat nose, and subtle tiger stripes. They have several tattoos across their body, including: a stylized plesiosaur on their sternum, fins under their breasts and neck reaching up to their throat; a shining eye on their nape; a slithering black snake on their left leg, starting on their butt with its open mouth on their ankle; twisting wildflowers and vines on their right leg; shark jaws on their left elbow; hand and finger bones on the back of their left hand; and a morning sun breaking through a thunderstorm on their right shoulder.

### Personality

Walker is playing it safe and keeping things close to the chest. They haven't shared much about where they have come from or why they left. When meeting Astryd, they were openly very flirtatious with her. They have no qualms with taking what they need, instantly going to Astryd's pantry and taking food and booze, and stealing any books they find. During and after the Prism Break, Walker revealed they were once a pirate and their family was the reason they were. They also shared how the Fluxx was unkind to them. After fishing near the Den of Thorns, they returned home to Awaiki to find it ablaze.

## Relationships

### Astryd Ansirah

Walker is very greatful for Astryd's help and hospitality. They have grown to respect the paladin for being so caring.

### Callum Zidane

Walker doesn't fully trust Callum mostly for Ego-Callum. They are quite terrified of Ego, especially after learning it has potential ties to the Demon Joy, and don't believe that he has as much control over it as he says he does. They openly admit this to his face. Walker found comfort in knowing that Callum came from humble beginnings like themself, and felt betrayed to learn he is "cosplaying" as a lowborn and was actually born a noble. However, they find his friendly goofball nature to bring a nice balance to the party.

### Cori Burrows

Walker is still searching for reasons to trust Cori entirely, but they see the overwhelming desire to do good in her and trust her for that. They also see a naiveté in her that they are trying to break her out of.

### Echo

Walker was initially unnerved by Echo's construction but is getting used to it. They don't trust her with information about their past because of her lack of remorse for brutality and ignorance of common issues. They hated being referred to as a "lowborn" by her. During the Prism Break, they were fully against her idea of releasing the prisoners but went along with it and ended up helping free every last inmate. When Callum's antler necklace was stolen, they were immediately suspicious of her. Walker consistently pushes back against Echo's arrogance and belief that she is the "most beautiful woman in the world." They are extremely wary of her after learning that she has close ties to the Demon Vanity.

### Mānea

Walker hasn't shown much of their feelings about their uncle, but they do respectfully fear his power.

### Nuku

Walker figured that Nuku would be chasing after them when they left the Long Talon. Even though they are terrified to face her in Kuzubiro, they also crave the conflict, wanting to prove that they are powerful and wanting to fight back against the atrocities of the Long Talon.

## Character Information

### Proficiencies

* **Skills:** Survival, Investigation, Animal Handling, Stealth
* **Tools:** Thieves' tools, herbalism kit

### Original Spells

* **Siphon Ichor.** 1 action, 30 feet, 1 minute. You curse a creature within range with a necrotic energy that drinks their life force. The target must succeed on a Constitution saving throw or be inflicted with the curse. Constructs, elementals, and undead automatically succeed on this saving throw. A cursed creature can repeat this saving throw at the end of each of their turns. Thrice per round when the cursed creature takes damage, the creature that dealt the damage can use their Reaction to transfer that life energy to themselves or a creature within 5 feet of themselves. The creature that receives the life energy regains 1d6 + your Spellcasting ability modifier hit points. A remove curse cast on the target ends this spell early.

### Spells

* Cantrips
	+ Ray of Frost
	+ Shape Water
	+ Druidcraft
	+ Sapping Sting
* 1st-level
	+ Ice Knife (Circle Spell, always prepared)
	+ Faerie Fire (Circle Spell, always prepared)
	+ Absorb Elements
	+ Bane
	+ Earth Tremor
	+ Entangle
	+ Comprehend Languages
	+ Expeditious Retreat
	+ Fog Cloud
* 2nd-level
	+ Binding Ice (Circle Spell, always prepared)
	+ Gale-Force Wind (Circle Spell, always prepared)
	+ Blindness/Deafness
	+ Siphon Ichor
	+ Suggestion
	+ Ray of Enfeeblement
* 3rd-level
	+ Sleet Storm (Circle Spell, always prepared)
	+ Water Walk (Circle Spell, always prepared)
	+ Fly
	+ Gaseous Form
	+ Revivify
	+ Slow
	+ Tidal Wave
	+ Vampiric Touch

### Class Abilities

* Druidic
* Wildshape
* Summon Gale Spirit (Hikiki)
	+ Hailstones
	+ Icy Teleportation
* Feat: Resilient (Constitution)
* Enhanced Bond

### Other Abilities

* Adrenal Rush
* Darkvision (60ft.)
* Relentless Endurance
* Powerful Build
* Wayfinder

### Notable Items

* Spell Tome
* Silver Sickle (1d6)
* Bag of Holding
* Orb of Time
* Gyroscopic Core
* Automaton Head
* ~~Arcane Grimoire +3~~ (Given to Gaelin)

## Combat Role

Walker takes on the party's debuff support/healer/scout role. As the only member of the party that is able to cast healing spells, and also being able to craft healing potions with their herbalism kit, they are party's healer by default. The rest of their spell list is built around applying debuffs to their enemies. *Ray of frost, sapping sting, entangle, binding ice,* *gale-force wind,* and *slow* all effect enemy movement. *Bane* and *blindness/deafness* weaken enemies. They can also directly support their allies with *comprehend languages* and Hikiki's Icy Teleportation. Their proficiency in thieves' tools, decent dexterity, 35 foot movement speed and Adrenal Surge dash, and Wayfinder ability allows them to take up the party's rogue/scout role.

## Quotes

* Walker: "I don't need this *heat.*"
* Echo: "From what you said, it sounds like you already have the heat*."*
* Walker: "*No*. I really don't. I'm *chilling*."

* Walker: "Can you make people forget their potty training?"
* Zari: ":) I like you."

* "Owwwwww! Owwwwwwwwwww!!!" (Walker after getting cut down to 3hp in one turn)

## Trivia

* Hikiki comes from the Hawaiian word *hikikiʻi* meaning "slanting rain."
* Hakupehe means "to walk unsteadily" in Hawaiian.