Gregor Runarm

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Character Notes[edit]

Name and Race: Gregor Runarm, Male Human (Demi-celestial)

Level: 20

Classes: Scout1/Barbarian(hunter)1/Ranger 18

Exp: 195 001

Alignment: Neutral Good

Background:

Gregor's father had once been the proud leader of a hardy township of trappers and mountainfolk, high and apart on the side of mountains at the eastern edge of the kingdom. A decade more and Gregor might have rightly inherited a proper title, if a small one, his life one of responsibility and forethought. Such was not meant to be. When he was but a small boy the township was attacked by raiders and creatures pressed into their employ from the North, the people scattered and Gregor's father killed. Raised by his father's truest friend, he grew ise in the ways of the wilderness and battle lore. However, his spirit was ever restless, and he travelled to more civilised lands in search of…something. During his earliest years, he fell into company with a young Mage, a newly consecrated priest of Pelor the Sun and a somewhat ragged half-orc. They travelled together having adventures and righting wrong, while inside, Gregor still sought answers for his restless nature. After trying many different approaches, he finally found peace in the teachings of the Order and tradition of the rangers. After years of many adventures, he found himself with even more power and responsibility than had been denied him by the events of his youth. More mellowed now with age, the cocksure recklessness of youth still stirs beneath the surface and is held at bay through frequent hunts and hands-on work in the running of the town. Recently, the god Vatun granted Gregor and his friends a boon as a result of their part in his rescue. He has had his celestial aspect awakened and functions now as a Demi-celestial.

Base Statistics[edit]

HD: HD: 19d8+114(ranger/scout), 1d12+6(Barbarian,Hunter)

Hit points: 304 (394 with belt)

Initiative: 18 +11/+13belt/+18shard

Speed: 40/80 flying(good maneuver)

Characteristics

  • STR 24/+7(30/+10)[Base 15 -1 age, +1 level +4DC, +5 book, +6 belt]
  • DEX 24/+7(30/+10)[Base 15 -1 age, +3 level, +2DC, +5 book, +6 belt,]
  • CON 22/+6(28/+9) [Base 14 -1 age, +4DC, +5 book, +6 belt]
  • INT 16/+3(22/+6) [Base 13 +1 age, +2DC, +6 belt]
  • WIS 18/+4(24/+7) [Base 13 +1 age, +4DC, +6 belt]
  • CHA 20/+5(26/+8) [Base 14 +1 age, +1 level, +4DC, +6 belt]

Saves: [all +5 vest,+1 with Loper in hand]

  • Fortitude
  • Reflex
  • Willpower

Attacks:

  • +26[29] base melee
  • +26[29] base ranged

Combat Related[edit]

AC:

  • 47/51 (Flatfooted:37 - Touch:27, +4 when moving 10' or more)
  • [+5 Mithral Chainmail,+5 Vest Nat armour, +5 Ring Prot, +10 Dex, +1 insight f'Loper]
  • +1 Natural Armour (innate)
  • +5 Buckler Hvy fortification [Improved buckler use]

Full Attacks and Defences [edit]

[u.c.] AC

  • 45/37/22[+4 Nat Armour in Dragonform:considered racial] If fighting TW with Loper & Shard
  • +4 if moving 10'

Attacks

+2 Darkwood Longbow, composite (+2 Str Bonus):Dam(1d8+5+1d6 frost+2 Dam w' EW arrows)

  • +29/24/19/14


Combinations - (TWU -2 to hit): +3 Sword (Shard) & +3 Vorpal Axe (Loper) or reversed.

  • +26[28]/21[23]/16[18]/11[13] and +26[28]/21[23]/16[18]-[only] for arcane casters.
  • (1d8+11 for prime, 1d8+7 for off)

Notes on melee

  • Arcanists/Giants/Monstrous Humanoids/Outsiders (Evil):+8 dam. Magical Beasts +6 dam (+4 Dam all favored enemies[Shard])
  • +4 to hit and damage with all attacks in Dragonform.
  • +5d6 skirmish (move 10')
  • +2/2d6 Arcane caster/Invoker[Shard]
  • Impedes Spells/SLA 1d6 rounds (DC 15 +SL)[Shard]
  • Natural 20 severs head/limb [Loper]


Current Stats & Buffs[edit]

Abilities[edit]

Innate[edit]

  • A half-celestial has feathered wings and can fly at twice the base creature’s base land speed (good maneuverability)
  • Natural armor improves by +1
  • Darkvision out to 60 feet.
  • Immunity to disease.
  • Resistance to acid 10, cold 10, and electricity 10.
  • Damage reduction:10/magic
  • Natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
  • Spell resistance equal to creature’s HD + 10 (29).
  • +4 racial bonus on Fortitude saves against poison.

Skills:[edit]

All skills +5[Headband]

  • Speak Language: Common,Orc,Goblin,Draconic,Celestial,Giant,elf, dwarf.
  • Climb 23/8 (Str+10) [AC]
  • Jump 30/12 (Str+10)[AC][5m]+2s +4 move
  • Swim (Str +10)18/3


  • Escape Artist 31/1 (Dex+10) [15m]
  • Hide 52/22(Dex+10) [AC][15m]
  • Move Silently 52/22 (Dex+10) [AC][15m]
  • Ride 27/5 (Dex+10) +2s


  • Kn (Arcana) 12/1 (Int+6)
  • Kn (Dungeoneering) 22/11 (Int+6)
  • Kn (Geography)22/11 (Int+6)
  • Kn (Nature) 24/11 (Int+6) +2s
  • Kn (Local) 14/3 (Int+6)
  • Kn (The Planes)12/1 (Int+6)
  • Kn (Nob & Royalty) 12/1 (Int+6)
  • Search 33/22 (Int+6)


  • Listen 34/23 (Wis+7) [FE]
  • Sense Motive 18/4 (Wis+7) [FE]+2s
  • Heal 15/3 (Wis+7)
  • Spot 39/22 (Wis+7) [FE][5m]
  • Survival 37/23 (Wis+7) [FE]+2s


  • Bluff 14/1[2] (Cha+8) [FE]
  • Diplomacy 29/10[20] (Cha+8) +6s
  • Gather Information 16/1[2] (Cha+8)+2s
  • Handle Animal 23/10(Cha+8)
  • Intimidate 16/1 (Cha+8) +2s

Feats:[edit]

  • Armor Proficiency: light, medium.
  • Shield Proficiency
  • Simple, Martial Weapon Proficiency
  • Track
  • Endurance
  • Two-Weapon Fighting - Improved TWF - Greater TWF(3 atts OH; base/-5/-10)
  • Swift Hunter: 19th lvl for Skirmish & Fav Enemies, may skirmish all favoured enemies even if immune to crits.
  • Leadership (Cohort Level 15th)
  • Quick Reconnoiter
  • Oversized two weapon use.
  • Improved initiative
  • Dark Stalker
  • Fly-By Attack
  • Improved buckler use

Scout Abilities:[edit]

  • Skirmish (+5d6, +4AC, must move 10’)
  • Trapfinding

Barbarian Hunter Abilities:[edit]

  • Fast movement +10’
  • Favored Enemy


Ranger Abilities:[edit]

  • Wild Empathy (+20)
  • Alternate class feature: Distracting attack. All successful hits make foe flanked for allies until ally strikes or next turn.
  • Woodland Stride
  • Swift Tracker
  • Evasion
  • Camouflage
  • Hide in plain sight

Favored Enemies:[edit]

  • Arcanists (+4) ACF: Arcane Hunter.
  • Magical Beasts (+2)
  • Giants (+4)
  • Monstrous Humanoids (+4)
  • Outsiders (Evil) (+4)

Spells Prepared (Ranger):[edit]

As 18th level Ranger

  • Spells 1st 3[5] , 2nd 2[5], 3rd 2[4], 4th 1[2]
  • 1st -
  • 2nd -
  • 3rd -
  • 4th -

Possessions:[edit]

Magic items by location[edit]

  • Head: Headband of all skills (+5) 32k

Face: Goggles of true seeing (?)

  • Throat: Gregors little treasure. Amulet of Mind Blank & Secret Chest, [110k mind blank, ? secret chest] w’ retributive amulet [56k BoED p116]and adaptation [?]
  • Body: Armour of the Eladrin +5 Mithril chain: [As Celestial armour, 22.4k , with Mithral and +2 [19k+4k],Shadow(Gr),Silent Moves(Gr) [+100.125k.]
  • Torso: Daazix’s Vest,[+5 Spell resistance][25k, DMGII p267] w’ Natural Armour +5 [50k] and Resistance [25k]+5. [+25k]
  • Arms: Bracers of Archery, Greater (+2comp B Atts/+1 Dam)[25k] with Strongarm bracers [6k+3k MIC p139]
  • Hands: Ghost gauntlet,gives ghost touch special ability, can turn parts incorporeal +5 disable device/open locks, Teleport object 1/day to ethereal plane.[68.8k, DMGII p262], Casting glove [25k, DMGII p266]Stores one item up to 20 lbs, can use potions, wands, rods and staves stored.
  • Waist: Belt of magnificence (+6 all atts) 200k [Min H p42]
  • Feet: Boots of Striding and Springing
  • Rings: Sequestering 300k [ELH p136], Ring of the Gold Wyrm w fire resistance 30.[? around 98k, I think]

(ring of True guise in pouch on belt).


Weapons:

  • Shard +4 Hunting, Magebane, Transmuting, Warning Shortsword [200k]
  • Loper +3 Vorpal Parrying(+1 Insight bonus AC,STs) Battleaxe
  • Dagger +4 Thinaun.
  • Quiver of Ehlonna [8k]

Contains:

  • Bow of the Solars 100.1k [BoED p114]
  • +3 books of wondrous stat increase +5 [ 412.5k]

Spent 1.823 million gp. I need a couple of price checks, but I’ll chase them up at your leisure. The gold wyrm ring I can find a definite cost for, but the Amulet I’m not sure on. Edit: the ring of the white wyrm [which this ring is based on] costs 64k. If that is the same, I'll add +5 Protection and cover the difference. Explorer`s outfit; Noble`s outfit (As needed); Bedroll; Blanket, winter; Bottle, wine, glass; Chalk, 1 piece; Fishhook; Fishing Tackle; Flint and steel; Knucklebones; Rope, hemp (50 ft.); Signet ring, gold; Tarp; Waterskin (full); Whetstone.

  • Goods: 7,156 gp, 2 sp, 2 cp*

Notes:[edit]

The Shard of Anstruth.[edit]

+3 Hunting Impedance Magebane Transmuting Warning Longsword

Anstruth was a Half Celestial Ranger of great power, who was enraptured by and became a champion of Elysium, roaming its wide spaces and hunting those who came to destroy and plunder. He carried always his favoured weapon, a rare shard of Holy Elysium crystal (said to be the collected tears of those who mourned the slain) in the form of a blade, granted to him by Planetar Eshavrin in honor of his courage. It was imbued with great magics designed to aid him on his journeys and combat the enemies of Elysium. He fell in battle against a powerful raiding force from the material plane, and his blade was carried there centuries ago. Since then, it has passed through the hands of many, and has been a minor legend amongst the Orders of Rangers, but was lost to history when Jhered the Ready disappeared on a mission to slay a Great White Wyrm in the mountains over a century ago

The Shard is not a forged blade, though it acts as one. It bears the appearance of a jagged streak of silvered metal, vaguely crystalline in structure.

Ring of the Gold Wyrm[edit]

Cut from the Fang-tooth of an Ancient gold dragon, the ring grants the following powers -

  • Speak and Understand Draconic
  • Fire resistance 30 (Originally 10 - enhanced by Mordenkainen)
  • Water breathing (continuous)
  • Luck bonus: as Luckstone, 10' radius, 1/day for 12 hours
  • Foresight 1/day CL19
  • Draconic Transformation (1 hour/day, full round action, provokes AoO), +4 Natural armour,Bite/claw att as Half-dragon, Breath weapon 3d6 fire once per trans, +8 Str +2 Con +2 Int +2 Cha (all racial and add to other racial), Immune to fire, .


Quick Reconnoiter - Free action for Spot/Listen Checks, +2 Initiative in area that was reconnoitered.