Gregor Runarm

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3-5_Against_the_Giants_Campaign

Character Notes

Name and Race: Gregor Runarm, Male Human

Class: Scout 4,Barbarian 1,Cloistered cleric 1,Prestige Ranger 12

Exp: 163 798

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 wise 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.

Base Statistics

HD: HD: 16d8+34(ranger/scout), 1d12+2(Barbarian,Hunter), 1d6+2(C.Cleric)

Hitpoints: 184

Initiative: +9/+11 (+14/16 w'Shard)

Speed: 60 (70 boots)

Characteristics

  • STR 15(+2)(21/+5)
  • DEX 16(+3)(18/+4)
  • CON 14(+2)
  • INT 14(+2)
  • WIS 14(+2)
  • CHA 16(+3)

Combat Related

AC:

  • 30/34 (Flatfooted:26 Touch:19)(+4 when moving 10' or more)
  • [+5 Studded Leather,+4 Amulet Nat armour, +5 Ring Prot, +4 Dex]

Attacks:

  • +21/16/11/6 base melee
  • +20/15/10/5 base ranged

Saves: [all +3 Cloak,+1 with Loper in hand]

  • Fortitude +14[18]
  • Reflex +12[16]
  • Willpower +9[13]

Current Stats & Buffs

Defences

  • AC - 32/27/20 If fighting TW with Loper & Harver or Loper & Shard

Attacks

+2 Darkwood Longbow, composite (+2 Str Bonus):Dam(1d8+3+1d6 frost)

  • +22/17/12/7 or +20/+15/+10/+5/+20 with Rapid Shot
  • +1 close range (30')
  • +2 Dam w' EW arrows

Combinations - (TWU) +3 Holy Sword (Shard) & +3 Vorpal Axe or reversed.

  • +22/17/12/7 and +22/17/12
  • (1d8+8 for prime, 1d8+5 for off)

+3 Vorpal Axe/Holy Sword & +4 Intelligent Handaxe:(1d8+8 for Sword/Axe, 1d6+6 for Axe)

  • +22/17/12/7 and +23/+18/+13 TWU


Saves: [all +1 with Loper in hand]

  • Fortitude
  • Reflex
  • Willpower


Skill,etc buffs

Abilities

Skills:

  • Bluff 5 (Cha+3) [FE]
  • Climb 10/13 (Str+2/5) [AC]
  • Diplomacy 18 (Cha+3) +6s
  • Escape Artist 19/20 (Dex+3/4) [15m]
  • Gather Information 6 (Cha+3) +2s
  • Handle Animal 20 (Cha+3)
  • Heal 5 (Wis+2)
  • Hide 23/38(Dex+3/4) [AC][15m]
  • Intimidate 5 (Cha+3) +2s
  • Jump 11/14 (Str+2/5)[AC] +2s
  • Kn (Arcana) 3 (Int+2)
  • Kn (Dungeoneering) 5 (Int+2)
  • Kn (Nature) 7 (Int+2) +2s
  • Kn (Local) 5 (Int+2)
  • Kn (Nob & Royalty) 5 (Int+2)
  • Listen 22 (Wis+2) [FE]
  • Move Silently 23/38 (Dex+3/4) [AC]
  • Ride 10/11 (Dex+3/4) +2s
  • Search 21 (Int+2)
  • Sense Motive 10 (Wis+2) [FE] +2s
  • Speak Language: Common,Orc,Goblin,Draconic,Celestial,Giant.
  • Spot 21 (Wis+2) [FE]
  • Survival 20/22 (Wis+2) [FE] +2s

Feats:

  • Armor Proficiency: light,medium.
  • Shield Proficiency
  • Simple, Martial Weapon Proficiency
  • Track
  • Endurance
  • Swift Hunter
  • Iron Will(+2 Will st)
  • Leadership (Cohort Level 14th)
  • Quick Reconnoiter
  • Two-Weapon Fighting - Improved TWF - Greater TWF(3 atts OH; base/-5/-10)
  • Oversized two weapon use.
  • Improved initiative
  • Dark Stalker

Scout Abilities:

  • Skirmish (+5d6, +4AC, must move 10’)
  • Fast move +10’
  • Battle Fortitude +1
  • Trackless step
  • Trapfinding
  • Uncanny dodge

Barbarian Hunter Abilities:

  • Fast movement +10’
  • Favoured Enemy

Cloistered Cleric Abilities:

  • Domains: Knowledge, Celerity, Animal. Gregor has an ethos, not a god.
  • Turn Undead (6 times/Day)
  • Spontaneous Casting (healing)
  • Spells 0-6, 1st 5+1, 2nd 4+1, 3rd 2+1, 4th 1+1.
  • Domain powers: Spk w/ animals 1/day, divination spells +1 CL, +10’ movement

Ranger Abilities:

  • Wild Empathy (+17)
  • Alternate class feature: Distracting attack.
  • Woodland Stride
  • Swift Tracker
  • Evasion
  • Camoflague


Favored Enemies:

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

Spells Prepared (Cleric):

  • Spells 0-6, 1st 5+1, 2nd 4+1, 3rd 2+1, 4th 1+1
  • 0th -
  • 1st - Prot f'evil x 3, divine favour x 2
  • 2nd - Shield other, Resist energy x 3,[cats grace]
  • 3rd - Prot from energy x2 [dominate animal]
  • 4th - Freedom of movement [haste]

In ring of spell storing:(5 levels)

  • shield other
  • expeditious retreat
  • cats grace

Possessions:

Weapons:

  • Shard +3 Hunting,Impedance, Magebane, Transmuting, Warning Longsword
  • Harver the +4 Intelligent Handaxe
  • Loper +3 Vorpal Parrying(+1 Insight bonus AC,STs) Battleaxe
  • Pact +3 Holy Longsword.
  • Dagger +4 Thinaun.

Armor and Worn:

  • +5 Studded Leather: Slick(Gr),Shadow(Gr),Silent Moves(Gr).
  • Belt of Giant Strength +6
  • Ring: Protection +5
  • Amulet of Natural Armour +4
  • Cloak of Resistance+3
  • Ring of Mind Shielding
  • Boots of Striding and Springing
  • Goggles of Night
  • Ring: Climbing[on chain around neck]
  • Bracers of Archery, Greater (+2comp B Atts/+1 Dam)
  • Helm of Comp Lang & Read Magic
  • Elemental Gems (air and earth)

-Quiver of Ehlonna-

Contains:

  • Bow
  • 50 +2 arrows (Exit Wound)

-In Heward's Handy Haversack-

  • Mask of Deception[must remove goggles to use]
  • Bag of Tricks, Tan
  • Murlynd`s Spoon
  • Scr: Pass without Trace X 3
  • Potions of cure light wounds.x 1,Good hope x 1, Nondetection x1,Circle against Evil x 1,Fly x 1,CSW x1,Restoration, Lesser x2
  • Crystal Ball
  • Restorative Ointment (1c)

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: 27,156 gp, 2 sp, 2 cp*


Notes:

The Shard of Anstruth.

+3 Holy Hunting 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.

Harver - The +4 Intelligent Handaxe Sheds light, is Lawful Good, Int 13, Wis 10, Cha 13, Ego 7, Empathy, Vision (60 ft.) and hearing, Diplomacy 10 ranks, Knowledge (architecture and engineering) 10 ranks). It was created as a gift to a dwarven scout by a powerful wizard, and sees itself as a champion's weapon, often feeling the desire to help those being treated unjustly and encouraging rash action. It is also rather interested in dwarven architecture, fascinated by the works of it's "people," and an intense dislike of the undead as they are not only unholy but killed its original owner.


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