Difference between revisions of "Gregor Runarm"

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(current version missing a lot of stuff)
(because im an idiot who didnt check what a Disjunction does.)
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''Weapons:''  
 
''Weapons:''  
 
*Harver the +4 Intelligent Handaxe
 
*Harver the +4 Intelligent Handaxe
*Longarm +2 Darkwood Longbow, composite ( +2 Str Bonus): Frost, Seeking; *Arrows (50)
+
*
 
*Pact +3 Longsword: Holy.
 
*Pact +3 Longsword: Holy.
  
 
'''Armor and Worn:'''
 
'''Armor and Worn:'''
  *+3 Leather: Shadow, Improved, Silent Moves, Greater.
+
   
  *Belt of Giant Strength +4;
+
  *
  *Ring: Protection +4;
+
  *
  *Boots of Striding and Springing;
+
  *
  *Quiver of Ehlonna (Containts bow and 50 arrows, Rod of T&L);
+
  *(Containts bow and 50 arrows, Rod of T&L);
 
  *Goggles of Night;
 
  *Goggles of Night;
 
  *Ring: Climbing;
 
  *Ring: Climbing;
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  *Helm of Comp Lang & Read Magic
 
  *Helm of Comp Lang & Read Magic
 
  *Rod of Thunder and Lightning  
 
  *Rod of Thunder and Lightning  
  *Elemental Gems (1 of each)
+
  *Elemental Gems (air and earth)
  *Scr: Pass without Trace X 3
+
  *Scr: Pass without Trace X 2
  *Potions of cure light wounds.x 1
+
  *
 
  *Crystal Ball
 
  *Crystal Ball
  *Restorative Ointment (1c)
+
  *
  
 
''Goods:'' 27,156 gp, 2 sp, 2 cp
 
''Goods:'' 27,156 gp, 2 sp, 2 cp

Revision as of 10:12, 22 November 2006

3-5_Against_the_Giants_Campaign

Name and Race: Gregor Runarm, Male Human

Class: Ranger (Complete Warrior/No Spells) 11/ Urban Ranger 6

Exp: 146 000

Alignment: Neutral Good

Background:

  • Gregor Runarm - Lawful Good - Human - Ranger/Ranger (Urban)

Gregor's father had once been the proud leader of a hardy township, high and apart on the side of mountains at the eastern edge of the kingdom. A decade more and Gergor 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 in the Order and tradition of the rangers, he had many adventures before finding 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.


HD: 11d8+22(Ranger (CW)), 6d8+10(Ranger, Urban)

Hitpoints: 170

Initiative: +3/+5

Speed: 50


  • STR 19(+4)(23/+6)
  • DEX 16(+3)
  • CON 14(+3)
  • INT 13(+1)
  • WIS 14(+2)
  • CHA 16(+3)


AC: 26 (Flatfooted:23 Touch:17)


Attacks:

  • +23/18/13/8 base melee(+2belt)
  • +20/15/10/5 base ranged

+2 Darkwood Longbow, composite (+2 Str Bonus): +25/20/15/10 or +23/+18/+13/+8/+23 with Rapid Shot (1d8+5+1d6)

+3 Longsword & +4 Intelligent Handaxe: +25/20/15/10//+25/+20 (1d8+9 for Sword, 1d6+10 for Axe)


Saves:

  • Fortitude +14/18
  • Reflex +15/19
  • Willpower +9/13


Skills: Climb +18, Diplomacy +12, Gather Information +6, Handle Animal +20, Heal +6, Hide +24, Jump +16, Knowledge (Nature) +4, Knowledge (Nobility and Royalty) +2, Listen +16, Move Silently +32, Ride +5, Search +5, Sense Motive +17, Spot +20, Survival +21, Swim +13, Use Rope +6.


Feats:

  • Armor Proficiency: light, medium
  • Combat Expertise (-5 Att/+5 AC)
  • Endurance - Diehard
  • Evasion
  • Improved Precise Shot - Manyshot - Rapid Shot
  • Iron Will(+2Will st)
  • Leadership
  • Quick Reconnoiter
  • Shield Proficiency
  • Simple Weapon Proficiency
  • Track
  • Two-Weapon Defense (+1/+2 AC)
  • Two-Weapon Fighting - Improved TWF (2 atts OH; base/-5)
  • Urban Tracking
  • Weapon Focus: Longbow (+1Att)
  • Weapon Focus: Longsword.(+1Att)


Favored Enemies:

  • Animals (+4)
  • Magical Beasts (+4)
  • Giants (+4)
  • Monstrous Humanoids (+4)
  • Undead (+2)


Ranger Abilities:

  • Nature's Blessing (1/day: +4 con,dex or wis. 1 min/lvl)
  • Wild Empathy (+15)
  • Woodland Stride
  • Swift Tracker
  • Move: +10
  • +1 on Saves vs. Paralysis and Sleep effects (?)


Spells Prepared (UrbRgr ):

  • 2 x 1st - Arrow mind, Hunters Mercy.

Possessions:

Weapons:

  • Harver the +4 Intelligent Handaxe
  • Pact +3 Longsword: Holy.

Armor and Worn:

*
*
*
*(Containts bow and 50 arrows, Rod of T&L);
*Goggles of Night;
*Ring: Climbing;
*Bracers of Archery, Greater (+2comp B Atts/+1 Dam)
*Helm of Comp Lang & Read Magic
*Rod of Thunder and Lightning 
*Elemental Gems (air and earth)
*Scr: Pass without Trace X 2
*
*Crystal Ball
*

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

-In Heward's Handy Haversack-

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 . Manual of Quickness of Action +1 (No longer carried); Bag of Tricks, Tan; Murlynd`s Spoon.


Graybeard Male Dire Animal, Wolf : CR 4; Large Animal ; HD 10d8+30 ( Animal) ; hp 75; Init + 3; Spd 50; AC 19; Atk + 14 base melee, + 9 base ranged; +15 ( 1d8+12, Bite ); SA: Trip (Ex) ; SQ: Scent (Ex), Low-light Vision (Ex); AL N; SV Fort + 10, Ref + 10, Will + 8; STR 27, DEX 17, CON 17, INT 2, WIS 12, CHA 10.

Skills: Hide +3, Jump +16, Listen +8, Move Silently +6, Spot +8, Survival +5.

Feats: Alertness, Improved Scent, Run, Track, Weapon Focus: Bite.


Notes:

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.


Urban Tracking - Uses the Gather Information skill to Track people in urban environments.

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


Graybeard - Has Evasion (As the special ability), and Devotion (+4 on Will Saves against enchantment spells and effects). Has 4 bonus HD, +4 Natural Armor Bonus, +2 Str/Dex Adjustment, and 3 Bonus Tricks.