Gregor Runarm

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Character Notes

Name and Race: Gregor Runarm, Male Human

Class:' Scout 4,Barbarian 1,Cloistered cleric 1,Prestige Ranger 13

Exp: 181 198

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: 17d8+34(ranger/scout), 1d12+2(Barbarian,Hunter), 1d6+2(C.Cleric)

Hitpoints: 194/251

Initiative: +11/+13 (+16/18 w'Shard)

Speed: 60 (70 boots)

Characteristics

  • STR 15(+2)(21/+5)
  • DEX 16(+3)(22/+6)
  • CON 14(+2)(20/+5)
  • INT 14(+2)(20/+5)
  • WIS 14(+2)(20/+5)
  • CHA 16(+3)(22/+6)

Combat Related

AC:

  • 33/37 (Flatfooted:27 Touch:21)(+4 when moving 10' or more)
  • [+5 Studded Leather,+5 Vest Nat armour, +5 Ring Prot, +6 Dex]

Attacks:

  • +22/17/12/7 base melee
  • +23/18/13/8 base ranged

Full Attacks and Defences

AC

  • 34/27/22 If fighting TW with Loper & Shard
  • +4 if moving 10'

Attacks

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

  • +27/22/17/12
  • +2 Dam w' EW arrows

Combinations - (TWU)

+3 Sword (Shard) & +3 Vorpal Axe (Loper) or reversed.

  • +23/18/13/8 and +23/18/13
  • (1d8+8 for prime, 1d8+5 for off)
  • + 5d6 skirmish (move 10')
  • +2/2d6 Arcane caster/Invoker[Shard]
  • +4 Dam all favored enemies[Shard]
  • Impedes Spells/SLA 1d6 rounds (DC 15 +SL)[Shard]
  • Natural 20 severs head/limb [loper]

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

  • Fortitude +17[23]
  • Reflex +14[20]
  • Willpower +12[18]

Current Stats & Buffs

  • Fly (from potion)
  • Mass resist cold 30pts (cold)[Isaac]
  • Resist energy 30pts (sonic) [Isaac]
  • Resist energy 20pts (fire)[gregor]
  • Haste [Gregor/Aukan?]
  • Heros Feast [Aukan]
  • Death Ward [Albard]
  • Cats Grace [Gregor]
  • True seeing [Isaac]
  • Protection from Arrows (Dr/10 magic v missiles, 90 pts)
  • Protection from cold 84pts [ring]

Skill,etc buffs

Abilities

Skills:

  • All skills +5[Headband]
  • Bluff 13 (Cha+6) [FE]
  • Climb 11/14 (Str+5) [AC]
  • Diplomacy 27 (Cha+6) +6s
  • Escape Artist 27 (Dex+6) [15m]
  • Gather Information 14 (Cha+6) +2s
  • Handle Animal 28 (Cha+6)
  • Heal 13 (Wis+5)
  • Hide 46(Dex+6) [AC][15m]
  • Intimidate 13 (Cha+6) +2s
  • Jump 36 (Str+5)[AC][5m] +2s +12 move rate
  • Kn (Arcana) 11 (Int+5)
  • Kn (Dungeoneering) 13 (Int+5)
  • Kn (Nature) 15 (Int+5) +2s
  • Kn (Local) 13 (Int+5)
  • Kn (Nob & Royalty) 13 (Int+5)
  • Listen 31 (Wis+5) [FE]
  • Move Silently 46 (Dex+6) [AC][15m]
  • Ride 18 (Dex+6) +2s
  • Search 30 (Int+5)
  • Sense Motive 19 (Wis+5) [FE] +2s
  • Speak Language: Common,Orc,Goblin,Draconic,Celestial,Giant.
  • Spot 35 (Wis+5) [FE] [5m]
  • Survival 29 (Wis+5) [FE] +2s

Feats:

  • Armor Proficiency: light,medium.
  • Shield Proficiency
  • Simple, Martial Weapon Proficiency
  • Track
  • Endurance
  • Swift Hunter: 17th lvl for skirmish & Fav enemies, may skirmish all fav en even if immune.
  • Iron Will(+2 Will st)
  • Leadership (Cohort Level 15th)
  • 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.
  • ACF : Smite Evil (1/Day)+3 Hit,+7 Dam.
  • Spontaneous Casting (healing)
  • Spells 0-6, 1st (4)6+1, 2nd (3)4+1, 3rd (2)3+1, 4th (1)2+1.
  • Domain powers: Spk w/ animals 1/day, divination spells +1 CL, +10’ movement

Ranger Abilities:

  • 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
  • Camoflague
  • Hide in plain sight

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 2+1
  • 0th - Detect Magic x 1, Light, Guidance x 2, Amanuensis x 2
  • 1st - Prot f'evil x 3, divine favour x 2 [Expeditious Retreat]
  • 2nd - Shield other, Resist energy x 3,[cats grace]
  • 3rd - Prot from energy Devil blight [dominate animal]
  • 4th - Freedom of movement [haste]

Possessions:

Magic items by location

  • Head: Headband of all skills (+5)
  • Face: Goggles of Draconic Vision
  • Throat: Amulet of Mind Blank & Secret Chest
  • Shoulders:
  • Body: +5 Studded Leather: Slick(Gr),Shadow(Gr),Silent Moves(Gr).
  • Torso: Vest of Natural Armour and Resistance +5
  • Arms: Bracers of Archery, Greater (+2comp B Atts/+1 Dam)
  • Hands:
  • Waist: Belt of magnificence (+6 all atts)
  • Feet: Boots of Striding and Springing
  • Rings: Protection +5, Ring of the Gold Wyrm w fire resistance 30. (ring of True guise in pouch on belt).

Carried in secret chest

  • Helm of Comp Lang & Read Magic
  • Elemental Gems (air and earth

Weapons:

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

Carried

  • Elemental Gems (air and earth)

Quiver of Ehlonna

Contains:

  • Bow
  • 50 +2 arrows (Exit Wound)

In Heward's Handy Haversack

  • 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,CSW x1,Restoration, Lesser x2
  • 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: 7,156 gp, 2 sp, 2 cp*


Notes:

The Shard of Anstruth.

+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

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 breating (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.