Sanvil Trett

Jorne Fyrestone's page

185 posts. Alias of BloodWolven.


Race

vital:
Fighter/Rogue 5 | HP: 53/58 9n| AC: 20, T: 14, FF: - | Fort: +6, Ref: +8, Will: +6 | CMB: +8, CMD: 22 | Init +4, Perception +6, Sense Motive +5 |

Classes/Levels

Skills:
Acro +10, Bluff +5, Climb +7, Diplo +7, HandAni +5, Heal +1, Inti +5, K(Eering/Local/Nob) +6/7, Lingu +6, Ride +9, Stealth +9, Surv +5, Swim +7

Strength 16
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 12
Charisma 13

About Jorne Fyrestone

Another figure steps up his red cloak is in contrast with his black studded leather armor. Longsword hanging from his belt on one side and a quiver of arrows on the other. Holding back the red cloak on his right shoulder is a longbow. On the center of his chest is the motif of a red falcon, as does his longsword. The man has dark hair, the starting of a beard, and the bump of a backpack under the cloak.

Jorne Fyrestone
Male Human Fighter /Rogue 5

LG Human Medium Humanoid
Age: 25 _ Height: 6'1" _ Weight: 225 _ Eye color: bright sapphire blue _ hair color: Stark Black
Skin: Tan

Init +4; Perception +6
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed - (+5 studded leather, +4 Dex, +1 Natural) (ACP 0)
hp 58 (5d10+20); 10, 9, 5, 10, 4 (Con mod)

Fort +6, (Con +2, Base +4, )
Ref +8, (Dex +4, Base +4, )
Will +6, (Wis +2, Base +4, )

Combat Expertise
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +6 (1d4+4/19-20)
Bruiser +6 (1d4+4/x2)
[dice=+1 shortsword]1d20+11[/dice] [dice=damage]1d6+4[/dice]/19-20)
[dice=Ranged +2 Composite (+3 str) Longbow]1d20+11[/dice] [dice=damage]1d8+5[/dice]/x3) 150 ft.
(3) [dice=throwing axes]1d20+8[/dice] [dice=damage]1d6+4[/dice] 30 feet
whet stone...

Special Attacks: Rapid Shot -2 on attacks but get extra attack

Sneak Attack +3d6 if flanking
--------------------
Statistics - Final, base, racial, wishes, magic item, level
--------------------
Str 16 14, +2, +0, +0, +1
Dex 18 18, +0, +0, +0,
Con 14 14, +0, +0, +0,
Int 14 14, +0, +0, +0,
Wis 12 12, +0, +0, +0,
Cha 13 13, +0, +0, +0,

Feats:
Weapon Focus longbow, (Human)
Combat Expertise, Bonus Fighter 1st
Point Blank, 1st
Precise Shot, Bonus Fighter 2nd
Rapid Shot, 3rd

Traits:

Fencer:
You trained with blades for long hours as a youth, taking lessons in the genteel art of fencing from tutors paid for by your parents. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.

Civilized [Link]

Source Ultimate Campaign pg. 59 (Amazon)
You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (nobility) is always a class skill for you.

Chivalrous [Link]

Source Inner Sea Primer pg. 21 (Amazon), Taldor, Echoes of Glory pg. 13 (Amazon)
Requirement(s) Taldor
You were raised on tales of heroic knights and benevolent wizards from Taldor’s Golden Age, and try to emulate their great deeds. You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.

Skills:

11+12 [Favored Class bonus for 2nd and 3rd level]

Acrobatics +10, (ranks 2, Dex +5, CS +3) (ACP)
Appraise (Int),
Bluff +5, (ranks 1, cha +1, CS +3)
Climb +7, (ranks 1, Str +3, CS +3) (-0 ACP)
Craft (Blades) +8, (ranks 1, Int +2, MW tools +2, CS +3)
Diplomacy +7, (ranks 2, cha +1, CS +3, trait +1)
Disable Device +9, (ranks 1, Dex+5, CS +3),
Disguise (Cha),
Escape Artist +9, (ranks 1, Dex+5, CS +3),
Handle Animal +5, (ranks 1, Cha +1, CS +3)
Heal +1, (ranks 0, Wis +1)
Intimidate +5, (ranks 1, Cha +1, CS +3)
K (dungeoneering) +6, (ranks 1, Int +2, CS +3)
K (engineering) +6, (ranks 1, Int +2, CS +3)
K (local) +7, (ranks 1, Int +2, CS +3, trait +1)
K (nobility) +7, (ranks 1, Int +2, CS +3, trait +1)
Linguistics +6, (ranks 1, Int +2, CS +3)
Perception +6, (ranks 2, Wis +1, CS +3)
Perform (Cha),
Profession +5, (ranks 1, CS +3, +1 Cha) Blacksmith
Ride +9, (ranks 1, Dex +5, CS +3) (- ACP)
Sense Motive +5, (ranks 1, Wis +1, CS +3)
Sleight of Hand (Dex),
Steath +9, (ranks 1, Dex +5, CS +3) (- ACP)
Survival +5, (ranks 1, Wis +1, CS +3)
Swim +7, (ranks 1, Str +3, CS +3) (-ACP)
Use Magic Device (Cha)


Languages: Common, Elven, Gnome, Auran

Gear:

Adventuring gear: Black studded leather +2(), 3 hand axes (6), bruiser (club with cloth strapped to one side and metal to the other)(6), longbow,

Belt of healing
Amulet of Natural armor +1

1 pp, 10 gp, 6 sp, 3 cp

On person: adventuring gear, explorer's outfit (8), 2 potions of cure light (1d8+1), belt pouch (chalk)(1/2), signal whistle, 2 daggers (2), flask of whiskey (2), wooden holy symbol, small steel mirror (1/2), coins (1) and Total weight: 60

Backpack (2): Bedroll(5), 5 bells, winter blanket(3), 5 candles, fish hook, 5 fishing lines, 5 rations (5), 2 sacks (1), cold weather outfit (8), hemp rope 50 ft.(10), spade (8), 1 bottles of common wine (3), 1/2 lb. of soap, 5 torches (5), whetstone (1), Chronicler’s Kit (4.5), fishing kit(3), gear maintenance kit(2), survival kit (4), cooking kit (16).
Total weight: 81

Chronicler’s Kit: This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months' duration. (4 ½ lbs.)

Fishing kit: This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).(3 lbs.) [5sp]

Gear maintenance kit: This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.(2 lbs.) [5gp]

Common Survival Kit: This kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife. (4 lbs.) [5gp]

Mess kit: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Kit, Cooking: This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport. Price 3 gp; Weight 16 lbs.

Sash, Adventurer’s
Source PPZO94102

Price 20 gp; Weight 3 lbs.

This bandolier holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel contain loops and ties for securing additional equipment.

The sash buckles at the shoulder, and in an emergency can be freed with a sharp tug as a move action.

Previous Posts:

West, wandering, I am Jorne Fyrestone and my friend Krafnik Thorgrappin. We did not know, just adventurers down on our luck and started to squat here just a few days ago. We cleared out the bodies. We can leave if you like, if so where would you point us for some semblance of civilization?"

Sense Motive DC 20: Hide
You believe he is telling the truth but something about him coming from the West is wrong. Also you can tell there is much more to the story.

"Sorry it is my shame why I don't speak true from where we come from." He says and takes a moment to collect his thoughts, he motions for Krafnik to lower his bow. Krafnik follows the order. Jorne takes a seat and continues, "We are from Taldor, another. Failed attempt at settling these lands, my father led the last one and lost half our family wealth, I continue to follow in his steps. We set out 40 strong but now we are two."

Jorne looks over at Aurora and says, "Apprehensively greeting strangers, not fighting. Aurora this is Valisia, Selena, Bliekna, Krazok, and Ismael? They cleared out this fort of the bandit bodies we burnt."

Background...
Noble son of Taldor

Cleo:
He seems less scattered as he replies, "I would like that. I have a good amount of money saved up. I would be willing to pay the security team. I can only hope that I can find peace."

He would also leave a note on days you have off, 'I have a bottle of run, if you want to share, West Gate at sun down.'
He would wait there an hour each week, if you dont show up he sighs and plays with a bit of magic while slowly walking home. Leaving the bottle sealed until you come to share a drink. You likely watch him, I just don't know how many times until you show up.

His home is a one bedroom house that is a leisure walk away from the Academy. He has for sure made it his own with symbols of a red falcon. Several shields adorn the walls as the floor is bearskins. If you watch his house at all, he is the only one who goes in or out of the place.

------
don't want to think about all those great people and dying for no good reason. In my own realm I was a... banished prince from Taldor. Once things settle here I might make a trip there. Anyways, I was sent to settle the Stolenlands. We failed, I had 60 brave souls with me and at the end of it we were down to two. Krafnik died shortly before I came over. Krazok and Selena were a different group that we joined. We were organizing the Stag Lords old fort and then got overrun with fey and owlbears. It was amazing when we got swept up here. You have a kingdom. Either the fey haven't come yet or you made better decisions."

vital:
Fighter/Rogue 5 | HP: 33/58 9n| AC: 20, T: 14, FF: - | Fort: +6, Ref: +8, Will: +6 | CMB: +8, CMD: 22 | Init +4, Perception +6, Sense Motive +5 |

Skills:
Acro +10, Bluff +5, Climb +7, Diplo +7, HandAni +5, Heal +1, Inti +5, K(Eering/Local/Nob) +6/7, Lingu +6, Ride +9, Stealth +9, Surv +5, Swim +7

--------------------------


Jorne Fyrestone:

Male Human Warder /Rogue 5

Sworn Protector ~ Warder

NG Sublime Human Medium Humanoid
Age: 25 _ Height: 6'1" _ Weight: 225 _ Eye color: bright sapphire blue _ hair color: Stark Black
Skin: Tan with a light glow to it.

Init +7; Perception +6
--------------------
Defense
--------------------
AC 28, touch 17, flat-footed - (+4 Mage armor, +4 sheild, +7 Dex, +3 Natural) (ACP 0)
hp 123 (5d12+40+40+5); 10, 9, 5, 10, 4 (Con mod, Cha mod, Toughness)
Fast Healing 8
Fort +13, (Con +9, Base +4, )
Ref +11, (Dex +7, Base +4, )
Will +8, (Wis +4, Base +4, )

Combat Expertise
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +6 (1d4+4/19-20)
Bruiser +6 (1d4+4/x2)
[dice=+1 Longsword]1d20+7[/dice] [dice=damage]1d8+4[/dice]/19-20)
[dice=Ranged +2 Composite (+3 str) Longbow]1d20+11[/dice] [dice=damage]1d8+5[/dice]/x3) 150 ft.
(3) [dice=throwing axes]1d20+8[/dice] [dice=damage]1d6+4[/dice] 30 feet
whet stone...

Special Attacks: Rapid Shot -2 on attacks but get extra attack

Sneak Attack +1d6 if flanking
--------------------
Statistics - Final, base, racial, wishes, magic item, level
--------------------
Str 24 14, +4, +3, +2, +1
Dex 24 18, +2, +2, +2,
Con 26 14, +8, +2, +2,
Int 22 14, +4, +2, +2,
Wis 16 12, +0, +2, +2,
Cha 26 13, +8, +3, +2,

Feats:
Weapon Focus longbow, (Human)
Combat Expertise, Bonus Fighter 1st
Point Blank, 1st
Precise Shot, Bonus Fighter 2nd
Rapid Shot, 3rd

[spoiler=Traits]
Fencer:
You trained with blades for long hours as a youth, taking lessons in the genteel art of fencing from tutors paid for by your parents. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.

Civilized [Link]

Source Ultimate Campaign pg. 59 (Amazon)
You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (nobility) is always a class skill for you.

Chivalrous [Link]

Source Inner Sea Primer pg. 21 (Amazon), Taldor, Echoes of Glory pg. 13 (Amazon)
Requirement(s) Taldor
You were raised on tales of heroic knights and benevolent wizards from Taldor’s Golden Age, and try to emulate their great deeds. You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.

Skills:

11+12 [Favored Class bonus for 2nd and 3rd level]

Acrobatics +10, (ranks 2, Dex +5, CS +3) (ACP)
Appraise (Int),
Bluff +5, (ranks 1, cha +1, CS +3)
Climb +7, (ranks 1, Str +3, CS +3) (-0 ACP)
Craft (Blades) +8, (ranks 1, Int +2, MW tools +2, CS +3)
Diplomacy +7, (ranks 2, cha +1, CS +3, trait +1)
Disable Device +9, (ranks 1, Dex+5, CS +3),
Disguise (Cha),
Escape Artist +9, (ranks 1, Dex+5, CS +3),
Handle Animal +5, (ranks 1, Cha +1, CS +3)
Heal +1, (ranks 0, Wis +1)
Intimidate +5, (ranks 1, Cha +1, CS +3)
K (dungeoneering) +6, (ranks 1, Int +2, CS +3)
K (engineering) +6, (ranks 1, Int +2, CS +3)
K (local) +7, (ranks 1, Int +2, CS +3, trait +1)
K (nobility) +7, (ranks 1, Int +2, CS +3, trait +1)
Linguistics +6, (ranks 1, Int +2, CS +3)
Perception +6, (ranks 2, Wis +1, CS +3)
Perform (Cha),
Profession +5, (ranks 1, CS +3, +1 Cha) Blacksmith
Ride +9, (ranks 1, Dex +5, CS +3) (- ACP)
Sense Motive +5, (ranks 1, Wis +1, CS +3)
Sleight of Hand (Dex),
Steath +9, (ranks 1, Dex +5, CS +3) (- ACP)
Survival +5, (ranks 1, Wis +1, CS +3)
Swim +7, (ranks 1, Str +3, CS +3) (-ACP)
Use Magic Device (Cha)


Languages: Common, Elven, Gnome, Auran

Belt of physical perfection +2
Amulet of Natural armor +1
Headband of mental perfection +2
[/spoiler]