Werewolf

Kornin Underbough's page

15 posts. Alias of Corerue.


Full Name

Kornin Flindin Underbough

Race

Halfling

Classes/Levels

Cavalier 1st Exp = 0

Gender

Male

Size

Small 3'4" 38lbs

Age

27

Alignment

Neutral Good

Location

Olfden

Languages

Common, Halfling and Goblin

Occupation

Warden

Homepage URL

Wealth = 5 GP 12 SP 5 CP

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

About Kornin Underbough

KORNIN UNDERBOUGH CR 1/2
Male Halfling Cavalier 1
LN Small Humanoid (Halfling)
Init +3; Senses Perception +3

CEMD MNETYZ ('LAST SHADOW' IN HALFLING):

CR 2
Female Wolf
NN Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +5
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DEFENSE
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AC 15, touch 12, flat-footed 13. . (+2 Dex, +3 natural)
hp 16 (+4)
Fort +5, Ref +5, Will +1
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OFFENSE
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Spd 50 ft.
Melee Bite (Wolf) +2 (1d6+1/20/x2) and
. . Unarmed Strike +2 (1d3+1/20/x2)
Special Attacks Trip
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STATISTICS
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. Trip)
Feats Improved Natural Armor
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Perception +5, Stealth +6 Modifiers +4 to Survival when tracking by Scent
Languages
SQ Attack Any Target [Trick], Combat Riding [Trick]
Other Gear Bit and bridle, Saddle (Riding), Saddlebags (empty)
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SPECIAL ABILITIES
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

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DEFENSE
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AC 21, touch 13, flat-footed 17. . (+5 armor, +1 shield, +2 Dex, +1 size, +1 Underfoot (+1 AC vs Opponents Larger then Small)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +1
Defensive Abilities Underfoot; Resist Underfoot
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OFFENSE
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Spd 15 ft.
Melee Lance +3 (1d6+1/20/x3) and
. . Scimitar +3 (1d4+1/18-20/x2) and
. . Unarmed Strike +3 (1d2+1/20/x2)
Ranged Shortbow +5 (1d4/20/x3)
Special Attacks Shield's Challenge +1/+1 (1/day)
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STATISTICS
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Str 12, Dex 16, Con 13, Int 12, Wis 12, Cha 16
Base Atk +1; CMB +1; CMD 14
Feats Mounted Combat, Precise Strike
Traits Armor Expert, Highlander (hills or mountains)
Skills Acrobatics +0, Climb -2, Diplomacy +7, Escape Artist +0, Fly +2, Handle Animal +9, Heal +5, Intimidate +7, Perception +3, Ride +6, Stealth +9, Swim -2 Modifiers +2 Ride while riding your bonded mount., Highlander (hills or mountains), Shield's Skills
Languages Common, Goblin, Halfling
SQ Animal Companion Link (Ex), Fearless, Tactician (Precise Strike) 3r (1/day) (Ex)
Combat Gear Lance, Scimitar, Shortbow, Arrows, Thistle (2), Buckler, Kilted Armored Coat; Other Gear Backpack (empty), Bag, Waterproof (empty), Blanket, Blanket, winter, Grappling arrow, Lantern, hooded, Oil (1-pint flask), Rations, trail (per day) (2), Wandermeal (per serving) (7), Whetstone
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SPECIAL ABILITIES
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+2 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -2 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Fearless +2 morale bonus vs Fear saves.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Shield's Challenge +1/+1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit your target if the target attacked someone other than you.
Shield's Skills +1 (Ex) +1 to Heal checks for others.
Tactician (Precise Strike) 3r (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Underfoot +1 AC vs. larger opponents and +1 save vs. trample

Background:

Kornin lost his parents when he was very young and only survived in the harsh territory with the help of a lost wolf cub. Together the pair survived on the meager prey that could be hunted in the area and somehow they survived the harsh winter in an abandoned farmstead. But everything changed when a group of Diamond Regiment Paladins discovered their den during a war mission in the Arthfell Forest.

The commander taking pity on the scrawny infant and the battered wolf cub decided to take them with on their journey back to the garrison in Adamas. From their Kornin was given a better life with a wet nurse and several other children to play with. He grew into a quiet child who worked hard and was always respectful to others, he didn't seem to carry the same happy go lucky attitude of other halflings. He worked as a stable hand as soon as he was able for the garrison at Adamas.

Cemd was always near at hand as Kornin went about his duties and pitched in when the wolf could but for the most part she stayed out of the way. She growled at anyone who approached Kornin without announcing themselves and caused some to be ill at ease, especially if they were making fun of the small halfling.

As they both grew older Kornin found himself overlooked more and more because of his childlike stature and he began to spend more time in the woods where he could ride upon Cemd's back as they hunted for fresh game. It was on one of these hunting trips where Kornin gained his scars...

They were out hunting near the roads and came upon a caravan under attack by a group of bandits at a rest stop several miles away from the city. Knowing that the local patrol was to far away to summon in time Kornin and Cemd charged into the battle with nothing more then his armored kilt, skinning knife and a hunting bow. It was a brutal fight and both Cemd and him were grievously injured, Kornin became the target of the bandits violence. But before they finished him off the signal horn of the road Patrol caused the bandits to flee with the heavily armored patrolmen and horsemen in hot pursuit.

When the exploits of his heroism were known it gained the attention of the garrison commander, who decided to give this overlooked warrior a chance to join the armed ranks. Kornin turned heads when he refused to ride a trained pony and chose Cemd as his mount. A wolf rider was unheard of except among the goblinoid races but Kornin proved his well honed skills and joined the garrison's ranks. It was a matter of several more month's before he was able to join the Cavalier Order of the Shield, but it was a move he never regretted. His order had him moved to Olfden where he now roams the surrounding territories protecting travelers and farmstead from the evil that prowls the land of Darkmoon Vale.

Appearance:

His armor looks as weathered as his features, his scar’s cause him to look more menacing then friendly and the rather savage looking wolf he rides doesn’t help his appeal to the common folk. He still wears the nomadic kilt of his clan, although he has added metal plate to it for protection when he rides into his enemies. He sports an armored coat and wears a bandana about his head.

Personality:

Quiet and calculating, Kornin doesn't talk much and shares the same quiet disposition of his mount. He lives simply and doesn't carry large amount's of gear as he tries to live off the land around him rather then become bogged down. At first Kornin comes off as cold and unfeeling, but once you get to know the small halfling he is a good friend to have at your back becuase he is utterly fearless in the face of death. He enjoys simple things like wood carving but doesn't have many hobbies other then training or hunting.

Cemd is much like her companion, simple but holding her natural instinct's in check. Her eyes are as cold and calculating as her rider and the odd pair seem to communicate without words or phrases. She lives upto her name as she will sometimes leave camp quietly and return with fresh game with no one the wiser that she had left at all.