Azmur Kell

Rogar Willdman's page

18 posts. Alias of Grand Moff Vixen.


About Rogar Willdman

Background, part 1:
Silently, Rogar tracked the thief into the grove of trees. Noting the light from up ahead, he didn't make any noise as he drew close.

A voice were heard as he approached the campsite. Sounded like the man was laughing and making merry.

"Those fools! Trusting me to keep the money and all the while I've been planning on the right time to get hold of it. Before they send anyone out I will be in Esgaroth spending my gold."

Stepping out into the light, Rogar held his falchion at the man's neck. "You stole that family's savings. The hardships they would have to endure should you have gotten away with it. Bring the chest." he tells the thief. "You are free to try something if you like. If you do, I'll make sure it's your last."

Slowly, the thief stood up and went to his horse. Lashing the chest to the saddlebags, he mounted and they made their way back to Dale.[/i]

Flashback to a month before:
"Come Rogar, you're one of the best trackers we have! Surely we can come to some agreement." the captain said.

"No, I'm leaving. I give you one final month of my service, then I head south. My brother wants to see an elf in his lifetime. I've a mind to join him, even if to keep him out of trouble. One month, then we head out. In the meantime, you'll get my best, you know that. Good day."

Background, part 2:

Rogar grew up in the city of Dale with his brother, Dag. Life wasn't easy, but they made do with what they had. His parents were fishers of the Long Lake for as long as he could remember. They made a decent living for the most part, enough and some to save here and there. When he was old enough to have his mind about him, he knew that he didn't want to be a fisherman when he was of age. He wanted to be part of the guard, to protect and defend the city against all manner of evil, large or small.

As he aged he was content to learn what he could from a kindly militia sergeant. The man told him of a war that threatened to encompass the whole land, one that was led by an ancient evil come again. With the help of many, a king called Aragorn would fight against this evil and eventually succeed. Aragorn was a skilled ranger, capable of tracking even the most elusive. "A Ranger." thought Rogar. This resonated within him like only one thing had ever done before. The protection of his family. "I will become as great a man as Aragorn." he vowed to himself.

It was these two things that moved Rogar to join the militia, to protect his family and to become a skilled man of the wilderness.

His later years saw him honing his skills and experience in learning the ways of the forest and the plains. It also tempered him, for the wilds did not tolerate the weak or foolish. Most of the time he stood apart from other people, due in part to their ignorance of his ways. Dag only partially understood, but that was no matter. Rogar would look after his younger brother, as it was the promise he made to mother as she lie on her death bed. Dag was his responibility now.

When mother passed there was no reason left to keep the fishing boats. They were sold to those who desired such, leaving them with a small sum each. Dag saw this money as an opportunity to travel, to finally find what he longed to see for so many years: an elf. He pleaded with Rogar for many a night, trying to convince him to go. Finally coming to a decision, Rogar agreed. He would travel east to see what this new life would bring. Their services would be welcome where ever they went, having varied skills saw to that.

They eventually made their way south by a ship bound for a land called Harondor, to meet with Commander of the Guard, to discuss the status of the south lands. This expedition to the south lands will need all their talents and skills to survive, especially Rogar's to keep safe his brother.

Appearance:
At 27, Rogar is a large man, standing 6' tall and weighing 220lbs. He carries a falchion, 2 daggers, a longbow, and a scimitar. He wears an explorers outfit with a brimmed hat. Rogar has brown hair and a medium beard from his time in the wilds.

Personality:
Rogar is generally friendly with those he meets, though trust is a bit slow in forthcoming. He has little knowledge and experience in the social realms, and it shows in his demeanor. Straightforward and honest, he will adapt to any test that life brings him.

Rogar Willdman
Male human spell-less ranger 3
CG Medium humanoid (human)
Init +6; Senses Perception +8
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 28 (3d10+6)
Fort +5 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +5, Will +3
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Offense
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Speed 30 ft.
Melee dagger +6 (1d4+3/19-20) or
. . dagger +6 (1d4+3/19-20) or
. . falchion +6 (2d4+4/18-20) or
. . scimitar +6 (1d6+3/18-20) or
. . unarmed strike +6 (1d3+3 nonlethal)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (humans +2), stealth attack
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Base Atk +3; CMB +6; CMD 18
Feats Additional Favored Terrain, Endurance, Improved Initiative, Natural Tracker, Power Attack
Traits iron liver, savage
Skills Appraise +3, Climb +9, Diplomacy +0, Heal +8, Knowledge (geography) +7, Knowledge (nature) +9, Perception +8, Ride +8, Sense Motive +4, Stealth +8, Survival +11 (+12 to get along in the wild); Racial Modifiers +1 Survival, nature's healing
Languages Common, Custom Language
SQ combat style (two-handed weapon), favored terrains (forest +2, plains +2), heart of the wilderness, track +1, wild empathy +2
Combat Gear healer's kit; Other Gear dagger, dagger, falchion, longbow, scimitar, bandolier, bedroll, belt pouch, belt pouch, blanket, winter, bottle, canteen, coffee pot, flint and steel, hemp rope (100 ft.), hooded lantern, waterproof, masterwork backpack, trail rations (14), waterskin (3), light horse, bit and bridle, military saddle, saddlebags, 94 gp, 9 sp
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Tracked Resources
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Dagger - 0/1
Dagger - 0/1
Healer's kit - 0/10
Trail rations - 0/14
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Favored Terrain (Plains +2) (Ex) +2 to rolls when in Favored Terrain (Plains).
Heart of the Wilderness +1 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Natural Tracker You have a natural gift for following or identifying
Nature's Healing (Ex) Advanced healing
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Savage +1 to Survival checks to get along in the wild.
Stealth Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. This works against favored enemies or when you are favored terrain.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Horse:
Horse, light
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee unarmed strike +3 (1d4+3 nonlethal) or
. . 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6, Ride +2 (+4 to stay in the saddle)
SQ riding
Other Gear bit and bridle, military saddle, saddlebags
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Tracked Resources
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. . -none-
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.