| Melethiel Kane |
Melethiel Crunch is ready and in the profile :)
I have top say that I had this character concept in store for a while but just as an idea. Actually getting to build it makes me super excited.
I hope I make the cut.
I will probably be in Daggor to see if I can fetch some adventuring job given the strange events in the surrounding, and trying to compete in smithing with the dwarves for the time being. The festival seems like a good occasion to promote my business.
| CampinCarl9127 |
Alright I have revisited Aviz's background. I actually really like basing him out of Andoran more, it makes more sense and feels better with where he is as a person right now. Please let me know if you have any other feedback :D
The crunch and appearance/personality are the same, so I didn't bother posting them again.
Fuero was returning from a week long trip into the ruins when he saw the Chelaxian crown was blockading Pezzack. Knowing the town would survive and the hostilities would end given time, he set off for a hike into the mountains. It was there he heard the desperate screams of pain which sent him into a run. He followed the screams and found a jet-black skinned woman on the ground. She had pointed ears, slitted nostrils, large pupil-less eyes, two dark wings crumbled underneath her, and a terrible wound on her side. He realized this must be the flying people that he read off. Fuero ran to her side but he was neither strong enough to carry her nor ever trained in the arts of healing. She babbled to him in a strange tongue, but he only caught stray words in Azlanti. Then she lifted one battered wing to reveal what must have been her child, a bawling male covered in the blood of his mother. She pressed the infant into Fuero's arms, a strange flicker of hatred crossing her face, but her meaning was clear enough. He gathered up the bloody, feathery bundle and spoke soft words, staying with her until she passed from this world.
Fuero was unprepared for being a father, but he did the best he could. He returned to his hometown of Augustana. He named the strange child Aviz and raised him as his own, telling him the truth of his mother. The child grew up healthy and very strong, but estranged from society. He picked up on a few books but tried to solve most of his problems with fighting. His appearance set him apart enough, but when he started beating up other children the city cried out against him. Fuero nervously agreed to their wishes, taking the young child and bringing him to the more accepting city of Almas.
The city of Almas taught Aviz lessons the hard way. When he was caught starting fights the authorities would beat or jail him accordingly. Fuero had a gentle heart and didn't have the sternness Aviz needed, but he excelled at teaching Aviz why the laws must be in effect. Aviz slowly grew to understand the ways of the civilized world in his own way, and adapted to it more by creating a set of rules for himself than listening the letter of the law. Luckily the freedom-focused nature of Almas was accepting of his interpretation.
Once Aviz stopped causing so much trouble Fuero got him some proper martial training. Fuero didn't care much for fighting himself, but he decided that if Aviz was born with a strong body and a hot temper than the child was at least going to learn how to control himself. Fuero pulled a favor with the Eagle Knights and got Hedrik Traxxus, the commander of the Golden Legion, to personally teach the strix how to fight.
Hedrik was a strict teacher, but honest and fair. Aviz went home every night with dozens of new bruises and learned lessons. Hedrik tried to break Aviz into fighting with a longsword, but he hated the uniformity of the weapon. He experimented with various fighting styles and weapons, but despite his natural prowess he was always bested by the strategist who relentlessly bore him to the ground. Finally one day Aviz grabbed a long-spear and took to the sky, poking and harrying his teacher from above. Hedrik called him a craven for using cheap tactics, but Aviz laughed and said he would rather win. Hedrik realized that he had been ignoring the strix's natural advantage, and began teaching as well as learning how to fight on the wing.
Aviz quickly excelled with his new fighting style, using polearms to harry and wear down his opponents. Hedrik shows him some hooked blades and taught him how he could use them to trip his foes, making them even easier targets. Finally the day cam when Hedrik said he could teach the strix no more, and set him out to make his own path. Aviz enlisted himself in the Golden Legion after that, bringing his unique skills to the table. While he was never well liked the officers begrudgingly admitted it was convenient to have a loyal soldier who could fly.
Aviz was returning from a late night shift when he heard a woman's scream come from near his house, where Fuero lived. He took to the air and quickly made his way back to see dozens gathered around as well as a few of his fellow guardsmen. He shoved through the crowd and past the door inside to see blood staining the walls, and leaned up against the dresses was Fuero with a fauchard through his torso. He coughed, spraying blood, and gave Aviz a weak smile. He reached out and mouthed something, as if to speak. Then his eyes went glassy and he slumped over the blade impaling him. Face twisted in grief and anger, Aviz leaned down to hold the dead man's hand. After the body was taken away Aviz examined the weapon. He stared at it for a long time, then hefted it to feel the weight of the weapon. How proper it would be to carry out vengeance with the killer's own weapon.
The next few months was a revenge-fueled search for Aviz. He used all of the resources at his disposal in the guard, pulling all of his favors and searching every nook and cranny of Andoran for signs of the man that killed his father. But after dead ends and fruitless leads one after the other, Aviz grew tired of the lack of any progress. He realized that the killer could very easily be anywhere in the world, and that legal means might not be enough to find him. With this in mind he left the Golden Legion and began traveling the world.
Aviz was not well traveled, and his strix features left most people uneasy and unwilling to help in his search. Weeks turned into months, months turned into years, and Aviz spent as much time as a soldier for hire to pay for his own food and lodging as he did actually searching for his father's killer. But during one job when he was hired to hunt down a fortune teller in Falcon's Hallow, the cornered woman (Natalia) offered insight into Aviz's desires for her freedom. Aviz suspiciously agreed, and inquired about his father's killer. After performing her magic, Natalia told him that her father's killer was a dwarf with a black beard and magical abilities. He asked for more details but the best she could do was direct him to the Five Kings Mountains, where he may at least be in the right area.
| Brolof |
@Adroushan The crunch looks good, but can you send me a PM explaining the backstory properly? I get a general gist from the bit in the alias, but I'd rather have a proper full explanation of what's happening.
@Melethiel The crunch looks good! Looks to be a very interesting character to play.
@CampinCarl The backstory looks good to me, it's got my stamp of approval.
@Nickadeamous The character's crunch looks fine, but you didn't include any sign of how they wound up in Daggor.
| TheWaskally |
Brolof, here is my submission for your awesome campaign. Thurgrom Lighthammer of Clan Lighthammer, dwarven paladin of Torag.
| Bronaval |
Here is my updated Sheet.
Her Mother and Father have sent Bronoval through the portal to the Material Plane in a hope that she would not be found, and destroyed the link behind her. On the other side she met a Dwarf merchant, who was understandable upset that his mortal was broken, but he was a friend of her father and wile he could do nothing for he he has a friend in the guard in Daggor. Bronoval is on her own for the first time, she enters Daggor her introduction to Kyls Singlehand in hand and begins to look for
| Brolof |
@TheWaskally The character looks good crunch wise, and the backstory seems mostly good. The only thing I ask you change is that, the village itself would not ask for aid. They don't notice anything really wrong, just strange, so they wouldn't go asking for dwarven paladins or anything. Otherwise, approved.
@Yokaiboy I'll probably close it up on friday or saturday of this week, just to give everyone a fair chance.
@Bronaval Alright, everything looks good to me. You're approved.
| TheWaskally |
@TheWaskally The character looks good crunch wise, and the backstory seems mostly good. The only thing I ask you change is that, the village itself would not ask for aid. They don't notice anything really wrong, just strange, so they wouldn't go asking for dwarven paladins or anything. Otherwise, approved.
I will eliminate the Call for Aid, and make it a simple caravan escort. Also, how come when the DM says the campaign will take place in and around the Five Kings Mountains and there's only 1 dwarf submitted?!
| Quellina Esstanov |
TerminalArtiste's application, reporting!
I'm intending to multiclass Quellina with Barbarian later, leading into her taking the Rage Prophet prestige class. I've been looking for a chance to build one for literally years, and this recruitment looks pretty friendly to that sort of thing. I'll update her profile later with notes on her planned advancement, but all her basics are on it for your perusal, GM.
| Isthill |
| 1 person marked this as a favorite. |
After a long, way too long deliberation on my part, I've found that I agree with Waskally - there should be some more dwarves submitted!
Here's my middle-aged, recently widowed dwarf mom who's hoping to follow her childhood dreams of adventure! She's lived in Daggor her whole life and is just looking for an excuse to leave.
Dwarf Abjurer 1
LN Medium humanoid (Dwarf)
Init +4; Perception +2, Darkvision 60 ft.
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Defense
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AC 11, touch 11, flat-footed 10 (+0 armor, +1 Dex) (+4 against giants)
hp 12 (1d6+2CON+3TOUGH+1FCB)
Fort +3, Ref +2, Will +4
Resist (Choice) 5
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Offense
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Speed 20 ft. (Never modified by encumbrance)
Melee Mwk. Warhammer + 2 (1d8+1/x3) or Dagger + 1 (1d4+1/19-20)
Ranged Touch Spell (cantrip) +2 (1d3) or
Heavy crossbow +2 (1d10/19-20)
Wizard Spells Prepared (CL 1st)
(3 Cantrips, 3 1st)
0 : Acid Splash, Detect Magic, Prestidigitation
1 : Mage Armor, Magic Missile, Ray of Fatigue, Shield (A)
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Statistics
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Str 13, Dex 13, Con 14, Int 18, Wis 13, Cha 8
Base Atk +0; CMB +1; CMD 12 (+4 against Bull Rush, Trip)
Feats : Scribe Scroll, Toughness, Arcane Strike
Traits : Reactionary, Breadth of Experience, Suspicious
Drawbacks : Scarred
Skills : Appraise +8, Kn. Arcana +10, Kn. Dungeoneering +10, Kn. Local +10, Perception +2, Profession (Woodcutter) +7, Sense Motive +6, Spellcraft +8
Languages Common, Dwarven, Giant, Undercommon, Terran, Goblin
SQ : Greed (+2 Appraise on gems), Stonecunning (+2 Perception on weird rocks), Hatred (+1 ATK against orc and goblinoids), Weapon Familiarity, Unstoppable (Toughness, +1 Fort)
Combat Gear : Mwk. Warhammer, Dagger, Heavy Crossbow, 30 Bolts, 2 Alchemist’s Fire, 4 Acid Flasks, Spellbook (Primary), chalk, backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, rope (100 ft) (21 gp + 2gp + 2gp + 50gp + 3gp + 40gp + 40gp) = (158gp Spent)
42 gp in change
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Special Abilities
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Banned Schools: Illusion + Evocation
Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Protective Ward: As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (7/Day)
Arcane Bond: Warhammer
Abjuration Arcane School: 1 Extra Abjuration spell per level prepared per day
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Spells Known
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0th: Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Daze, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation
1st: Endure Elements, Mage Armor, Magic Missile, Protection from Chaos, Ray of Fatigue, Shield, Stunning Barrier
(Spellbook Pages Used: 25)
STR : 14 - 1 AGE = 13
DEX : 14 - 1 AGE = 13
CON : 13 - 1 AGE + 2 DWARF = 14
INT : 17 + 1 AGE = 18
WIS : 10 + 2 DWARF + 1 AGE = 13
CHA : 9 - 2 DWARF + 1 AGE = 8
At 140 years old, Bescha isn’t as spry as she used to be, but the recently widowed dwarf still has an itch for adventure. As a young’n, she had big dreams, of fighting goblins and giants, tales told by her own father, who had his own short-term career as a travelling guard, seeing the world and smashing skulls with his warhammer. He had given that hammer to her, and she spent the day running around, swinging the thing with gusto at the boulders and trees that she scratched faces into.
When she grew up, she almost immediately set off into the world to make her name as an adventurer - father’s warhammer in hand, she made it about two miles out of Daggor before finding the man who would be her future husband bent over and bleeding - a pair of goblins had ambushed the scholarly dwarf and tried to take his shiny things. Bescha was victorious, but not without taking several severe attacks, leaving scars on her face and arms. Bescha sighed, and took the wounded man back to the town to nurse him (and herself) back to health.
After a week, she knew she was in love with Aird Rumbleroar - she spent the next 80 years staying in Daggor as they carved out a small life for themselves. He ran a small library, while she would actually make money with physical labor in the logcutting business. At the end of the day, they’d come home and read together, savoring whatever books they could import into the small town. Her father’s warhammer rested upon the hearth of their home.
Eventually they had a pair of children, themselves - Wen and Bhu, a boy and a girl, who they raised with dwarven discipline but adventuring spirit, and eventually their pair of children grew up, and began to experience the same wanderlust Bescha had felt so long ago - and then they left town to make their name as adventurers.
Years passed, with only occasional correspondence from their children, and Aird began to grow deathly ill. With limited healing resources in Daggor, Bescha began to look through all of the arcane knowledge the pair had collected for the library, learning magic use in some vain attempt to grow powerful enough to save her husband. With her already strong connection to her father’s hammer, she found it to be a capable focus for her magic. However, despite her rapid growth in magic use, she couldn’t possibly have been able to grow strong enough to cure him. He passed in his sleep and was buried in the local cemetery.
Now, she remains quietly friendly, still chopping down trees and being cordial with the town, but keeps the library closed and spends most of her free time within. She’s stayed focused on her wizardly studies, and has been stockpiling gear, finally hoping to follow her hundred-year-old life goal of being an adventurer once again.
Bescha is a practical and hearty soul. She is quick to correct others and use her life experience to inform on day to day tasks, but accepts where she may not know as much as someone else. Still, her time as a mother has given her a great deal of both protective and suspicious instincts, and she has some desire to protect the things that she’s grown close to - at this point, however, that is simply her children (who likely can handle themselves).
Bescha is short and stocky, and though it’s clear that age is beginning to take its hold on the dwarf (with a few grey streaks running through her red hair), she still has some level of musculature and spryness left in her. She wears comfortable clothing (all shades of black), stained through some years of sweat and manual labor, and carries her weatherproof spellbook on her right side and her father’s warhammer, inset with jade, on her left. She always wears her iron wedding ring.
Some formatting will have to be done for bolding, etc. later, and it's possible I'll make a minor change or two (still debating between abjuration and transmutation). Bescha is kind of a schizophrenic wizard, capable of stepping up in close quarters but preferring to protect herself and her comrades if possible. Depending on if she gets accepted and who else gets accepted, she may shift into Eldritch knight, or she may just stay pure wizard. To prevent alias bloat, I'm going to hold off on creating a new one if she doesn't get accepted.
| Captain collateral damage |
Hello! I've made this list of applicants for my own convenience in deciding what to play, and I thought I'd share it here if anyone els wants to use it:
Arcane
Melethiel Kane, half-elf wizard (spell sage)
Bronaval, fetchling summoner (shadowcaller)
Bescha Stonecrusher-Rumbleroar, dwarf abjurer
Divine
Ardoushan, dhampir cleric
Quellina Esstanov, human oracle
Martial
Rogan J. Grath, human gunslinger (maverick/pistolero)
Rialda Smith, half-elf fighter (drill sergeant)
Aviz, strix fighter (airborne ambusher)
Malelvolence "Mal" Animus, human warpriest
Thurgrom Lighthammer, dwarf paladin
Skill
Flouncy Magoo, halfling rogue (unchained)
Misc
Amaya Shirna, human choakineticist
| SCP-049 |
Here is my submission for your campaign Brolof. Syrusa Farin Tiefling Alchemist (Grenadier).
TurtSnacko
|
OK, so i'm finally ready to get into making this character, the crunch can wait till tomorrow, for now, just the backstory, I plan on him being a Cavalier
Until finally, it was his families turn to be overthrown. it happened so quickly, his parent's taken to the guillotine and himself being spared only by his father's most faithful knight, Sir Ector. Sir Ector took him from Galt, away from the revolution and to the neighboring country of Adoran where he was raised along with Ector's son Kay. The two were trained in the code of Chivalry together, sword and bow, on foot and horse back. yet for all the happiness he had here in Andoran, his mind would always drift back to his home land. His heart and soul would cry out against the constant war Galt was in, a war that claimed his livelihood and parent's. His family helped build Galt, to see it become what it has...is a greater pain then he has ever felt, ever WILL feel.
It was on a hill on the edge of Galt's border with Andoran, Arthur swore to bring the bloody revolution to an end. However, one man can not stop a war alone, and Arthur could not ask Kay and Ector to put themselves in harms way like that just for his peace of mind.
So he left, on the back of his lifelong Equine companion Llamrei. With no destination in mind, Arthur galloped through Andoran, searching for...something, something that would put him on the track he know's he's fated to take. all road's lead to Galt...as his father used to say. Arthur's aimless traveling eventually took him to the dwarf filled five kings mountains...and a town called Daggor.
Which brings us back to the present, Arthur has stopped in the farm town to haggle for supplies before moving on to search for his adventure. Though he's heard talk of festivities that will be going on in the next few day's...
Maybe he'll check it out?
| Hubaris |
Submitting Red Harenhill, a Ranger with supportive abilities through Healer's Hands (and eventually Signature Skill: Heal), Traps, and Sniping as their main combat style.
Losing everything in Galt, the man has spent the last while wandering Andoran looking for meaning again before settling down near Daggor; becoming that man who lives alone in the woods and comes to the village very rarely. If you're cool with that.
Also unsure about Favored Enemies, just threw down Humans as it was something he would have familiarity with.
| Hubaris |
@TurtSnacko The backstory's approved, just need the crunch.
@Hubaris Character's approved by me, but if you wanted to PM me about what might pop up in the campaign, you could have.
Good to know. Some people really like to keep it secret so I wasn't entirely sure. I don't mind changing things up a bit as well if I get selected (Animal, Magical Beast, Human all seem to be fairly safe from a Nature PoV).
I hate how feast or famine FE is, but them's the breaks!
| Arthur_Pendragon |
TurtSnacko's submission here, Arthur Pendragon is now 100% complete, only thing i'm unsure about is whether rich Parents is a allowed trait. it IS piazo made, but I've noticed some GM's have an issue with the trait itself. i'd need to know you're thoughts on it, as if i can't use it i will have to spend some time re allocating allot of things. I mostly took it so I could actually look the part of a knight at the beginning of the game instead of being a weirdo in mis matched leather armor or something like that. Just ain't the image I need him to start with.
Arthur Pendragon LG Courtly Knight/1
Int +3 Senses Perception +4
========================================================================
Defense
========================================================================
AC 19, touch 13, flat-footed 16(+3 dex, +6 armor)
hp 11 ((1d10))
Fort +3, Ref +3, Will +0,
========================================================================
Offense
========================================================================
Speed 20Ft
Melee MW Bastard Sword +6 (1d10 + 6)(19+)
Melee Lance +5 (1d8 + 6)(x3)(When charging on a mount, +10, 2d8 + 12)
Melee
Ranged Long bow +4 (1d8)(x3)
Special Attacks Challange 1/day (+1 Damage, +1 Ac)
========================================================================
Statistics
========================================================================
Str 18, Dex 16, Con 12, Int 11, Wis 9, Cha 13
Base Atk +1
CMB +5
CMD 18
Feats Mounted Combat, Death from Above
Skills Climb +8(1), Diplomacy +5(1), Intimidate +5(1), Ride +7(1), Sense Motive +4, Perception +4(1),
Background Skills Handle Animal +5(1), Knowledge(Nobility) +4(1),
Traits Rich Parent's, Inspiring
Racial Traits Skilled, Bonus Feat
Languages Common,
Combat Gear Agile Breast Plate, MW Bastard Sword, Lance.
Other Gear 1 gold
========================================================================
Special Abilities
========================================================================
Challenge (Ex)
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Mount (Ex)
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount.
A Medium cavalier can select a camel, horse, or a zebraPZO1140 as a mount.
A Small cavalier can select a a capybaraPZO1140, pony, reindeerPZO1140, wolfPZO1140 or wolfdog as a mount but can also select a boarPZO1140 or a dogPZO1140 if he is at least 4th level. The GM might approve other animals as suitable mounts.
A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.
A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Order of the Lion
A cavalier who belongs to this order has pledged himself to a sovereign; be it a king, queen, or even the local warlord. Cavaliers of this order are stalwart and dedicated to their cause, willing to go any length to ensure the safety of their lord and his domain.
Edicts: The cavalier must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm.
Challenge: Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the lion cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.
Order Abilities: A cavalier belonging to the order of the lion gains the following abilities as he increases in level.
Social Presence (Ex)
A courtly knight gains a +1 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks. At 4th level and every 4 cavalier levels thereafter, this bonus increases by 1 (to a maximum of +6 at 20th level). A courtly knight starts any verbal duel with an extra edge she can use for only the presence tactic unless she is at a significant or extreme disadvantage in the duel.
This ability replaces tactician.
Llamrei N Large animal
Int +1 Senses +5 Perception
========================================================================
Defense
========================================================================
AC 19, touch 11, flat-footed 18(+1 dex, +4 armor, +4 Nat)
hp 20 ((2d8+4))
Fort +5, Ref +4, Will +3,
========================================================================
Offense
========================================================================
Speed 50Ft
Melee Bite +2 (1d4+3)(x2)
Melee 2 Hooves -3 (1d6+1)(x2)
Melee
Ranged
Special Attacks
========================================================================
Statistics
========================================================================
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1
CMB +5
CMD +16
Feats Iron Will,
Skills Climb +7(1), Perception +5(1)
Tricks Aid
Languages,
Combat Gear Lamallar Leather Armor
Other Gear Military Saddle, Small Tent, Soap(10), Rope, hemp (50 ft.), Compass, Candle (10)
========================================================================
Special Abilities
Low-Light Vision
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunkmusk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Arthur Pendragon is a fallen noble of the country of Galt, though he wouldn't admit that if you asked. The nobility in his blood is undeniable however, the way he carries himself, the way he speaks, breathes, even sleeps, speak of years of etiquette only a noble would have. So how did he end up here, in Daggor? That's a long story. His parent's were the leaders of house Pendragon, a house known for it's strength and deeply rooted blood ties with Galt. His family was a major leader in the first Galt revolution, and the next, and the next....
Until finally, it was his families turn to be overthrown. it happened so quickly, his parent's taken to the guillotine and himself being spared only by his father's most faithful knight, Sir Ector. Sir Ector took him from Galt, away from the revolution and to the neighboring country of Adoran where he was raised along with Ector's son Kay. The two were trained in the code of Chivalry together, sword and bow, on foot and horse back. yet for all the happiness he had here in Andoran, his mind would always drift back to his home land. His heart and soul would cry out against the constant war Galt was in, a war that claimed his livelihood and parent's. His family helped build Galt, to see it become what it has...is a greater pain then he has ever felt, ever WILL feel.
It was on a hill on the edge of Galt's border with Andoran, Arthur swore to bring the bloody revolution to an end. However, one man can not stop a war alone, and Arthur could not ask Kay and Ector to put themselves in harms way like that just for his peace of mind.
So he left, on the back of his lifelong Equine companion Llamrei. With no destination in mind, Arthur galloped through Andoran, searching for...something, something that would put him on the track he know's he's fated to take. all road's lead to Galt...as his father used to say. Arthur's aimless traveling eventually took him to the dwarf filled five kings mountains...and a town called Daggor.
Which brings us back to the present, Arthur has stopped in the farm town to haggle for supplies before moving on to search for his adventure. Though he's heard talk of festivities that will be going on in the next few day's...
Maybe he'll check it out?
Arthur is a 19 year old Male. 5',9" blonde haired, green eye'd, almost the stereotypical female Knight fantasy, though he could do with being a bit taller...
He weighs 149 pounds.
Arthur is deeply plagued by his desire to save Galt and to form an eternal utopia. He has the sense of values of a matured man, as well as a strong sense of justice. He will bring things that bring virtue and goodness closer, and will ascertain those that bring atrocity. He is the image of a hero one can feel good about. Though he has his bouts of hypocritical courtesy as he isn't above a bit of teasing. he follow's the old Taldan Rule of Chivalry and refuses to dishonor himself. He will not attack a downed opponant, and will attempt to not attack unarmed opponent's unless given good reason. Mercy is something to be given...but only once.
He is good at eating, it's a guilty pleasure of his, but not good at cooking. He places his wholehearted trust towards his companions. Deception and betrayal are unthinkable.