Corsair

Atamar Gorrin's page

79 posts. Alias of DinosaursOnIce.


Full Name

Atamar Gorrin

Race

Half-Orc

Classes/Levels

Inquisitor 1 | Unchained Rogue 1 | HP: 11/11

Common Stats:
AC: 17, T: 15, FF: 12; F:8, R:9, W:8; CMD 16; CMB +1; Init: +7; Perc:+8, SM:+9
Spells:
1st Level:0/2

Gender

Male

Size

Medium

Age

24

Special Abilities

Judgement (0/1), Agile Feet 7/7

Alignment

Chaotic Good

Deity

Desna

Location

The Green Belt

Languages

Common, Orc, Goblin, Hallit

Occupation

Professional Tracker, Explorer, Slayer of Beasts, Occasional Farm Hand

Homepage URL

http://www.myth-weavers.com/sheet.html#id=289383

Strength 12
Dexterity 20
Constitution 16
Intelligence 12
Wisdom 18
Charisma 8

About Atamar Gorrin

Background:
Atamar originally heralds from the lands of Mendev where he lived with his father and mother. His Mother used to be a paladin helping to guard the Worldwound while his father had been part of a band of mercenaries hired to help fight. This all changed when his mother ended up pregnant with Atamar. They decided to leave was and ran off to Mendev, with his mother forsaking her vows as a Paladin.

Mendev was one not like Brevoy where Half-Orcs are tolerated and he faced a great deal of bullying as a child. During one such bullying Atamar was beaten to an inch of his life for being a "beast" after he mouthed off to an older child. Deciding it was time to leave his parents had heard that the lands of the River Kingdoms, within Brevoy were more tolerant of his kind. Between this and the problems faced by the Worldwound and the constant worry that the armies of the Abyss might push through someday caused them to flee to Brevoy.

Once arriving in Brevoy, Atamar and his parents ended up in Rostland, the home of the Swordlords, where they managed to make a small life for themselves as farmers in a small farming community a little ways outside of Restov.

Growing up, Atamar find himself befriending and eventually joining in with a local group of Desna worshipers, where he met his friend Mila, which had set up shop in the small farming commune he lived in. He enjoyed the freedom that the worshipers extolled and took it as a sort of Divine Providence that Desna must have been watching over him to end up in the company of such positive folk who were completely accepting of Atamar.

Atamar was never happy with just being a farmer, and took up study over beasts and the local wildlife. Over the years became renown among his community and among the residents of Restov as a cheap, but reliable travel guide, for his highly skilled nature in surviving the wilderness of the land. He became an accomplished slayer of beasts, helping to stave off wild animals more than once, and has participated in numerous expeditions exploring the local land and helping to guide others.

After having encountered some of the more dangerous creatures that lurk in the wilderness he has taken a particular focus on learning their weaknesses and how to combat them.
,
Atamar has seen much of Rostland and the greater Brevoy area in the past 15 years, exploring as far South as Restov and as far North as the Lake of Mists and Veils.

Hearing of an expedition to help chart and reclaim the Stolen Lands from Lord Bean of House Surtova, Atamar could not help by apply for this position as it seemed like a once in a lifetime opportunity. He aims to help the group he travels with survive the perils of the wilderness, both in their more animate forms and against the natural hazards. He also hopes that, if they are successful, he can use is claim to the land to help establish a strong following of Desna in the area, and to help keep the land free from slavery, persecution, and banditry.

Reason for Being in Restov:
During a trip into the Gronzi forest, Atamar came upon a group of men under attack from some bandits. Having little patience for cutthroats, and seeing a group outnumbered, Atamar joined in on the fray. Later, Atamar learned that among the men had been the son of a lesser member of House Surtova, Lord Bean. Seeing that many of the original guards of the young son were killed or severely injured, Atamar joined them on their trip back to New Stetven. Lord Bean was pleased with Atamar and has used him on several occasions when they had need to travel in the Southern parts of Brevoy.

During a meeting with Lord Bean, Brean informed him of an expedition he had recently heard about that planned to go into the Stolen Lands and try to reclaim it. He believed that Atamar was well suited to the task and knew of Atamar's interest in travel and exploration.

In exchange for all that Atamar had done for Bean's son and himself, he offered to hand write a letter to Lord Alystair recommending Atamar for the expedition.

Atamar was all too happy to take him up on the request, feeling a thrill like he had not in a while.

Important People:
A girl named Mila and a fella named John are two of Atamar's closest friends (Mila is Half-Elf while John is Human). Both have went on several expeditions in the Gronzi forest with Atamar. Though neither were present during the trip in which Atamar came face to face with the Tiger. Mila is an apprentice to the local Cleric of Desna, hoping to eventually travel to New Stetven (she is effectively an Adept). While John helps serve the town's guard (Warrior).

He is still in good relations with his parents, they are proud of the man their son has become and respect his wishes to leave on the expedition into the Stolen Lands.

He has a horse named Victoria who he met as a filly while out traveling, and has kept her ever since (approximately 10 years ago). Victoria has served as a constant travel companion for Atamar, though he does not ride her. Rather he brings her for carrying heavy gear and for company when traveling alone. Victoria will be joining Atamar on his trip.

Enemy:

Little did Atamar know that the bandits who assaulted the young noble's son had been sent to capture him as part of a scheme from House Orlovsky who hoped to capture the son and gain the aid of the father and using his connection to House Surtova to garner what information the might have known. Orlovsky specifically targeted them because of their lesser known status, meaning less chance of political fallout if something went wrong.

They have tried other times than the first, once notably sending in a spy during a trip Atamar was present on. Atamar being a keen judge of other's motives picked up on the unusual fellow's actions, and went to confront him while gathering water. Unfortunately Atamar was outmatched and the spy made his escape, knowing as much about Atamar as his name and his species.

Other general enemies include bandits, slavers, and those who seek to subvert others to their will, especially through subterfuge and political mechanisms.

Letter of Introduction from Noble:

The following is a sealed letter addressed to Lord Alystair, it is carried by Atamar.

To Lord Alystair Boehnre,

I am writing this letter on behalf of a young friend of mine, a young explorer by the name of Atamar Gorrin.

I recently heard of your impending expedition into the Stolen Lands and believe that Atamar would be a strong candidate in seeing your mission a success. He heralds from the lands of Mendev, and was born near the Worldwound. Despite his Half-Orc heritage he comes from the finest of parents, his father was a mercenary who joined the forces of the Paladin's who hold the Abyss at bay and his mother used to be one of those Paladin's. They only left because of the birth of Atamar, not wanting to expose their son to the risks of a demonic assault.

Let me tell you a little about Atamar, I have known him for a few years now and I believe myself to be a good judge of character. I originally met Atamar as he safely returned my young son to me, when a group of ruthless bandits tried to steal him while traveling through the Gronzi Forest. Had it not been for Atamar, I fear that many more lives would have been lost that day and that I would no longer have a son.

I have since hired Atamar on several occasions using his services to help guide and protect my family on various expeditions. More than once he showed his worth again by staving off bandit attacks and once even catching a spy in our midst.

But let me tell you about his capabilities. You see to journey into unknown territory where peril could be around every corner, whether they be beasts, bandits, or the terrain. Atamar carries skills that are of great asset to each of these. He is an exceptional tracker and is gifted with helping to navigate the lay of the land. He is knowledgeable about the natural world and even more so about the beasts that inhabit it.

He is a perceptive young man, rarely missing minute details that others might, and has a strong sense of intuition when it comes to discerning the intentions of others. He is a capable scout, able to see in the dark and move quieter than a goblin. He has helped us numerous times avoid both traps and violent beasts alike.

Quick on his feet and quicker still to respond against danger, Atamar is the sort of person who will put his life on the line to maintain the safety of his company.

It is also worth mentioning that he is a more than capable fighter, who fights with finesse and precision, rather than brute force. I have seen him take down some truly ferocious beasts,

Lastly, he has something that few have, a knack for getting out of trouble. Whether through divine providence or through natural luck I know not, but it does seem as if a god watches over him.

I would implore you to heed my advice, for I know of few others who could offer the sort of skills and talents that Atamar would bring to your expedition. He is a true hero of our time and has the interests of Brevoy at heart.

Cordially,
Lord Gregory Bean of House Surtova.


Personality:

Atamar by nature is a cheery fellow who wishes nothing more than to make friends with those around him. By his troubled time as a youth, and his experience dealing with beasts, bandits and other unsavory beings from the Woodlands has taught him that often one must bring the force of fear into their opposition in order to make them see reason.

As a follower of Desna he takes great effort to uphold her ideals, deeply valuing freedom and the ability to explore new areas. He tries when he can to show others the great virtue of Desna, but will not force his ideology on others if they do not seem interested.

Atamar takes a interest in natural world around him, and the various beings that inhabit the various realms, and is a scholar of them, learning both for pleasure and for survival. While he does not enjoy the unnecessary killing of any living thing, he will not hesitate to do so if he believes that it is necessary.

Lastly, he enjoys smoking tobacco when the chance provides itself and has a slight fear of water (not bad but it makes him uncomfortable).

Appearance:

Standing at 6'3 and weighing in at 230 pounds, his larger size only adds to his natural intimidating looks that he receives from being a Half-Orc. He has very tan skin, with his natural orc ancestry showing strongly. He carries himself well, though unlike the typical Orc he is not as strongly built, his years in the wilderness has honed his natural grace and built him lean and flexible.

Clothing wise he dresses for the unexpected. Leather breeches and a loose light brown shirt are the basics. He has sturdy leather boots which are plainly well used. On addition he sports a dark green cloak and a "do-rag" that he uses to cover his dark brown hair.

His eyes carry a pleasant but piercing look to them.

Atamar has four tattoos, one on his chest, back, and each forearms. The ones on his chest and forearms are usually partially visible when clothed (see religion for details).

Favorite Saying:
"To some a blank space on a map is nothing, to others it is possibility."

Religion:
Quickly taking root in a local group of Desna worshipers once arriving in Rostland, Atamar is a devout worshiper. He is happy to speak of the ideals of Desna and quicker yet to give an earful to anyone who is willing to listen. Though if he senses that someone does not wish to be pushed into her religion he will not push the issue.

In the taming of the Lost Lands he hopes to foster and improve on the existing worship of Desna that he hears is prevalent there.

Atamar's devotion to Desna is strong enough that he has even inscribed tattoo's across his chest (a butterfly), back (the basic tenets of the 8 Scrolls) and along his forearms (one says "Travel" the other says "Journey")

Defense:
HP=11 (1d8+3)
AC=17 (5 Dex + 2 Armor), Touch=15, Flat-Footed=12
CMD=16 (0 BAB+ 1 Str + 5 Dex + 10)
Fort= +8 (2 Class+3 Con+2 Sacred Tattoo(+Fates Favored)+1 Trait),
Reflex= +9 (2 Class+5 Dex+2 Sacred Tattoo),
Will= +8 (2 Class+4 Wis+2 Sacred Tattoo)
Leather Armor

Offense:
Initiative= +7 (+5 Dex+2 Trait (Reactionary))
Base Speed= 40 Feet (30 Base+10 Travel Domain)
BAB= +0
2x Starknives= +5 (1d4+1) or +3/+3 (1d4+1/1d4+0) (+5 Dex + 0 BAB)
Sling= +5 (1d4+1) (+5 Dex + 0 BAB)
Sneak Stab(+1d8/1d4)

Skills:

8 Ranks from Class + 1 Intelligence = 9 Ranks/Level
Acrobatics= +9 (+13 when Jumping) -> 1 Rank +3 Class Skill +5 Dex (+4 on jumps for speed)
Climb= +5 (1 Rank + Class Skill + 1 Str)
Intimidate= +6 (1 Rank+1 Class Skill+ 1 Stern Gaze +2 Orc- 1Cha)
Kn: Nature= +5 (+9 for Monster ID) (1 Rank+Class Skill+1 Int +4 Wis)
Kn: Religion= +5 (+9 for Monster ID) (1 Rank+Class Skill+1 Int +4 Wis)
Perception= +8 (1 Rank+Class Skill+4 Wis)
Sense Motive= +9 (1 Rank+ ClassSkill+ SternGaze+ 4 Wis)
Stealth= +9 (1 Rank+ Class Skill+ 5Dex)
Survival= +8 (1 Rank+Class Skill+ 4 Wis)
Swim= +1 (+1 Str)

Background Skills:

Knowledge Geography= +2 (1 Rank+ 1 Intelligence)
Linguistics= +5 (1 Rank + Class Skill + 1 Intelligence)
Sleight of Hand= +5

Class Features:

Inquisitor
1) Spellcasting+Orisons
1) Travel Domain
1) Increased Base Speed (+10 Feet)
1) Agile Feet (7/Day)
1) Judgement
1) Monster Lore
1) Stern Gaze (+1)

Unchained Rogue (Scout+Knife Master)
1) Finesse Training
1) Sneak Stab (1d8)
1) Hidden Blade (+0)

Racial Abilities:

Intimidating (+2 on Intimidate Checks)
Sacred Tattoo (+1 Luck Bonus on Saving Throws, Fate's Favored= +2)
Weapon Familiarity
Darkvision (60 feet)
Orc Blood
FCB: 1x +1/2 on Intimidate Checks and Monster Identification (+0)

Feats:

1) Weapon Finesse (Bonus Feat from Finesse Training)
1) Two-Weapon Fighting
1) Improved Monster Lore (+0) (Bonus feat from Campaign, adds Sacred Bonus equal to 1/2 my level on Monster ID checks)

Traits:

Fate's Favored: +1 on Luck Bonuses
River Lander: +1 on Fortitude Saves
Reactionary: +2 Initiative

Spells Known/Spells Per Day:

Orisons: Detect Magic, Create Water, Guidance, Light
1st Level: Cure Light Wounds, Divine Favor (2/Day)

Possessions:

2x Starknives (48 GP)
Sling (0 GP)
20 Sling Bullets (2 SP)
20 Cold Iron Arrows (2 GP)
Leather Armor (10 GP)
Victoria the Horse (75 GP)
Pack Saddle (5 GP)
Animal Feed 10 Days (5 SP)
Rogue's Kit (50 GP)
Spell Component Pouch (5 GP)
Wooden Holy Symbol (1 GP)
Explorer's Outfit
Blank Map
Money:
3 GP
3 SP

Mythweaver Sheet for Reference