Paladin of Iomedae

Cander Vitritch's page

45 posts. Alias of Tassadan.


Full Name

Cander Vitritch

Race

Human

Classes/Levels

Monk 1 (Sohei)

Crunch:
HP 10/10 | AC17 | FF14 | T13 | Fort +4 | Ref +6 | Will +3 | Init +4 | Perception +5 | Speed 30 ft

Gender

Male

Size

Medium, 5'10"

Age

19

Special Abilities

Flurry of Blows

Alignment

Lawful Good

Deity

Erastil

Location

The Stolen Lands

Languages

Common,

Occupation

Horse rancher, Adventurer

Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

About Cander Vitritch

Backstory:

Cander Vitrich was born to two stern traditionalist parents in the south of Brevoy. Traditional Rostlanders and horse farmers, he was raised under extremely high and harsh expectations to hold up the family name and tradition.

Long before they were simple horse breeders and traders, the Vitritch family served under Sirian Aldori when he was still known as Baron Sirian First. When First disappeared into obscurity after losing a duel with the local bandit lord, the family and their horse-based combat style fell from favor. When Aldori emerged victorious years later from creating his new sword style, the Vitritch line had already settled down in a small homestead out of the way of the bandits, breeding horses to trade in order to survive. One day, a lucky ancestor of Cander’s discovered what would be told to his descendants as a mine “lined with the finest gold one had ever seen.” With the confidence of new riches and a head swollen with the possibility of restored status, Cander’s ancestors marched into Baron Aldori’s court, asking to once again rejoin the Baron.

Aldori’s new regime of swordlord had no place for Vitritch “Horseplay.” The family was spat upon for their “desertion” of the Baron’s banner, and were cast back into obscurity when they approached the court, seeking audience with the man they once followed. Grasping at an opportunity for entertainment and challenge in a time of peace, a group of Aldori sword lords and their followers brought conflict to the Vitritch homestead in the Stolen Lands. They offered an ultimatum: Surrender the goldmine, or die. The Vitritch family fled in the night, using their well-honed skills of stealth to escape swordlord eyes, and set up a homestead under a different name upon Rostland’s border. The exact location of the mine was eventually forgotten by both sides, and only rumors of its riches remained in the Vitrich oral history.

Despondent, but not defeated, the Vitritch family preserved their traditions in secret, and passed their combat techniques and family birthright onto each successive generation. As time passed, the Vitritch family and their exploits faded from Brevic memory while Baron Aldori’s glory was preserved. While most of the family remained proud of their stoic isolation in the south of the Rostland, Cander’s father was different. He was the first of his line to resent his family’s lack of ambition, instead teaching his children that the combat techniques of their family was squandered in simply protecting the homestead and preservation of tradition. He wanted his eight children to do what he, at his old age, could not: make their mark on the world, and bring the Vitritch name to glory once more!

Cander was his best student among all his sons. Fast, strong, wise, and extremely coordinated, he took to combat as a normal man took to breathing. Cander would have been envied by his brothers and sisters for this prowess, had his father not been all the harder on him for it. Cander was drilled day-in and day-out, constantly confronted with grueling tasks of strength and finesse. His less-gifted siblings looked on in wonder, fascinated not only by the strength and confidence of Cander’s movements, but also the sheer dedication he had for it.

While he succeeded at nearly every exercise, such a training regimen took its toll: Cander’s social growth was somewhat stunted. He didn’t have time to interact with other children or young-people his age under the stern yoke of his father. Because he never argued with his father, and seldom shared much with his brothers and sisters outside of training, Cander never developed a talent for personal interaction. Instead of words, he often responded with action, and when action was not the appropriate response he would often falter. Combat was his strength, not conversation.

This was only reinforced by the family’s conservative interpretation of the God Erastil’s teachings. Cander’s father took his position as head of the household to be a god-given right, and if a decision came from any other source than he, it was wrong and insubordinate. As such, Cander had very little free will of his own, and often deferred to his father’s “wisdom” when trouble reared its ugly head. This is not to say that he had a poor relationship with his father. Quite the opposite. The two were extremely close, but their relationship was a stern one. They loved each other in their own way.

When word came that Restov was looking for adventurers to civilize the Greenbelt and thwart the bandits within, Cander’s father saw his son’s first chance at success. His father filling his head with imagery of honor and glory, Cander was soon convinced to ride towards the small fort known as Olegg’s trading post, seeking redemption of the family name he had always been taught to revere.

His only regret was that he couldn't take his father's bow with him, as the homestead wouldn't survive without game to eat and pelts to sell. Oh well. Perhaps he'd be able to pick one up somewhere along his journey...

Personality:

Cander is quite green when it comes to adventuring, and will usually resort to action before he resorts to words. His dedication is second to none, but sometimes becomes frustrated when he cannot complete a task as he wished. Despite this, he can be extremely innocent and naïve, sometimes easily fooled by subterfuge and distracted by the shiny (or curvy) things that may come his way. Above all, Cander venerates Erastil, and trusts goodness and order. Should a creature or action seem inclined towards chaos, dishonesty, or evil, Cander will give every effort to change or stop it.

Appearance:
Cander is not short, but not tall either, resting in a build of catlike athleticism that favors sinew over bulk. His upper body is quite tan from practicing in the sun’s rays all of his life, but anyone seeing his legs or feet would know that his skin is originally pale, derived from his Taldan ancestry. Cander’s black hair is messy and uncontrollable by nature, and as such he wears it in a ponytail, under a hat, or using other such methods of restraining his unruly mane. He keeps with him a very practical outfit of earthy tones as one might expect from a Druid or Ranger, topped with a shirt of hide armor and adorned with various forms of weaponry. Under the plain-seeming facade, in the sleeves of his garments lie two spring-loaded wrist-sheathes. One might think that such equipment betrays a deceptive nature, but in fact they serve a more practical purpose: swift access to medium-range ammunition.

Sample Roleplay:
"So, boy, you said you were just passin’ through. Where’re you heading?”

Cander was already on his third drink when the barkeep asked him this question. The question that he had hoped someone would ask on this journey of his. The nineteen year old stumbled to his feet and declared, "I’m going to The Stolen Lands!”

The entire tavern roared with laughter.

"And what’ll you be doin’ there, young lad? Planting flowers with the fey? Marching with the Mites? Keeping up with the Kobolds?”

"I’m going to settle them, and take down all monsters and bandits with ‘em!”

Now the tavern fell nearly silent. These men were simple. They did not know many things. But one of the things they did know is that in the Greenbelt, it’s humans who are often the greatest monsters.

"Are you sure about that, lad? These are bad times for law and order in The Stolen Lands.”

"Which is why I’ll change them,” Cander replied, and attempted to make a dramatic exit, just like the heroes did in his storybooks.
"BOY GET THE HELLS BACK IN HERE. YOU HAVEN’T PAID YOUR TAB!”

"SORRYSORRYSORRY!" Cander exclaimed, scurrying back to the bar and fiddling with coins before dropping them on the counter. Embarrassed, he then drunkenly sulked his way out of the tavern, hoping that hanging with his horse could cheer him up.

Crunch:

Cander Vitritch
Male Human (Taldan) Monk (Sohei) 1 (Pathfinder RPG Ultimate Combat 0)
LG Medium humanoid (human)
Init +4; Senses Perception +5
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +4, Ref +6, Will +3
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Offense
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Speed 30 ft.
Melee lance +2 (1d8+3/×3)
. . unarmed strike +2 (1d6+2)
. . wushu dart +2 (1d3+2)
Ranged wushu dart +4 (1d4+2)
Special Attacks flurry of blows
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Statistics
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Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats Improved Unarmed Strike, Point-Blank Shot, Precise Shot, Ride-By Attack
Traits armor expert, pioneer
Combat Skills Acrobatics +8, Knowledge (Religion) +4, Perception +5, Ride +9, Sense Motive +5, Stealth +8
Background Skills Knowledge (History) +4, Profession (Woodworking) +5
Languages Common
SQ devoted guardian, unarmed strike
Other Gear hide shirt, lance, wushu dart (10), spring loaded wrist sheath (worth 5 gp, 1 lb), spring loaded wrist sheath (worth 5 gp, 1 lb), heavy horse, monk's kit, saddlebags, whetstone, wooden holy symbol of Erastil, 20 gp,
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Special Abilities
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Armor Expert -1 Armor check penalty.
Devoted Guardian +0 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ride-By Attack You can move - attack - move when charging mounted.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Mina (Horse Gained From Pioneer Trait)
Female Horse
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
hp 26 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5) and
. . 2 hooves +0 (1d6+2) and
. . unarmed strike +5 (1d4+5 nonlethal)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Tricks Come, Heel, Riding, Stay
Skills Acrobatics +4 (+8 to jump with a running start), Perception +8
SQ riding
Other Gear monk's kit, saddlebags
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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.