The Cinderlander

Crazy Will's page

117 posts. Alias of Theorythmus.


Full Name

Crazy Will

Race

Abilities:
being suspicious of everybody

Classes/Levels

Male Human Ranger 1 Trapper Archetype

Gender

Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none

Age

38

Alignment

neutral

Deity

Pharasma

Location

Shack near the forest's edge

Languages

Human, Dwarven

Occupation

Hunter

Strength 14
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 14
Charisma 7

About Crazy Will

Tracked Resources:

Potion of CLW: 1/2
Flask of Holy Water: 3/3
Arrows: 15/20
Blunt arrows: 20/20

bear traps : 3/3
sack with arrowheads, fletchings & shafts for 30 arrows

Carried weight: 97,5 lbs
Money: 14 gp 7 sp 7 cp left

Crazy Will Crunch:

Crazy Will (38 years old)
Male Human Ranger 1 (Trapper)
N Medium humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC : 17 | T : 13 | F : 14
hp 11 (1d10+1)
Fort +4, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee Morningstar +3 (1d8+2 20/x2 | B and P)
. . Handaxe +3 (1d6+2 20/x3 | S)
[Favored Enemy] add +2 to attack/damage vs undead
Ranged MW Mighty[2] Composite Longbow +5 (1d8+2 20/x3 | B or P) | with deadly aim +4 (1d8+4 20/x3 | B or P)
[Point Blank Shot] add +1 to attack/damage within 30 ft
[Favored Enemy] add +2 to attack/damage vs undead
--------------------
Statistics
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STR 14 DEX 16 CON 12 INT 12 WIS 14 CHA 7
BAB +1; CMB +3; CMD 16
Feats Point Blank Shot, Deadly Aim
Traits World Traveler(Sense Motive), Resilient, Rich Parents
Drawback Paranoid
ACP -2
Skills
Craft(Bows) [1]+1+3=5
Disable Device [1]+3+3-2=5 (is a class skill due to Trapper archetype)
Heal [1]+2+3=6
Knowledge(Nature) [1]+1+3=5
Knowledge(Geography) [1]+1+3=5
Knowledge(Religion) [0]+1+2=3 (only when it concerns undead)
Perception [1]+2+3=6
Sense Motive [1]+2+3+1=7
Stealth [1]+3+3-2=5
Survival [1]+2+3=6 (7 when following tracks)

Languages Common, Dwarven

SQ
Favored enemy (Ex) [undead]: +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): Diplomacy vs animals ... will not be using this anyway ;) he doesn't trust people, why would he trust animals ...

Combat Gear chain shirt, Mighty[2] MW Composite Longbow, morningstar, handaxe; Other gear explorer's outfit, MW backpack, signal whistle, blanket, canteen, belt pouch, flint and steel, 4 Bells (with different notes & stuffed with cloth to not make sound until needed), string or twine 150 ft, wooden holy symbol, 2 journal books, 1 vial of ink, inkpen, traveler's anytool, sack(*)
(*)filled with old arrow heads/fletchings recovered from old arrows.
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Other info
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Carrying capacity Light 58 lbs. or less Medium 59–116 lbs. Heavy 117–175 lbs.
with MW backpack Light 66 lbs. or less Medium 67–133 lbs. Heavy 134–200 lbs.

Background:

Crazy Will, as the locals have started calling him, is a recluse who lives in a small house with boarded up windows at the edge of the forest. He seems to be surviving on whatever he can hunt down in the forest and doesn’t let anyone get near. The few people that have tried to communicate with him were greeted with an arrow at their feet. So most have stopped trying.

Little do they know, that he used to be a very different man. Let’s start at the very beginning. His parents called him Jonathan Spencer William Compton. As you may have guessed, he’s technically part of a noble house. Hunting was one of the first things he learned as a young lad and he loved it. This is a good thing, as it made others forgive his shortcomings when it came to social etiquette. When he reached the age of 16, he started traveling the world in search of bigger prey to hunt. The few friends he had gathered over the years joined him on most of these trips. Although he always was well equipped when going on these hunts, the best equipment is no replacement for pure skill. Jonathan loved this aspect of hunting. Out in the woods he did not have to behave properly or act as a young man should, all that mattered was kill or be killed, survive.

On one of these hunts, Jonathan, now age 21, was out deep in the jungle with his friends Marc, Oscar and Henry when they heard a cry for help. They went to investigate and found a man who was up in a tree, visible shaking and trembling. After they checked the immediate surroundings and were capable of telling the scared man that there was nothing there, he came down and identified himself as Phil Olsen. He claimed he got attacked and bitten by some crazy guy deeper in the jungle. Jonathan tended to his wounds and although Phil was clearly bitten, he dismissed it, thinking the man was delirious. They did not have the proper supplies to fully help Phil, so they tried to hurry back to more civilized parts. Near the end of the 2nd day of travel, Phil collapsed and died. He had finally succumbed to his injuries. They buried him in a shallow grave and made camp for the night.

In the dead of night, they woke up to Oscar screaming. They saw Phil, who had apparently clawed his way out of the grave, biting down on Oscar and killing him. They tried to defend themselves, but Phil got hold of Marc viciously mauling him. Before they could finally manage to kill Phil, he had also bitten Henry and clawed Jonathan.

Still shocked by the events, Jonathan and Henry quickly departed, trying to get as far away from the place as they could. It was still several days before they would reach civilization. Henry started to show similar signs of illness, like Phil had done before. Afraid that he would become a crazed monster he asked Jonathan to end his misery. Reluctantly, Jonathan obliged.

From that day everything went downhill. People started asking questions and when he explained what happened, nobody believed him. He didn’t want to burden his family with all of this, so he disappeared. Trying to find the answer to what had happened in the forest. So he traveled the world as William, hunter and adventurer. Trying to find all he could about undead and how to deal with them. He wrote everything he found in his journals, but nothing he found brought him closer to what happened in the jungle. Being undead is not an illness, so it can not spread.

After years of fruitless research, William started to doubt himself. Had it been something else? Had he killed Henry for no reason? He has spent the last few years alone in his house near the woods, keeping to himself and not letting anyone get near.

Now 38 years of age, crazy Will sits in his shack, going through his journals and adding his thoughts to the pages, waiting for the inevitable day that the thing they fought in the jungle, or one of his “friends” came to get him…

Starting Equipment:

chain shirt (100 gp | 25 lbs)
Mighty[2] masterwork composite longbow 250 gp (100 GP + MW 300 GP +100 GP per str mod) | 3 lbs [bought at Bill's shop]
morningstar 8 gp | 6 lbs
handaxe 6 gp | 3 lbs
masterwork backpack 50 GP | 4 lbs
explorer's outfit, -, -
signal whistle, 8 SP, -
blanket, 2 sp, 1 lb
canteen, 2 GP, 1 lb
belt pouch, 1 GP, 1/2 lb
flint and steel 1 GP
bell x 4 (1 GP / bell)
string or twine 1 cp | ½ lb per 50 ft x 3
0.33 GP | 3 lbs per 20 normal arrows (crafted 1 set)
0.66 GP | 3 lbs per 20 blunt arrows (crafted 1 set)
wooden holy symbol 1 GP
flasks of holy water 25 GP | 1 lb x 3
potion of CLW 50 GP x 2
journal book 10 GP | 1 lb x 2
ink 8 GP / vial (one)
inkpen 1 sp
Traveler's anytool 250 GP | 2 lbs
sack, empty (1 sp | 1.2 lbs)

58,5 lbs | 21 gp 7 sp 7 cp left
Carrying capacity due to MW backpack :

Light 66 lbs. or less
Medium 67-133 lbs.
Heavy 134-200 lbs.

old basic crunch:

STR: 14 DEX: 16 CON: 12 INT: 12 WIS: 14 CHA: 7
http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---rang er-archetypes/trapper
(Trapper ranger)
Feats : Point-Blank Shot & Deadly Aim
Favored Enemy : Undead

skill points : 6 + 1 (INT) + 1 (Human) + 1 FC
Craft(Weapons) [1]
Disable Device [1] (is a class skill due to Trapper archetype)
Heal [1]
Knowledge(Nature) [1]
Knowledge(Geography) [1]
Knowledge(Religion) [0] (can use untrained when pertaining his favored enemy = undead)
Perception [1]
Sense Motive [1]
Stealth [1]
Survival [1]
total ACP: -2

traits :
Human → World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Combat → Resilient: Living in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.
Social → Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances—your starting wealth increases to 900 gp.
Drawback → Paranoid: You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.