Oleg

CrazyYodler's page

Organized Play Member. 27 posts (1,171 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 13 aliases.


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Dotting for interest.


posting for interest. Will have something up completely up this evening.


Wondering if it's too late to jump on the bandwagon before it starts, I was talking to my friends about this game and he had the book. If there would be a spot available I would love the opportunity.


ok getting my last bit of crunch and story set, just got in from camping on the weekend.


Just to keep people in the loop since i had a malfunction with my computer. I decided to have a human wizard (diviner) as a cohort. Having beenapproached by the spirit of gerad's dead brother. Thereid a bit of a conflict since the tribal seer was a member of a rival tribe in the past. Such is in the past and the seer has more inclination to follow the advice of the spirit s of the world. He was asked to council and attend to gerad in his jouneys and act as a spiritualedium for gerad and the spirit world.

I will be heading out of town for the labor day weekend and i dont know if ill be able to post until monday after friday. So hopefully ill find the time to post everything that would be needed until then hopefully a melding would happen in the meantime


I'm going to have to keep a journal to keep track of everything that could possibly happen. Also decided on a cohort. Will make an alias to keep everything in one place. For the time being I'll include a link to my cohort.

Decided that to tie in with my back story of being visited by the spirit of my brother, that a seer (diviner wizard) communed in an audience with Gerad's brother's Spirit (Jokon). He was encouraged to provide protection and council to the sometimes brash and ill tempered Gerad.

Just the scratching of a few minutes. I'll re post tonight when I have everything written up and in their appropriate places.

Then we can move on to story building for the group ;)


If anyone wanted to create a work in story wise for salereon and I you're welcome to. Im jist finishing at work and ill be posting some more background info and a cohort when i get home. Love ppsting from my phone....not.


yea i think ill look over the build and see if i can play up the lame part of it. maybe armored hulk archtype... not sure will play around with it. and will look into the leadership. never taken it before so why not right? I'll post changes later for now I will post prices.

Changed some items on the character below:

Gerad Jortem:

Gerad Jortem
Male Human (Kellid) Barbarian (Armored Hulk) 2 Oracle 4 Rage Prophet 1
CN Medium Humanoid (human)
Init +1; Senses Perception +10
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 23 (+11 armor, +1 Dex, +1 natural, +1 deflection)
hp 80 (2d12+1d10+4d8+14)
Fort +8, Ref +3 (+1 against trample attacks), Will +6
Immune fatigue
Weakness oracle's curses (lame)
--------------------
Offense
--------------------
Speed 20 ft., revelations (battlecry +1 [2/day], surprising charge [1/day])
Melee +1 Adamantine Earth breaker +9 (2d6+5/x3)
Ranged Longbow, Comp. (Str +3) +6 (1d8+3/x3)
Special Attacks rage (14 rounds/day), rage powers (moment of clarity [1/rage])
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Guidance (1/rage), Mage Hand (1/day)
Oracle Spells Known (CL 4):
2 (4/day) Restoration, Lesser, Resist Energy, Cure Moderate Wounds, Fog Cloud
1 (7/day) Shield of Faith, Enlarge Person (DC 13), Cure Light Wounds, Bless, Ant Haul (DC 13)
0 (at will) Mending, Read Magic, Light, Create Water, Detect Magic, Spark (DC 12)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 10, Wis 10, Cha 15
Base Atk +5; CMB +8 (+9 Overrunning); CMD 20 (21 vs. Overrun)
Feats Extra Rage, Furious Focus, Leadership (Base Score 9), Power Attack -2/+4, Raging Vitality
Skills Acrobatics +1 (-3 jump), Climb +2, Escape Artist -4, Fly -4, Heal +4, Intimidate +12, Knowledge (nature) +5, Knowledge (religion) +9, Perception +10, Ride -4, Sense Motive +7, Spellcraft +9, Stealth -4, Survival +5, Swim +2
Languages Common, Hallit
SQ indomitable stance, mysteries (battle)
Combat Gear Potion of cure serious wounds (3), Potion of invisibility (2), Potion of remove curse, Potion of water breathing, Wand of cure light wounds; Other Gear +2 Full plate, +1 Adamantine Earth breaker, Arrows (40), Longbow, Comp. (Str +3), Amulet of natural armor +1, Cloak of resistance +1, Ring of protection +1, Backpack (empty), Belt pouch (5 @ 1.5 lbs), Earplugs, Flint and steel, Powder (3), Scroll case (empty), 7543 GP, 9 SP, 6 CP
--------------------
Special Abilities
--------------------
Battlecry +1 (2/day) (Ex) Allies within 100' gain +1 to hit, skills, and saves for 1 round(s).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Fatigue You are immune to the fatigued condition.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Leadership (Base Score 9) You attract loyal companions and devoted followers.
Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Surprising Charge (1/day) (Ex) Move your speed as an immediate action.

--------------------

Crastin
Horse, Heavy
N Large Animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Horse, Heavy) +5 (1d4+5/x2) and
. . Hooves x2 (Horse, Heavy) +0 x2 (1d6+2/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
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 Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +4 (+12 jump, +8 to jump with a running start), Fly +2, Perception +8, Ride +4 (+6 to stay in the saddle), Stealth +0, Survival +3 (+5 to get along in the wild), Swim +5 (+9 to resist nonlethal damage from exhaustion)
Languages
SQ combat riding [trick]
Other Gear Bedroll, Bit and bridle, Candle (10), Crowbar, Feed (per day) (5), Grappling arrow, Military saddle, Pot, Rope, Saddlebags (33 @ 49 lbs), Silk rope, Soap, Survival kit, masterwork, Torch (10), Trail rations (5), Waterskin, You have no money!
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
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.
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.

+1 Adamantium Earthbreaker: 5040g
+2 Fullplate: 5650g
Amulet of Natural Armor : 1000g
Cloak of Resistance: 1000g
Ring of Protection: 2000g
Wand of Cure Light Wounds: 750g

3x Potion of Cure Serious Wounds : 2250g
2x Potion of Invis: 600g
Potion of Remove Curse: 750g
Potion of Waterbreathing 750g

For me I think it would be the first time using leadership feat to be honest but I am all for it. Just a quick question on it. I know that I would qualify for a level 5 cohort (being that my level -2).

Was just wondering if I use NPC stat arrays (Normal vs Heroic) or another 20 point buy?

Either way depending if I can come up with a reasonable reason to have leadership I may. Since with the going concept I see myself in somewhat of a state of servitude or debt to another.


Gerad Jortem:

Gerad Jortem
Male Human (Kellid) Barbarian 2 Oracle 4 Rage Prophet 1
CN Medium Humanoid (human)
Init +1; Senses Perception +10
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 19 (+7 armor, +1 Dex, +1 natural, +1 deflection)
hp 80 (2d12+1d10+4d8+14)
Fort +8, Ref +3, Will +6
Defensive Abilities uncanny dodge; Immune fatigue
Weakness oracle's curses (lame)
--------------------
Offense
--------------------
Speed 30 ft., revelations (surprising charge [1/day], weapon mastery)
Melee +1 Adamantine Earth Breaker +10 (2d6+5/x3)
Ranged Longbow, Comp. (Str +3) +6 (1d8+3/x3)
Special Attacks rage (14 rounds/day), rage powers (moment of clarity [1/rage])
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Guidance (1/rage), Mage Hand (1/day)
Oracle Spells Known (CL 4):
2 (4/day) Restoration, Lesser, Resist Energy, Cure Moderate Wounds, Fog Cloud
1 (7/day) Shield of Faith, Enlarge Person (DC 13), Cure Light Wounds, Bless, Ant Haul (DC 13)
0 (at will) Mending, Read Magic, Light, Create Water, Detect Magic, Spark (DC 12)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 10, Wis 10, Cha 15
Base Atk +5; CMB +8; CMD 20
Feats Combat Reflexes (2 AoO/round), Extra Rage, Furious Focus, Power Attack -2/+4, Raging Vitality, Weapon Focus (Earth breaker)
Skills Acrobatics +5, Climb +6, Escape Artist +0, Fly +0, Heal +4, Intimidate +12, Knowledge (nature) +5, Knowledge (religion) +9, Perception +10, Ride +0, Sense Motive +7, Spellcraft +9, Stealth +0, Survival +5, Swim +6
Languages Common, Hallit
SQ fast movement +10, mysteries (battle)
Combat Gear Potion of cure serious wounds (3), Potion of invisibility (2), Potion of remove curse, Potion of water breathing, Wand of cure light wounds; Other Gear +1 Mithral Breastplate, Oath, Arrows (40), Longbow, Comp. (Str +3), Amulet of natural armor +1, Cloak of resistance +1, Ring of protection +1, Backpack (empty), Belt pouch (5 @ 1.5 lbs), Earplugs, Flint and steel, Powder (3), Scroll case (empty), 7993 GP, 9 SP, 6 CP
--------------------
Special Abilities
--------------------
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Surprising Charge (1/day) (Ex) Move your speed as an immediate action.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

--------------------

Crastin
Horse, Heavy
N Large Animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Horse, Heavy) +5 (1d4+5/x2) and
. . Hooves x2 (Horse, Heavy) +0 x2 (1d6+2/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
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 Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +4 (+12 jump, +8 to jump with a running start), Fly +2, Perception +8, Ride +4 (+6 to stay in the saddle), Stealth +0, Survival +3 (+5 to get along in the wild), Swim +5 (+9 to resist nonlethal damage from exhaustion)
Languages
SQ combat riding [trick]
Other Gear Bedroll, Bit and bridle, Candle (10), Crowbar, Feed (per day) (5), Grappling arrow, Military saddle, Pot, Rope, Saddlebags (33 @ 49 lbs), Silk rope, Soap, Survival kit, masterwork, Torch (10), Trail rations (5), Waterskin, You have no money!
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
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.
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.

Hopefully i have all my gear in order with the correct money amounts. Either way, I will correct any mistakes.


might need some level headed caster bit. May spin some webs in my brain and come up with an alternate to be available for a team(s) when I get back from work.

so at the time being current prospects are:

-Gerad Jortem (Barbarian and/or Rage Prophet)
-*Unknown* (Arcane caster of sorts)

If anyone may have a possible story fold for an arcane caster let me know and I can work on a back story later tonight.


@Salereon

If i did go rage prophet as well, could also play with the idea of an incident happening where Gerad was accidentally maimed in the issued challenge, broken leg or the like. (letting me take the "lame" oracle curse, with decent background to it.)


@Salereon:

Could have been caught hunting on your family land without permission, and being very stubborn did not listen to warnings from yourself. A challenge from you could have ensued. Being a brash barbarian unfamiliar to civilized areas, I wouldn't have had any idea of the etiquette of duels and the such. After being subdued and disarmed, rage would have overwhelmed me and the once honorable duel would have turned into a fight to the death.

Not sure on the rules of issuing duels and all, but i'm sure there are some ramifications to breaking any of those laws.

I'm thinking that you could have used your pull in the matter by rather than having Gerad by held in trail by combat, to serve under you and your cohorts.

ps. I was also thinking that time spent with you and your priest could have also influenced my development over the years. Becoming a "Rage Prophet" prophet in the making.


is the hunter the vigil the game system? or is it world of darkness as stated above me?


Corsario wrote:

Remember, at the start of the campaign you have adventured together for 7 levels. A life. You know each other, you have saved each other hide a couple of times, you have shared laughs and tears. I need that in the team submission.

So are we figuring out a party from this forum to assemble and create a background for? So 5-7 individuals?

Was just testing the waters to give people an idea about the initial background of my character. Will elaborate once I have some party members to introduce and include in the proceeding story.


possibly the muscle for a caster type that they could have a duo of sorts. One being the brains and the other being the brawn.


I have a barbarian that I am thinking of playing. Have the story currently where he happens upon the city of Restov. Just wondering whether a party that is being formed would be keen to accept a barbarian into their fold.

Maybe met in a bar fight or happened upon the group as they were beset by bandits or the such. Maybe even having a life debt from me. I'll post the initial background and see where we can go from there.

pretty much a somewhat introverted barbarian on a spiritual mission use his strength for a greater purpose.

even though he is illiterate. lol.

Background:

A wisp of thick air hung in the air as his breath left his mouth. The northern face of the mountain was deadly at all time of the year so he had to make sure to take caution. The tundra itself can be an unforgiving enemy if left to it's own devices, not to mention the wandering Orc tribes or the demonic horrors boiling from the Worldwound. It's all these factors and the constant threat from all sides that the Kellid people have such a strong distrust of outsiders. I know this but now I find myself an outsider in a land where one would be hard pressed to survive alone. It wasn't always this way, I had always shared on hunts and expeditions with my brother Jokon. We were inseparable at times even though we constantly argued, that was our way as brothers. He was the brains and I was the brawn, it always brings a smile to my face when I think about it.

My eye's were fighting back the bright light piercing from eastern sky, not only from the sky but from vast landscape surrounding me. Experiencing this brought to mind an old saying that the village elders had taught us as children “Always fight with the sun at your side. If the sun is at your back, its reflection on the snow and ice can be as blinding as the sun itself.” The truth of this saying holds it's own when you have experienced battles upon the tundra of the north.

The ice and snow crunched lightly under my boots as I knelt to look at fresh tracks of a wandering meal for me and my tribesman. I had been out for the afternoon just biding me time until Jokon would be sworn in as a Huntsmaster. The honorable title of one of few elite hunters within the tribe. I was still too young to become one. Huntsmaster's are predators, versed in the lore of the great beasts and attuned to the spirits of the hunt. When tribes clash over hunting grounds, huntmasters lead their people to war. A huntmaster honors the prey animals that sustain their tribe, protecting the herds from foolish hunters eager to kill more than they need. She is always ready to travel far from their tribe to seek out new hunting ground, observe the health of the great heard, and learn wisdom in the dance between predator and prey.

We were always hunters from the time we were young, but that was always the task of them men in our tribe. Hunting was forever in our heritage and bloodline. Not only for sustenance but for pride and tribe protection. Using our tracking skills to keep our ever dangerous hunting grounds free from fey, orc, witches and any other of the like.

Today was a clear day, the sole sound surrounding you being the whispering yet hard northern wind. It brings you comfort and reminds you of the warmth to behold you when returning home, to be among friends and family. Closing my eyes I draw in a chilling breath and exhale with icy vigor. Flushing any stagnant air within my chest. Not long until I will be among laughter and celebration of this wonderful day for my brother. A moment after reveling in the night to come, I heard a distant thundering boom, not those of treading mammoth or ice giants in the distance feigning thunder. This was different, almost sinister. I couldn't determine what it was at first, quickening my pace to the crest of the hill to catch a glimpse. Reaching the crest of the final hill of my journey the realization at what the sound was horrifyingly apparent. I reached for my hammer and started to sprint. Witches.

Fire reached out to the sky pouring black smoke to the heavens as if in tribute to the lives lost within the licking infernos. My eye's darted the encampment searching in a mixture of disbelief and terror. The blood under my skin boiled while my heart furiously caressed every inch of my body with this lust driven rage. I had no time to dull my senses at this time, controlling myself until I could make sure that he was alright. Joken, my savior, my solace. I ran straight through the carnage and mayhem that exploded around me in every which direction. My leg sizzled with emerald acid, my focus did not waiver. I rounded the Bloodspeakers tent to the ceremonial grounds where Joken was to spend the day in preparation for his celebration. I felt the wince of pain, and the grip on my hammer loosen ever so slightly. I stood in disbelief, trying to remind myself that this may well be just a dream. My brother and father stared blankly back at me, suspended within a block of ice. A sudden blast scorched my back and I felt wet blood carry the chill from my wet tunic to my back. I did not feel pain, all I felt was the licking arctic air at my back. Moment's past as my heart pumped even faster, not fueled by hope or panic, but by rage. My grip tightened and I howled into the sky rivaling a winter storm. “Blood shall be spilt, and mine will not be of it !”

I pivoted on my right leg, locking gazed with a twisted frozen maiden of Irissen. My legs carried me stride after stride never faltering. The witch's eyes widened as my shambling ferocity bounded towards her with frightening speed. She tried to fly away but to no avail, even ten feet into the air she was not safe. A quick leap onto a weapons rack and my hammer was caressing her cold complexion, turning a once cold stare into a fine red mist. Red and black remained in my mind while I slipped into a battle fury. I battled to the end, whether it was my own or their it did not matter. Death will come someday, but for certain mine will not come cheap.

I awoke on the back of a horse drawn carriage, but before I could sit up and realize where I was or who I was in the company of an overwhelming pain flushed over my body.

“Don't move you clod. I spent all night getting your wounds healed and cleaned. You don't want want me to do it a second time, I would make sure you were up for it.” A voice came from the front of the carriage.

“Why are we moving...I have to get back....back to my village.” I groaned.

“There is nothing left, we were a half a days ride behind those Irrisen witches. Too late for sure, but when we got there we saw you, we tried to help but you came after us as well. You had already killed the last of the witches that stayed behind. You had lost a lot of blood, but still. By the gods, you could scare the sea away at low tide my friend! We had five Blackravens just trying to get you under, Five! Sorry about the head by the way, couldn't see any other way to make that happen without endangering the men.” the man chuckled.

“Was there anyone else?” I whispered. The man paused and looked over his shoulder.

“Sorry boy, you were the only one, a luck one at that. Those witches were cold sisters, mean as could ever be.

I was silent for several minutes gathering my self, the only words that were audible was “Blackraven? ... Who? ... Gone?”.

He roared “Aye, Blackraven Witch-Wardens. If they are ugly and flinging spells we are killing them. My name is Birgun Beartooth of the Kalsgard Blackravens. I didn't want to leave you out there especially since you went through the trouble of killing almost seven of those damned witches. You took several blasts that would have killed a man outright yet you still battled on with the rage of a wild beast. Either way take rest now, it will be at least another day before your back on your feet, let alone in the saddle of a horse.”

Darkness surrounded me yet again.

Days past and I drowned in sorrow but the overheard talk of battle and hunts took my interest. I slowly began to share meals with my caregivers. Learning about their culture and the history of the Ulfen people as well as the their stories. Identified by their magnificent cloaks of raven feathers, Blackraven witch-wardens are trained to defend the Linnorm Kingdoms' eastern border against the threat of the White Witches of lrrisen. They may hunt down threats or protect folk traveling through the wilderness. When they can be spared from those duties, they often seek out artifacts and secrets to help them in the defense of their lands and to ultimately defeat the threat from Baba Yaga's realm. This history and talk of a new land intrigued me and I started to open up sharing stories of my own.

For three weeks we traveled and hunted together. I had found out that they had been looking for information on movement of the witches east of the Irrisen border. I didn't have enough information to be of any help to them. We shared each others company for the time being. Either way it was purpose in my life that had been turned upside down.

Several nights following my recovery and new friendship I started to have lucid dreams that seemed to come and go Not thinking anything of it I passed them off as a shadow of what had just happened. One night in particular there was a vision on my brother frozen in his icy grave, calling out to me. He sighed with a ghastly chill to his voice.

“Gerad you cannot forget the way of life that we had, you have a strength that must be tested and wrought. You cannot stop until you have found a challenge worthy of your might brother. You know it cannot be found here, the north only holds an icy grave for you. Head south You shall find a piece of your homeland and cause worthy of your strength brother. You will find answers you seek along that journey.” I reached out to touch him and sooner than I could realize the image diffused into blackness.

What did this mean? I asked my self. Head south? What does the south have for me here? Why would my homeland, the place where I was born hold an icy grave for me? So many questions yet no answers. I chose not to question the spirit of my dead brother. The next day I bid farewell to my companions and headed to the south. A quick farewell and wishes of goodluck were the last that I saw of Birgun and his Blackravens.

Day after day past as I wandered south. The days became warmer and the vegetation greener. I kept to myself, living off the land and sharing my camp with traveling vagabonds and merchants. I was just crossing into the region of the River Kingdoms when I saw something that would not waiver my attention. A mastodon trophy on display in a bazaar outside a town that did not peak my interest. I started at the head and looked quietly as I whispered to myself.

“...a piece of your homeland...”

The next thing I saw was a piece of paper with writing on it and a seal. I asked the man at the stall for help deciphering the words on paper. He told me to head into Restov.

“I will not waver Jokon, With all my might I shall prevail.”

I took stride, hoping that I would know where to go next, either by fate or with the help of the spirits.


dotting


Gervart Jeralt's Background Tidbit:

The hills have always called me, the trees shrugging branches to cover my movements. Regardless of the fact if this is true or not, I call the hillside my home for the majority of the year. My first year within military service was when I was conscripted when I was 16 years old, my eyes were still wet from leaving my family. Now after 6 years of service, I am as I stand now. Stationed at the Loranos Mountains in and around Norfall. The military quickly realized my potential and comfort in the forest. Whether it was setting ambushes or tracking silently. Not to say the military didn't teach me how to knock a few heads around.

Two things that my father taught me while we hunted growing up was to survive what the world throws at you, be it nature or circumstances. If you can learn to survive you will become an asset to anyone with sense. The other lesson my father bestowed to me was the importance on camaraderie. Which I will have to admit I have yet to learn more about. You can't blame me for the last two partners that were paired up with me. Who in their right mind starts a fire without a backing to block the light from observers. If you ask me I should have done more that just roughed him up. For now it's just me and my horse on assignment on our regular route and course.

I think I may need a change on scenery. I've seen this same tree one too many times.


Gervart Jeralt:

Gevart Jeralt
Male Human Fighter (Mobile Fighter) 7
LN Medium Humanoid (human)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 26, touch 15, flat-footed 22 (+8 armor, +2 shield, +4 Dex, +1 natural, +1 deflection)
hp 74 (7d10+21)
Fort +10, Ref +8, Will +6; +2 trait bonus vs. fear, +2 bonus vs. effects that cause paralyzed, slowed, or entangled conditions, +1 bonus vs. effects that cause paralyzed, slowed, or entangled conditions
Defensive Abilities agility
--------------------
Offense
--------------------
Speed 30 ft.
Melee Light Shield Bash +10/+5 (1d8+5/x2) and
. . +1 Longsword +11/+6 (1d8+5/19-20/x2)
Ranged Masterwork Composite longbow (Str +4) +12/+7 (1d8+4/x3)
Special Attacks leaping attack +1
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 16, Int 12, Wis 14, Cha 11
Base Atk +7; CMB +11; CMD 26
Feats Combat Reflexes (5 AoO/round), Double Slice, Improved Shield Bash, Improved Two-weapon Fighting, Power Attack -2/+4, Shield Slam, Step Up, Two-weapon Fighting, Weapon Focus (Longsword)
Traits Courageous, Highlander (hills or mountains)
Skills Acrobatics +3, Climb +8, Escape Artist +3, Fly +3, Handle Animal +4, Intimidate +10, Perception +9, Ride +8, Stealth +14 (+16 in hilly or rocky areas), Survival +12, Swim +8; Racial Modifiers highlander (hills or mountains)
Languages Common, Other Language
Other Gear +2 Breastplate, +1 Bashing, Shield Spikes Light steel shield, +1 Longsword, Arrows (60), Masterwork Composite longbow (Str +4), Amulet of natural armor +1, Cloak of resistance +2, Efficient quiver (60 @ 9 lbs), Handy haversack (1 @ 1 lbs), Ring of protection +1, Belt pouch (1 @ 9.02 lbs), Canteen, 449 GP, 2 CP
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Special Abilities
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Agility +2 (Ex) +2 save vs. Paralyzation, slowing, or entangling
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Courageous +2 save vs. fear.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Leaping Attack +1 (Ex) +1 to hit and damage if you move at least 5' before attacking.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
--------------------
Gervart Jeralt stands nearly 6 feet tall with piercing green eyes and a steel like jaw. Not looking the least bit joyful. He takes his job seriously. Once people get to know his they realize that this attitude carries over to his personal life too. No nonsense. Straight and to the point questions and answers, which is great in his line of work.. Being a soldier.

With mud caked pants and a dark green shirt. He wears mainly earth tones so that he can be hidden within the landscape when needed. Used to being out in the wilderness scouting for months on end he has become very provicient with staying unseen.

York:

York
Advanced Horse, Heavy
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 19 (2d8+10)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee Bite (Advanced Horse, Heavy) +5 (1d4+5/x2) and
. . Hooves x2 (Advanced Horse, Heavy) +0 x2 (1d6+2/x2)
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 Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +4 (+8 to jump with a running start, +12 jump), Fly +2, Perception +8, Ride +4 (+6 to stay in the saddle), Stealth +0, Survival +3 (+5 to get along in the wild), Swim +5 (+9 to resist nonlethal damage from exhaustion)
Languages
SQ combat riding [trick]
Other Gear Bedroll, Bit and bridle, Campsite kit, Cooking kit, Feed (per day) (10), Military saddle, Pot, Saddlebags (empty), Shaving kit, Silk rope, Soap, Survival kit, masterwork, Trail rations (5), Whetstone, You have no money!
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill 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.
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.

Almost have the background done will submit that today in a few hours.


Level 2:

1d10 ⇒ 3
1d10 ⇒ 8

Level 3:

1d10 ⇒ 6
1d10 ⇒ 2

Level 4:

1d10 ⇒ 10
1d10 ⇒ 2

Level 5:

1d10 ⇒ 6
1d10 ⇒ 4

Level 6:

1d10 ⇒ 10
1d10 ⇒ 1

Level 7:

1d10 ⇒ 3
1d10 ⇒ 3


Set One:

2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (5, 3) + 6 = 14

Set Two:

2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 5) + 6 = 17

Looks like its the first of the two, will start getting my juices flowing.


Here is my entry with a Fighter. Currently DMing a game on the forums.

Tyro Dardir:

Tyro Dardir
Male Human (Ulfen) Fighter 1
LN Medium Humanoid (human)
Init +2; Senses Perception +0
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Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +1 shield, +2 Dex)
hp 12 (1d10+2)
Fort +5, Ref +2, Will +0
Resist cold 2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Light Shield Bash +2 (1d4+1/x2) and
Battleaxe +4 (1d8+3/x3) and
Heavy mace +4 (1d8+3/x2)
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 14, Int 10, Wis 11, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Improved Shield Bash, Power Attack -1/+2, Two-weapon Fighting
Traits Child of Nature (Knowledge [nature]), Northern Ancestry
Skills Acrobatics -3 (-7 jump), Climb -2, Escape Artist -3, Fly -3, Intimidate +4, Knowledge (nature) +5, Profession (tanner) +4, Ride -3, Stealth -3, Survival +4 (+6 to find food and water), Swim -2
Languages Common, Skald
Combat Gear Caltrops (2); Other Gear Scale mail, Shield Spikes Light steel shield, Battleaxe, Heavy mace, Artisan's tools, masterwork (Craft [leather]), Bear trap, Bear trap, Blanket, winter, Crowbar, Fighter's kit, Fishhook (2), Grappling hook, Hammock, Hip flask, Rope, Sack (empty), Signal horn, Survival kit, 2 GP, 1 SP
--------------------
Special Abilities
--------------------
Child of Nature (Knowledge [nature]) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
--------------------
Tyro Dardir inherited the family tannery from his late father Gromthil Dardir. He grew up learning about the 'old ways'. “Take only what you plan to use son” was something that his father repeated to him adamantly. This motto if you will created a sense of pride among his family. Never looking to have more than they needed for supplies, they only ever had enough to fill orders for customers as well as keep their storefront filled.

Tyro however without his father to steadily remind him of the 'old ways' is becoming unsatisfied with the day in and day out routine of the family tannery. Not to say his talents as a tanner are to be questioned. He is indeed the best in the town of Heldren. He has just needed a change in his daily routine. A way he has looked to do this is to take up watches for the local guard. Who trained and taught him what he needed to do, not much if you look at it with outside eyes. The chance to focus his mind on a new endeavor is more than enough to keep Tyro busy.

After he is down with the daily gathered or shipped skins, he retreats to the drying racks to practice his swings, parries, and blocks against a self constructed dummy in the back of his lot.

He says to himself now and again, “Some day this could be needed, and I do plan on using it.”

Tyro stands at 6'2” and a staggering 220lbs No man would willingly go up against him in the training arena for this fact alone. Blonde hair flows wildly around piercing blue eyes, with skin scorched by the sun while on mid summer hunts. He generally keeps to himself, yet will hold true to friends for a vicious ferocity, somewhat reminiscent of a mammoth protecting her offspring. His friends he hold true, while his enemies should be weary. Not well versed in deception so is slightly gullible and can be quite angry when he realizes someone has be dishonest to him.


ok have a background already written an all that will get it posted within an hour or so


any spots still available?


Might be a good idea actually, just thought I might take a look here. Was torn between doing at Myth or Sentry.


Saw a thread looking for players in the Calgary area before, but they were about a year old. Was wondering if anyone in the general area is playing Pathfinder that would want to start a group or take in a starved gamer.

Well just food for thought since trying to convince people who haven't ever played this sort of game is kin to asking for seppuku it seems.

Either way let's see who we get.