Barbarian

Deimne mac Cumhaill's page

No posts. Alias of Tim Woodhams.


About Deimne mac Cumhaill

Background:

"For your services I give this land to you and your children for as long as they remain true to me and perform the ritual of remembrance on the land every year on this day.
Truly I say of the Fenian clan,
In every generation there will be two.
One leading and one loyal,
One merciful and one just,
One courageous and one wise,
One of knowledge and one of awe,
One of rock and one of soil,
One shield and one sword,
One the glory and one the rune,
One to bleed and one to die."

The words spoken by the God Aroden to Fingal first of the Fenian clan, on the destruction of the cult of the demon lord Deskari in 4433 AR.
At least so say the bards of the Fenian clan. Certainly there had been twins in every generation that could be remembered and as was tradition that one of them always lead the clan. In the last generation it had been my father Cumhaill and uncle Finnegas, in this generation it is me and my brother Oisín.
Our father, and with him our mum, had been the one to die. Leaving uncle Finnegas to raise us and teach us. Many of clan Fenain have abandoned the old ways once the demons attack and drove us from our lands in the northmounds, they said that now the God Aroden was dead so was his promise. Uncle Finnegas never believed this and stayed true to our god, after all he points out that there continues to be twins born into each generation and the rest of the prophecy has held true.
Uncle Finnegas taught us much of the traditions of the clan, as he saw it his most important duty was to maintain the clan's link with the land given to us. Every year he would leave to do this and when we became men he took as with him, he showed the the way back to the Northmounds, the signs of the demons and how to avoid them and if all else fails where to strike them. Once at the Northmounds he would perform the ceremony of renewal where he bled on the land, before making the dangerous way back.
However as much as he could teach me there was so much more I wanted to know, the blue spiral birthmark on my chest and impression I got just before anything happened. When I asked him about our parents he could tell much about my father as a man but little about there death. They had been members of a group called the Riftwardens and left on important mission just after we were born, but he had no idea what they were doing. When I pressed him and it became clear I would leave to seek the answers, he gave me an old spell book of my parents and Oisin gave me his greatsword, Dyrnwyn. The spell book had my birthmark embossed in its cover and sword had worn grip that felt right in my hands. With little idea of where to go I left to seek out the Riftwardens.

Appearance:

Deimne has tough battered look, his nose looks to have been broken a few times and his body shows scars of battles won. When combined with his blue facial tattoo give an intimidating appearance that isn't properly deserved. He wears his hair greased back out of his eyes and his facial hair cut roughly. His clothes are a mix of the Kenabres style covered in the traditional furs of Kellid clothing.

Personality traits:
Deimne is driven by duty. Duty to his clan, his twin brother and to his lost parents. This shows itself in a desire to die fighting the demons that have taken his clan's land, and his parent's lives. He doesn't have a death wish as such but has resigned himself to the fact that he will die fighting the demons and wants to make his life worth much as possible while doing so. He is generally rather pragmatic and has no problem with the concept of a small evil in the pursuit of the greater good. However when it comes to demons there is no room for compromise, you kill them before they can kill you, you kill them before they can trick you and you kill them in any way that you can.

Goals:

Short: Find the Riftwardens and make sense of what happened to my parents
Medium: Get revenge on my parent's killers and the demons that have stolen our land
Long: To be the one who dies, so that Oisin might be the one to live

Level progression notes for GM:
Deimne will take wizard (foresight subschool) levels for the next 5-6 level then eldrich knight. I don't expect to take another level of ranger so the archetype of Demonslayer won't play much of a roll.
I started him with ranger because I felt it represented his upbringing better (and let me get more of the skills I wanted).
If not having a arcane class until 2nd level is problem mechanically I can easily exchange the first two levels and have him start as a wizard and pick up ranger at level two.

Crunch:

Male Human (Kellid) Ranger (Demonslayer) 1
Neutral Good Medium Humaniod/Human

Init +0

• Defence
AC 14, touch 10, flat-footed 14
HP 15 (10, +2 Con +3 Toughness)
Fort +4, Ref +2, Will -1
BAB +1

• Offence
Spd 20 ft.
Melee
Greatsword +4 (2D6+4 19-20x2) (+3, 2D6+7 if power attack)
Dagger +4 (1D4+3 19-20x2)
Unarmed +4 (1D3+3 provokes 20x2)
Ranged
Longbow +1 (1D8 20x3)

• Statistics
17 Str, 10 Dex, 14 Con, 14 Int, 8 Wis, 10 Cha
Base Atk +1; CMB +4; CMD 14
Favoured class: Wizard

• Feats
Power attack:You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

• Skills (6 +2 Int +1 human +2 background= 11 ranks per level) (Armour check penalty -3)
Knowledge (Arcana) 1 rank = +3
Knowledge (Local) 1 rank = +3
Knowledge (Geography)# 1 rank = +6
Knowledge (History)# 1 rank = +3
Knowledge (Nature) 1 rank = +6
Knowledge (Planes) 1 rank = +3
Perception 1 rank = +3
Ride 1 rank = +1
Spellcraft 1 rank = +6
Stealth 1 rank = +1*
Survival 1 rank = +3 (+1 when tracking)

*Armour check penalty applied
#Background skill

• Languages Common, Hallit, Abyssal

• Racial Traits
+2 to One Ability Score (Str): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)

• Traits
Riftwarden Orphan: You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You're not sure what happened to them, but you're certain they're dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks.
Associated Mythic Path: Archmage. Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing

Magical Knack (Wizard): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

• Special abilities
Favored Enemy (Ex) (Evil outsiders): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +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.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

• Equipment
Carried by Deimne
Greatsword
Dagger
Hide
Longbow
40 arrows in a quiver
Pouch, Belt
Containing 7 gp worth of small coin
Spell component pouch
Ranger's kit
Traveler’s outfit
Cold weather outfit
Wooden holy symbol of Aroden

Gestalt Crunch:
Male Human (Kellid) Ranger (Demonslayer) 1 / Wizard (Foresight sub-school of Divination) 1
Neutral Good Medium Humaniod/Human

Init +2 can act in surprise round even when surprised

• Defence
AC 11, touch 11, flat-footed 10
HP 17 (10, +3 Con +3 Toughness, +1 Favoured class)
Fort +5, Ref +3, Will +2
BAB +1

• Offence
Spd 30 ft.
Melee
Dyrnwyn, Greatsword (MW) +6 (2D6+6 19-20x2) (+5, 2D6+9 if power attack)
Dagger +5 (1D4+4 19-20x2)
Unarmed +5 (1D3+4 provokes 20x2)
Ranged
Longbow +2 (1D8 20x3)

• Statistics
18 Str, 12 Dex, 16 Con, 16 Int, 8 Wis, 10 Cha
Base Atk +1; CMB +4; CMD 15
Favoured class: Wizard

• Feats
Power attack:You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

• Skills (6 +3 Int +1 human = 10 ranks per level) (Armour check penalty 0)
Knowledge (Arcana) 1 rank = +7
Knowledge (Local) 1 rank = +7
Knowledge (Geography) 1 rank = +7
Knowledge (Nature) 1 rank = +7
Knowledge (Planes) 1 rank = +7 (+2 for evil outsiders)
Perception 1 rank = +3 (+2 for evil outsiders)
Ride 1 rank = +5
Spellcraft 1 rank = +7
Stealth 1 rank = +5
Survival 1 rank = +3 (+1 when tracking) (+2 for evil outsiders)

*Armour check penalty applied

• Languages Common, Hallit, Abyssal, Celestial

• Racial Traits
+2 to One Ability Score (Str): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)

• Traits
Riftwarden Orphan: You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You're not sure what happened to them, but you're certain they're dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks.
Associated Mythic Path: Archmage. Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing

Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.

• Special abilities: Ranger
Favored Enemy (Ex) (Evil outsiders): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +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.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
At 1st level, a demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders.
This ability is otherwise identical to and replaces the favored enemy ranger class ability.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

• Special abilities: Wizard
Prescience: At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability 3 + your Intelligence modifier.
Forewarned: Always get to act in a surprise round (but still flat-footed until you act). +1 to initiative checks.
Bonded Object (Dyrnwyn): Masterwork Greatsword (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Arcane School (Divination): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Opposition schools: Enchantment and Necromancy A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

• Wizard spell casting
Cantrips (DC 13) In Spellbook: All but those from Enchantment and necromancy
Memorized (3): Detect magic, Light, Prestidigitation

First level spells (DC 14) In Spellbook: Enlarge Person, Heightened Awareness, Mage Armour, Magic Weapon, Protection from evil, Protection from evil
Memorized (2+1): Heightened Awareness, Mage Armour, Enlarge Person

• Equipment
Carried by Deimne
Dyrnwyn, a masterwork greatsword
Dagger
Longbow
40 arrows in a quiver
Pouch, Belt
Containing 43 gp in spare coin
Spell component pouch
Backpack, masterwork
oil of bless weapon
Spellbook, blank
Spell component pouch
Ranger's kit
Traveler’s outfit
Cold weather outfit
Wooden holy symbol of Aroden