Lieutentant Pavo Voc

Derakor Geralvi's page

69 posts. Alias of RebBrown.


Full Name

Derakor Geralvi

Race

Human

Classes/Levels

Inquisitor 1 - 11/11HP - AC18 (T11/F17) - F4 R1 W4 - +6 Perc - +1 Init - 14 CMD

Gender

Male

Size

6'1.22

Age

19

Alignment

Neutral Good

Deity

Kurgess

Location

Southern Brevoy

Languages

Common, Sylvan and Elven.

Occupation

Hunter

Strength 17
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 14
Charisma 10

About Derakor Geralvi

Derakor Geralvi
Male Human Inquisitor 1
Neutral Good Medium Humanoid (human)
Age: 19
Height: 6'1.22
Weight: 158lbs
Initiative +1, Senses: Perception +6
Languages Common, Sylvan and Elven.
Str 17, Dex 12, Con 14, Int 14, Wis 14, Cha 10

Feats: Improved Monster Lore, Heavy Armor Proficiency.
Traits: Noble Born (Medyev), Armor Expert.
Favored Class: Inquisitor (+1HP @ 1).
Skills Purchased (9): Climb 1, Intimidate 1, Perception 1, Stealth 1, Survival 1, Swim 1, Knowledge Nature 1, Knowledge Dungeoneering 1, Knowledge Religion 1.

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

Combat
DEFENSE

AC: 18, Touch 11, Flat-footed 17(+5 armor, +2 shield, +1 Dex)
HP: 11 (1d8+3)
Fort +4, Ref +1, Will +4
CMD 14

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

OFFENSE

BAB +0; CMB 3
Speed 40ft, 30ft with armor on.

Melee weapons:
Morningstar +3 (1D8+3x2) B/P
Spear +3 (1D8+3/x3) P

Missile weapons:
Spear +1 (1D8+3/x3) P
Javelin +1 (1D6+3/x2) P

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

EQUIPMENT
In hand: morningstar, heavy wooden shield.
Worn: scale mail, adventurers outfit.

Money: 15 gold + 4 silver + 30 copper in his pockets.
Gear: Scale Mail (30Lbs), heavy wooden shield (10Lbs), morningstar (6Lbs),spear (6Lbs), javelin x8 (16Lbs), backpack (2Lbs), money pouch (-), rope (10Lbs), cold weather outfit (7Lbs), adventurer's outfit (worn), bedroll (5Lbs), winter blanket (3Lbs), medium tent (30Lbs), fishing kit (3Lbs), grooming kit (2Lbs), trail rations x4 (2Lbs), canteens x2 (8Lbs when filled), cooking kit (16Lbs), mess kit, (1Lbs) flint and steel, grappling hook (4Lbs), wooden holy symbol (arm holding chains)(-), spell component pouch (2Lbs), hooded lantern (2Lbs), lamp oil x4 (4lbs) = 169 when carrying all of it. 86 without camping gear.

STR Light Medium Heavy
17 86 lbs. or less 87–173 lbs. 174–260 lbs.
18 100 lbs. or less 101–200 lbs. 201–300 lbs.

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

SKILLS

Acrobatics*: -2 (dex)
Appraise: +2 (int)
Bluff: +0 (chr)
[c]Climb*: +4 (str)
[c]Craft(any) +2 (int)
[c]Diplomacy: +0 (chr)
Escape Artist*: -2 (dex)
Heal: +2 (wis)
[c]Intimidate: +5 (chr)
[c]Knowledge Dungeoneering: +6 (int) or +9 if recognising weaknesses/abilities
[c]Knowledge Nature: +6 (int) or +9 if recognising weaknesses/abilities
[c]Knowledge Religion: +6 (int) or +9 if recognising weaknesses/abilities
[c]Knowledge (Any Other): +2 (int) or +5 if recognising weaknesses/abilities
[c]Perception: +6 (wis)
Perform: +0 (chr)
[c]Profession: +2 (wis)
[c]Ride*: -2 (dex)
Sense Motive: +3 (wis)
Spellcraft: +2 (int)
[c]Stealth*: +2(dex)
[c]Survival: +6 (wis)
[c]Swim*: +4 (Str)
* Armor Check Penalty (-3)
~+3 str, +1 dex, +2 con, +2 int, +2 wis, +0 cha
~+1 to sense motive and intimidate from stern gaze
~+1 to recognise abilities/weaknesses of monsters from improved monster lore
~wisdom bonus to knowledge skills next to int bonus to do so ^

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

SPECIAL ABILITIES
~SQ Domain (Travel):
1 +10f movement
2 Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
~Judgment: 1/day as swift action
~Monster Lore: add wisdom to knowledge skills checks in addition to int mod when related to monster abilities and weaknesses.
~Improved Monster Lore: You gain a sacred bonus on all skill checks to identify the abilities and weaknesses of creatures equal to 1/2 your level in classes that grant you the monster lore class feature.
~Stern gaze: 1/2 level as morale bonus on all intimidate and sense motive checks (minimum +1)
~Orisons: cast known orisons an unlimited amount of times a day.
~Spells: Known 4(0): Create Water, Light, Guidance, Detect Magic. 2(1): Cure Light Wounds, Bed of Iron.
~Spells: Per Day 2(1)
~Medvyed: You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”

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

Background and personal information:
Derakor Geralvi is a male human inquisitor of Kurgess.
6f2 / 1.86m, long dark blonde hair slicked backwards and sharp green eyes, muscular build. He has a big scar on his right side, from when a boar almost managed to gut him. His wrists are also covered with tiny scars thanks to the many hours of practising with a variety of spears.

Derakor is a young man who lives for the thrill of the hunt. He's a sportsman through and through, for his love for the game is bigger than his love to win. Don't get him wrong on that one though, for winning certainly is his goal and he's a sore but fair loser. Hunting is a sport normally reserved for the nobility and Derakor happens to be the offspring of a relative of a very minor noble scion of the Geralvi family. The Geralvi family hail from the Gronzi Forest and their possessions are minor, at best.

Derakor is 19 years old and learned how to hunt from one of the best masters of the hunt in all of Brevoy, Ericqal of Lestos. Eric, for short, serves House Medvyev and Derakor was assigned to him when his talents were spotted at an early age. Derakor killed a deer at the age of thirteen and soon after got taken in by Ericqal for training. He'd gather a lot of fame and reputation for his own family if he were to become the master of the hunt for House Medvyev one day. But alas, Derakor is always one to look for new challenges in life. When he was fifteen the barony held a great sports event. This is where he found his faith. He won the competition for his age bracket and was rewarded to sit next to a visiting priest of Kurgess during the feast. The man, named Avarest, took him along with him for half a year to show him the way of Kurgess and together they traveled through Brevoy to visit many a sport event. Derakor managed to win a few and his reward was his initiation into the faith of Kurgess. Having learned the basic techniques of an inquisitor from Avarest, he was returned to House Medyev. Avarest then told him he was going to leave Brevoy and that he wouldn't return until he heard Derakor being mentioned in the tales and songs of bards. It took a few years, but an opportunity to do finally arised. The call for adventurers to venture south into the Stolen Lands sounds like the perfect opportunity to make a name for himself and do his family and mentors proud. Now is Derakor's time and all of Brevoy will soon know who this mighty follower of Kurgess is. And perhaps Avarest will hear of him once more.

He was raised by his parents and has one younger brother and three younger sisters. All of them are still alive and reside somewhere within the Gronzi Forest. His father is a local strongman for the baron and ensures that the village surrounding his meager estate pay their taxes and send men when war is near.

Tension has been high in Brevoy the last couple of years and Derakor has had to don armor and spear for his House, but has yet to take a human life.

He's a cheerful fellow blessed with good looks and is the kind of man who gets along with everyone. Ever quick to flash a smile, he almost seems too gentle to live the life he leads.