Abra Lopati

Dregan Hirscherz's page

585 posts. Alias of Tim Woodhams.


Full Name

Dregan Hirscherz

Classes/Levels

Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

About Dregan Hirscherz

Background:
Dregan has always thought of himself as his mother said a down to earth lad, practical, hard-working and good natured. Others would disagree, most recently his wife, Mary, calling him a pig headed idiot.
To a certain extent it was true, he’d been called an idiot by the other students and his brother when the traveling teacher came through. He’d never been good at book learning and remembering facts and really it didn’t interest him. He could read, if given enough time, but they only owned two books one his father kept and said was too important for Dregan to get his hand on, and the other ‘The Parables of Erastil’ wasn’t very interesting. But he didn’t feel entirely stupid, he knew a lot of the land within a few days ride and animal’s habits and how to stalk them. To be sure there were plenty that knew more than him but plenty that knew less too.
Calling him pig headed was a little unfair given he didn’t have anything like a pig nose. When he said this she sighed and explained it meant he was being stubborn. Which he though was also a little unfair. He knew right from wrong and letting the bandits and robbers taking your winter supply of food isn't right. Particularly now Mary and he was married and she pregnant. His parents might be cowards, and a dishonour to their ancestors but Dregan wasn't about to let his child starve in his… or her first winter.
He'd gone to the local priest of Erastil for help and had received some food, while there he learnt that agents of Brevoy were putting together groups of heroes to drive the bandit and recapture the stolen lands again. It was this news that had caused Mary to get so angry or more correctly the news that Dregan was going to join them.
Dregan new on his way to Restov to join that group regretted that conversation but when he become a hero for his son and wife to look up to all would be forgiven. His dad had always rambled about how their family were important, had noble blood, hundreds of years ago their ancestor had lead an expedition and claimed the stolen lands for some emperor or another. So if the stolen lands were stolen they had been stolen from his family so we should help reclaim them.
His farther had claimed that something had gone wrong and they had been slowly pushed out of their lands until they were on the small shack on the edge of Brevoy. Always sounded odd to him, he didn't feel like he had noble blood, but dad did have one of those fancy rings, with the head of a stag on it, that nobles used to write letters, so maybe there is some truth in it, maybe his father’s book had some evidence. Either way his father was a coward letting the himself be pushed around, he wouldn’t make the same mistakes.
Some NPCs:
Mary – He has always been friends with Mary; she was the only girl for him, quite literally for much of his life. She is the daughter of other farmers and the day she agreed to marry him was the best day of his life. Right now however he is hurting because the last words she said to him as he left was ”You're a pig head idiot, you're going to go get yourself killed and then who will your son learn to be a man from?.”
Mum (or Bethany) – His mother has been the only person never to insult or belittle him. She told him not to go, but not out of concern for his well-being but because killing the bandits would be wrong, and she was afraid that he might cross paths with his brother, Ulric. She had heart for everyone and everything, she was a city girl but loved nature and wilderness, Dregan guessed that was why she was with his father. It is her faith in Erastil and knowledge of right and wrong that she taught to Dregan and he now holds close to his heart.
Puck – Puck is gnome or something. He likes to have a good laugh at other expense, including Dregan's and his father’s. He is another hunter, and lays traps rather than using a bow and he is very good at it. Sometimes those traps are aimed at amusing Puck more than catching prey. Dregan’s favourite was when his dad stepped on some sort of trigger a wet fish on a branch swung out and hit him in the face. Puck was laughing so hard that Dad almost caught him.
Ulric – He had always fought with his older brother, but it became serious when it was about Mary. While smart Ulric was also a violent, arrogant, jerk and she could see that and didn’t want anything to do with him, but he couldn’t accept that. Ulric used to fight with their father too, on one occasion Dregan remembers him shouting”What would our ancestor’s think knowing you are a slave to bandits!”. If it was Dregan's engagement to Mary or Ulric’s pride that drove him away Dregan isn't sure, but he has heard rumours that Ulric is now a bandit himself.

Alignment and personality:
Dregan believes in doing the right thing no matter the cost. He is a naïve and proud young man, while he'll claim not to believe he is descended from greatness, he wants it to be true and to make his family great again. He really wants to be a hero that people will talk about for generations to come, unlike his brother who has been gone a two years and no one talks about anymore, it's like he never existed. He is practical man, using whatever is at hand and not wasting anything. While he knows little of Bravoy’s laws, he has a respect it them, in most cases the law tells you to do what is right. When what is right contradicts the law Dregan believes in doing what is right. For example stealing food to feed your family if they are going to starve, as long as doing won’t cause others to stave. Additionally, practicality sometimes trumps the law, for example if the Judge is going to hung the bandit, why bother taking him all the way to the Judge you might as well kill him now, better for him and you.

Appearance:

Dregan seems at ease as he rides down the road on the back of horse. His horse has been heavily loaded for a long trip by someone used to being away from civilisation for extended periods of time. In comparison he is carries little, a bow, some arrows and a knife. He wears simple but well made tunic and breaches which reveal a simple wooden pendant around his neck. Dregan is shorter than average and wiry but has the muscles of a man that works hard for his living. His movements are very controlled and quick when needed. His hair has been cut neatly recently but poorly kept since then and while he smiles at has companions those smiles often look forced.

Goals:

Short: Deal with the Bandits, Survive, Restore pride to his father and rest of his family.
Medium: Be a Hero. Be a great father and husband.
Long: Make the Stolen lands a place to proud to grow up in.

Male Human Ranger (Guide) 5
Neutral Good Medium Humaniod/Human

Init +4 (+2 in the forest)

• Defence
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Chain shirt MW)
hp 35 (31, +0 favoured class, +1 Con/lv)
Fort +6, Ref +8, Will +3
BAB +5

• Offence
Spd 30 ft.
Melee
Battleaxe +8 (1D8+3 20x3 (1D8 + 4 if used two-handed))
Dagger +8 (1D4+3 19-20x2)
Unarmed +8 (1D3+3 provokes 20x2)
Ranged
Composite Longbow, MW (3 str) +11 (1D8+3 20x3)
Modifiers:
Point blank +1/+1 if within 30ft
Rapid shot -2/0 extra shot
Deadly shot -2/+4
Ranger's focus +4/+4

• Statistics
16 Str, 19 Dex, 12 Con, 8 Int, 14 Wis, 10 Cha
Base Atk +5; CMB +8; CMD 22

• Feats
Point blank shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Deadly Aim:You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 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.
Endurence:You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Weapon Focus (Composite longbow):You gain a +1 bonus on all attack rolls you make using the selected weapon.

• Skills (6 -1 from Integence +1 from being human = 6 ranks per level + 3 favoured class = 21 ranks)
Climb 1 rank = +6*
Knowledge (Local) 5 ranks = +4
Knowledge (Geography) 4 ranks = +6 (+2 while in forest)
Knowledge (Nature) 3 ranks = +5
Perception 5 ranks = +11 (+1 from trait) (+2 while in forest)
Profession (farmer) 2 ranks = +7
Ride 3 ranks = +9*
Stealth 5 ranks = +11* (+2 while in forest)
Survival 5 ranks = +10 (+2 for tracking) (+2 while in forest)
Swim 2 ranks = +7*

*Armour check penalty of -1 applied already.

• Languages Common

• Racial Traits
+2 to One Ability Score: 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
Pioneer (Preception): You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands.
Benefit You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

• Special abilities
Ranger's Focus (Ex): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.
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.
Combat Style Feat (Ex): (Archery) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
Favoured Terrain: (Forest)At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Terrain Bond (Ex): At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger's allies leave no trail and can't be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter's bond.

• Ranger spell casting (cater level 2)
First level spells 1/day (DC 13)

2 Memorised:
Gravity Bow, Lead blade

• Equipment
Carried on Dregan
Travelers outfit
Composite Longbow, MW (+3 str)
Arrows & quiver (40)
Battleaxe
Dagger
Chainshirt, MW
Holy symbol (Erastal)
Pouch, Belt
Containing spare coin

Bargriv
Horse, light

Carried on Bargriv
Riding Kit (bit and bridle, a saddle, a saddle blanket)

Carried on Baggage horse (unnamed)
saddlebags, and 2 days' worth of feed for a mount
Horse feed (10 days)
Bedroll
Tent
Fish kit
Flint and steel
Gear Maintenance Kit
Clay tankard
Iron pot
Rope (50ft)
Waterskin
Spade
Gallon of Ale
Loaf of Bread (4)
Hunk of cheese (3)
Rations, Trail 10 days
Longbow

Holding on behalf of party:
Baggage horse - Battle for Oleg's traiding post
Potion of CLW - Bandit camp