Bumbo

Gent's page

28 posts. Alias of fray.


About Gent

Gent Hennade
Gent grew up on the streets an orphan from a fire. Never the most physically aggressive, Gent relied on his wits. Gent loves being outside. He grew up on the streets doing what street urchins do to survive. One day he came across Aldan, a guard at a temple, who didn't beat him and turn him over to the city guard. He took Gent in and showed him a kindness that he hadn't seen too often before. Gent reformed and became an acolyte devoting himself to the temple. He still had a curiosity that got him into trouble. Later in life that curiosity helped fuel his intelligence and desire to learn. He found he was quiet good harnessing the divine magics. He also learned he had a gift for languages and writing. He went into the world a bit naive, tripping occasionally on the way. Several years went by and Gent grew physically and spiritually.
Atroa saw something in the young man that drew her interest. Atroa gave Gent visions as guidance and he kept to the path she wanted for him. During one quest for a rare book, he encountered a long dead baron's ruined keep which was the current resting place for a tribe of giants. The giants had people as prisoners and slaves. Gent was able to get some sturdy soldiers and adventurers to rescue the people and drive out the giants. It went better than he thought it would and he also made a good friend in Tevin, a dwarven monk acolyte of Zuoken. Tevin and his younger sister were among those rescued. Tevin's family gave Gent a very fine battleaxe to thank him. Gent also befriended a beautiful falcon, named Enteri. Atroa has asked Enteri to accompany Gent on his journeys. Together the three of them do what they can to help those in need and find time to listen to good music and tales.

At first glance:
The colors he wears are earthen colors, deep reds, rich oranges and browns, with bits of yellow/light browns and greens. He wars a leather wide brimmed hat, made of a patchwork pieces of leather. It hangs from his belt when not in use.
He seems to almost bump into things and every once in a while actually does. He has an out-going good manner towards people. He enjoys music and tales, any music and any tales. He has a beautiful golden, rusty red feathered falcon with him.

With a careful look:
Despite he awkward stance he is always watching his surroundings.
The back of his right forearm has an old scar, most likely from a fire.
If you see him working on a manuscript or reading a book, do not be offended if he doesn't hear you the first couple of times you try to get his attention. Or the third or forth time...

Stat block

Spoiler:

human rogue 1 / cleric 6 / Knight of the Falcon 3
lawful good medium humanoid
Init +0; Senses Perception
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DEFENSE
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AC 21, touch 11, flat-footed 21
(armor 6, shield 4, defelction 1)
hp 83
Fort +13, Ref +8, Will +13

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OFFENSE
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Speed 30 ft
Melee battleaxe +8/+3 (1d8+1, ×3)
dagger +7/+2 (1d4, 19-20/x2)
Ranged sling +7/+2 (1d4, ×2)
Special Attacks
Special Qualities Channel energy: 4d6, 10/day
CMB +7

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STATISTICS
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Str 10 (+0), Dex 10 (+0), Con 16 (+3), Int 16 (+3), Wis 16 (+3), Cha 14 (+2)
Base Atk +7/+2
Feats and Traits
Magical Knack (cleric) - T
Deft Dodger - T
Magical Aptitude
Self Sufficient
Endurance
Enduring Life
Leadership
Lasting Life

Skills
Appraise 1 ranks +7
Diplomacy 9 ranks +14
Heal 10 ranks +20
Knowledge (dungeoneering) 1 ranks +8
Knowledge (local) 2 ranks +8
Knowledge (religion) 2 ranks +8
Linguistics 9 ranks +15
Perception 10 ranks +16
Sense Motive 1 ranks +7
Spellcraft 10 ranks +20
Survival 10 ranks +20
Use Magical Device 10 ranks (cc) +19

Spells 4/5/4/4/2
0: detect magic, light, guidance, resistance
1: protection form evil, shield of faith, divine favor, hide from undead, endure elements
2: bull's strength, align weapon, hold person, silence
3: dispel magic, searing light, magic vestment, invisibility purge
4: restoration, holy smite

Domain abilities
1: Rebuke Death (Su), Sun’s Touch (Su), Dimensional Hop (Su)
2: Cure Light Wounds (Sp) 4/day, Produce Flame (Sp) 4/day, Expeditious Retreat (Sp) 4/day
4: Lesser Restoration (Sp) 1/day, Heat Metal (Sp) 1/day, Levitate (Sp) 1/day

Languages common, Rhopan (thieves cant), dwarven, halfling, giant, elven, sylvan, elemental, draconic, celestial, infernal, Old Oeridian, Flan
Favorde class: cleric

XP ZZZ; Next Level ZZZ

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Class abilities
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Sneak attack +1d6, trapfinding, Channel energy, Domain powers (1), orisons, Domain powers (2), Domain powers (4), Falcon harrier (harry), Speak with falcons, Smite undead 1/day, Channel Energy, Sun Domain, Falcon harrier (baffle), Heal & Travel Domains

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The rest
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Height: 5' 9"
Weight: 174 lb
Skin: light tan
Eyes: brown
Hair: dirty blonde/light brown
Body: athletic, thin
Age: 24

Equipment:
dagger
sling, 15 bullets
explorer's outfit
traveler's outfit
adventuring gear - bed roll, waterskin (2), silk rope, hooded lantern, sun rods (4), back pack, flint and steel, chalk, map/srcoll case (2), signal whistle, belt pouch, parchment (6), ink, ink pen (2), healer's kit

Magic Items
+1 adamantine battleaxe 4010 gp 6lb
+2 mithral shirt 5,100 pg, 10 lb
+2 mithral heavy shield 4020 gp, 5 lb
ring of protection +1 2000 gp
pearl of power 2nd level 4000gp
cloak of resistance +2 4000gp
belt of mighty constitution +2 4000gp
haversack 2000 gp 5lb
3 leather straps 2' long. 1/2" wide with continual flame on them

Weight: 26 lb

Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 1000 lb.

Racial:
+2 to one ability score: Human characters get a +2 bonus on 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.
Weapon Training: Humans are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.

Money:

Weapon & armor proficiencies:
simple
hand crossbow
rapier
sap
short sword
short bow
battleaxe (h)
all armor
all shields, not tower

Tevin Forwalken

Enteri - Celestial Falcon

Spoiler:

Tiny Animal
Hit Dice: 36 hp (10 HD)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–10
Attack: Talons +5 melee (1d4–2)
Full Attack: Talons +5 melee (1d4–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Smite Evil (Su): Talons +5 melee (1d4+8) 1/day
Special Qualities: Low-light vision, Darkvision 60 ft, Resistance to acid, cold, electricity: 10 pts, Damage reduction: 5/magic; Spell resistance: 15
Saves: Fort +8, Ref +9, Will +10
Abilities: Str 6, Dex 17, Con 10, Int 3, Wis 14, Cha 6
Skills: Perception +14
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 1/3
Advancement:
Special Abilities: Harry (Ex), Baffle (Su)

These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.
Combat
Hawks combine both talons into a single attack.
Skills: Hawks have a +8 racial bonus on Perception checks.

Knight of the Falcon: Is the Knight of the Raven PrC from Expedition to Castle Ravenloft with a flavor change.