About Gregor Ward[spoiler=Status - Round #][ooc][b]HP:[/b] 58/58
Basics:
AC: 19 (-1 if using Buckler hand)
Touch: 13 Flat: 16 (-1 if using Buckler hand) CMD: 21 HP: 58/58 (dead at -12) BAB: +6
Init: +4 (+6 in Kintargo)
Racial traits:
Low-Light Vision: see twice as far as humans in conditions of dim light. Adaptability: receive Skill Focus as a bonus feat. (Knowledge Local) Elf Blood: count as both elves and humans for any effect related to race. Sophisticate: They gain a +2 racial bonus on Knowledge (history) and Knowledge (local) checks and can use those skills untrained even for checks with a DC of 10 or more. Keen Senses: +2 racial bonus on Perception skill checks. Multitalented: choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. (Ranger/Bard) Class Features:
Favored Enemy - Humans (Ex) +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Bardic Knowledge (Ex) Adds half his Bard levels (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Bardic Performance Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. - Countersong (Su): A bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components. - Distraction (Su): A bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. - Fascinate (Su): A bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. - Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Versatile Performance (Ex) He can use his bonus in Perform (Oratory) in place of his bonus in Diplomacy and Sense Motive. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. Well-Versed (Ex) The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Favored Community: Kintargo (Ex) While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires). Trapfinding +2(Ex) He adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). He can use Disable Device to disarm magic traps. Vicious Aim (Ex) He adds half his highest favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons. This does not stack with his normal favored enemy bonus when targeting a creature that qualifies as a favored enemy. Hunter’s Bond: Companions (Ex): This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. Favored Enemy - Evil Outsiders (Ex) +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. Feats, Traits, and Drawbacks:
Feats:
Skill Focus (Knowledge Local): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Pass For Human: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise. Bullseye Shot (Combat):You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn. Precise Shot (Combat): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease. Alertness: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Deadly Aim (-2/+4): 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. Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot. Traits:
Drawback:
Basic Attacks:
Favored Enemy Humans: +4 atk/dmg
Favored Enemy Evil Outsiders: +2 atk/dmg Vicious Aim: +4 atk/dmg w/ranged attacks vs. Non-FE Longsword: +8, 1d8+2 damage, crit 19-20/x2, Slash MW Silver Morningstar: +9, 1d8+2 damage, crit x2, B/P Dagger: +8, 1d4+2 damage, crit 19-20/x2, P/S Dagger (thrown 10'): +10, 1d4+2 damage, crit 19-20/x2, P/S Composite Longbow [Str +2] (110'): +10, 1d8+2 damage, crit x3, Pierce Skills (*Class Skill):
Favored Enemy Humans: +4 Bluff, Knowledge, Perception, Sense Motive, and Survival
Favored Enemy Evil Outsiders: +2 Bluff, Knowledge, Perception, Sense Motive, and Survival Favored Community Kintargo: +2 Knowledge (local), Perception, Stealth, and Survival. Adventuring Skills:
Background Skills:
Spells:
# of Spells Known: 5/0th 3/1st
Spells/Day: 3/1st (2/3 left) Concentration: +4 Spell List: 0th - DC 12
1st - DC 13
Equipment:
Encumbrance: 44.5/(66)(133)(200) lbs
Gear: Mithral Shirt +1 [10 lbs] MW Buckler [5 lbs] Longsword [4 lbs] Longbow (14 Arrows) [6 lbs] Dagger x2 [2 lbs] MW Silver Morningstar [6 lbs] Explorer's Outfit [-] MW Backpack [4 lbs] Waterskin [4 lbs] Thieves Tools [1 lb] Small steel mirror [0.5 lbs] Whetstone [1 lb] Signal Whistle [-] Figurine of Wondrous Power, Silver Raven [1 lb] Money:
Appearance/Personality:
Gregor is very typically human, except for being a little slight of both frame and features. He is not an unattractive man, as his eyes, cheekbones, and chin are very distinct, and his bearing both smooth and graceful. Despite the way he carries himself, there is a slight fluidity to his movements. It is not difficult to tell that he is militarily trained just by looking at him. The stick-up-his-butt way he carries himself speaks volumes all on its own, but his appearance only punctuates the point. It starts at his head, with his close-cropped brown hair, which is kept clipped over the ears, off the collar, and tapered on the back and sides. He may look like he's pushing the look with the length on top, but he would be the first to explain that this allows him to keep it combed in a respectable and professional manner befitting a Kintargan Dottari. His face is impassive and set in a hard line of stoicism, yet there is no doubt that his bright, hazel eyes are taking in whatever is taking place around him. His scale armor is meticulously polished to a prideful shine, which stands out for the fact that he hasn't yet advanced through his training enough to earn the tabard of the Dottari to cover it with. Across his back rests a bow and quiver, setting at an angle to allows for hasty retrieval, despite the steel shield that lay strapped over the quiver itself. At his waist is cinched the polished black leather belt, with its equally polished buckle, on the left hip of which is strapped the scabbard for a well-kept long sword. Though the blade itself is not visible inside the scabbard, one can readily assume that it is as well-tended as the rest of his gear. His left hand holds the hilt in a firm grip, maintaining both positive control of his weapon, and preventing it from either rattling or shifting while walking. Going often unseen is the small blade that rests along the length of his belt in the small of his back, identical to the one he keeps openly displayed where it is strapped to his right thigh. His trousers are cleanly pressed, up to and including the point where they are tucked into the calf-high leather boots that shine with the same degree of polish as his belt.
Gregor is a serious man, of that there is no question, and his fellows have joked that he is immune to humor in all its forms. To this he would nod and accept the good-natured ribbing with a minor upturn to the left corner of his mouth. Despite his consideration that this shows that he gets the joke and is playing along, it does nothing more than affirm what the other young Dottari are saying. This in no way affects the degree of seriousness that he applies to his duties. He would possibly be considered by some to be an Abadarian in the way he feels about the usefulness of law, community, and commerce in the success and growth of well-governed society, were it not for the fact that he wastes little time and effort with the gods. Lately, however, he has noticed that a degree of internal conflict has arisen in regards to the laws of his fair city. Although Lord-Mayor Bainilus was by no means perfect in her management of the city, it is quickly apparent that Lord-Mayor Thrune's control has only begun to hurt the city in all its former splendor. Gregor is not a cruel man, nor does he wish any particular ill will towards anyone, except in the case of criminals from the lowest urchin to the corrupt politician of the highest echelon. Toward these, that would see the glory of this great city laid-low for their own greed, he bears neither patience nor mercy. In speaking with him, it doesn't take long to realize that he is curt, direct, and exacting in his speech. Some would say he even comes across as emotionless, unless they hear him speak of non-humans. It is obvious that he does not respect anyone that isn't human, considering them to fill all manner of their racial stereotypes, but he especially dislikes half-breeds. It is unclear whether it is due to their corruption of the human half, or just the notion that they originate from the mixing of the races, but to him they are all untrustworthy and unreliable. Background:
Gregor is a hometown Kintargan, born and raised as far back as at least three generations on his father's side. Gregor was born the only child of Ivan Ward and, unbeknownst to him, an elven woman by the name of Leilisaria Rasindrian. The relationship between his parents was bright and hopeful at the start, Ivan having fallen for Leili's beauty and charm while he was just a young man. In Kintagro, even a culture as common as the elves was somewhat of a rarity in the largely human-dominated city. She had traveled to Kintargo from her hometown of Magnimar, having heard of the wonders of the Chelish Opera, and fell in love with the arts the city had to offer. At the time, Ivan was a newly appointed member of the Kintargan Dottari, just like his father before him. He was elated to learn that his new wife was with child and all seemed to be bright in his future.
Over the next two years, pockets of crime and other illegal activity was growing, and he was more than happy to work the extra hours to support his growing family, and his newborn child. However, the days grew long and weary, as it seemed there was a spate of rebellious upheaval somewhat common to the Chelish-controlled city. Not only did he spend his days fighting back against small impromptu protests and quelling any instances of civil unrest, but he would return home to arguments with Leili about where she thought those speaking up were in the right. His staunch adherence to the orders of his superiors quickly became a wedge between the couple, considering her disposition towards a more free-willed society. The two of them grew distant, but that alone wasn't enough to drive them apart. It was during one particularly violent riot in Redroof that he was called in during his off hours to aid in controlling the event. Leaving a still swaddled Gregor with his neighbor, while Leili was away at the market, Ivan geared up and went to stand beside his fellow Dottari. The tumult was a rather violent one, and the call came down to take more aggressive action toward the rioters. As he pushed, fought, and at times bared steel against the citizens he saw a most disturbing sight. There among the protestors, lashing out at his fellow guardsmen, was his own wife. She, in turn, caught sight of him as well. Her face went pale and eyes wide in surprise, before she turned and darted off into the crowds. Ivan wanted to chase her down, but he would never step off the line or disobey an order, so he couldn't leave. For what seemed to be the longest hour of his life, he helped fight back against the rioters and headed straight for home. He was certain that she would be there, and he had to confront her, maybe even turn her in if he had to. As he arrived, he saw the door to their house was open, and he heard loud rustling going on inside. Leili was gathering her things, while Gregor was already bundled for travel, his few things gathered beside him. Ivan rushed in and grabbed the child, before drawing his sword on his wife. He argued with her to turn herself in to the authorities, even threatened her at sword-point, before she was able to finally break away from him with whatever few belongings she had. She wasn't able to wrest Gregor away from him though, and as she darted off, swore that she would be back for him. That was the last time either of the men had seen her. Ivan was obviously embittered toward his wife, and although he loved his son, Gregor was a constant reminder of her. Ivan grew to distrust elves, and the more he stewed in his disdain, the more it expanded to anyone that wasn't of pure human lineage. Unable to see it every day in his own child, he began wrapping Gregor's features. As a toddler, Gregor's head was wrapped in linens to pull at the edges of his eyes while simultaneously binding the pointed ends of his ears. Ivan never let the child play with the other children, and raised him in a strict household. There were severe punishments for disobeying, and without the nurturing of a mother, Gregor quickly grew out of the frivolity of his childhood. He soon learned by example that only humans can be trusted, and readily adopted his father's prejudices. Talk of his mother was not allowed in the house, and he stopped asking after a certain age, as the only response was that his father was duped by a lawless whore of a woman lacking loyalty. Before long, all Gregor knew were the ideals of the city guard, and was both eager and proud to don the title of Dottari. It was easy, as the city didn't know much in the way of unrest. He learned the ways of its citizens, the ins and out of the city itself, and took a shine to the weapons of the warrior. He even had a particular knack for the bow, which seemed to upset his father, but why he had no idea. He could never get behind the strong adherence by the Asmodeans among the leaders or citizens, as it seemed a fine line to skirting the law due to devilish corruption. Since his father wasn't a religious man, Gregor came into his beliefs mostly on his own, finding them to be more in line with the preaching of the Abadarians. He hasn't officially been indoctrinated into the Dottari, and it's probably for the best. With the inclusion of Barzillai Thrune into the position of Lord-Mayor, Gregor has noticed that there has become an increased cruelty among some of his fellows, and the Lord-Mayor's proclamations seem to not all have worked in the city's best interests. For the first time in his life Gregor has found himself questioning the orders of some of his superiors, and is trying to figure out what his best course of action moving forward would be. As such, one of the locals in his neighborhood has invited him to join them at the protest in Aria Park, to at least listen to what the opposition has to say. Gregor wasn't eager to go, but he is curious, and decided that he would at least keep an eye out for his neighbor in case anything goes wrong. All he has left to do is tell his father that he's going. Vignette:
Gregor took a few steadying breaths to steel his nerves, knowing that what he was about to do would surely upset his father. Few things unnerved him in his experiences training with the guard, except when it came to telling his father something he knew the man didn't want to hear. Taking one last deep breath, before letting it out slowly through his nose, he opened the door to the home he grew up in and where he still lived with his father. The small front room was dimly lit by the light coming in through the small front window, and whatever shone past Gregor in the doorway. A clean and well-maintained oak table, and two chairs set across from one another, were all that dominated the very spartan accommodations. His father, and in turn he himself, was not one for leisurely relaxation. There was always work to be done, meals to prepare, floors to clean, and when all chores are done, tending to one's uniform and equipment.
He closed the door purposefully as he wiped his boots on the doormat, exactly twice each, as he had always done as far back as he could remember, before striding across the tile floor with a measured gait. The click of his boots struck out a precise rhythm as he crossed the space in the direction of their rooms at the back of the house. There were no distractions to take his mind off the purpose of his movement, as the house was devoid of any form of decoration or memorabilia. Ivan believed that all of this was just a way to cling to the past or take someone's mind away from important matters. Gregor arrived at his father's door sooner than he would have liked, the only time he wished there was something in the house to take his mind off what he was about to do. Gregor stopped before the door at the position of attention, tapping his heels together as he locked into place. Gingerly raising his right hand, he gave the door three clipped, precise knocks before resuming the position. The time between the knock and the following response seemed like forever, before a stern voice called from within, "You may enter." The response was the same as it was every time Gregor requested to speak with his father. He opened the door, took two steps in, and resumed the position of attention. "Sir! Senior Recruit Ward requests permission to speak, Sir!" Gregor stared straight ahead at the back wall of his father's room, not daring to be so bold as to look directly at the man, yet still aware that he sat on the single chair in his room polishing his blade. The man, grey-haired but not grizzled, with a solid warrior's build, did not look up from his task. He responded, simply and with less formality, "At ease, Recruit, you may speak." Despite Ivan's informal tone, Gregor knew that it was not an invitation for him to drop his bearing. His breathing started to pick up pace, but he quickly regained control, "Sir, I have come to inform you that I will be..." He stopped to take another calming breath. "Out with it, Recruit!" The man barks, still yet to look up from his work. Gregor jumps slightly, before continuing in a rush, "I will be present at the protest at Aria Park today." suddenly adding as an afterthought, "Not in an official capacity... Sir." This is the point where Ivan actually stops his work on the blade. He folds his polish rag in quarters, and places it precisely on the corner of his end table. The sword, he slides back into its scabbard, before rising to lean it against the wall beside his armor stand. Turning, he moves to stand directly in front of Gregor, looking into his eyes as if trying to find an answer within. "No, you are not. I'm denying your request." "It's... it's not a request, Sir! I'm off duty. It's my time." Gregor surprises himself with his own defiance. "What do you think you're going to find there? Are you going to just shrug off your duties and take up the call of the dissident?" His scowl deepens as the pace of his breathing increases. Gregor breaks his stance, "I'm not looking for anything, nor shirking any duties, Sir." He realizes his break in protocol and returns to his position of 'At Ease', "I was asked by an acquaintance to join them. I thought I should at least understand the concerns of the citizens, Sir." "The 'concerns of the citizens'? Why do you think we should worry ourselves with the concerns of the citizens? They don't make the laws, they don't issue you your orders, they don't feed or clothe you. Why would you give a damn about what the citizens think?" Ivan stares incredulously at his son, at a loss for Gregor's line of reasoning. Gregor loses his rigidity, as his shoulders slump, and his tone softens, "Sir... Father, don't you think that maybe Lord-Mayor Thrune might be hurting the city?" He searches desperately for the point he wants to make. "Look at the Proclamations." Ivan merely stares at his son, a mix of fear and anger dancing in his eyes. "Proclamation the First and Second, I can understand." Gregor continues in the absence of a response from his father, "Getting rid of vermin, and add an air of loyalty to the Queen, seems like a normal first move. The Third wasn't bad, until I saw my first 'doghousing'. By the time you get to Seventh, they just get unusual. Mint is bad? Since when? How many times have you known one of the guys to chew mint on watch to help stay awake? It's just... well things might be getting out of hand." Gregor didn't even see the blow coming, Ivan having thrown a right cross, and knocking Gregor to the floor. "Get.. out.. of my house! You sound just like... just like.." Ivan can't bring himself to say the word, turning and drawing the blade he had just put away. He points the end at Gregor. "You get out of my sight, and don't bother returning until you get your head on straight. You hear me? You are not academy educated, you have no noble schooling, nor royal blood. You know nothing about leading a city." Gregor scrabbles backward as he tries to get to his feet, Ivan keeping pace, his sword point still in his son's face. "How dare you stand in my home, in my room, and try to tell me that you have the right to question our Lord-Mayor, our Officers, and your superiors about how you think Lord Thrune should run this city. Get out!" With that, Ivan stops moving forward, having backed Gregor almost all the way to the front door. Gregor leans against the door, using the solidity of it to get himself back to his feet. Rubbing his jaw with his right hand, he reaches back with his left to turn the handle. Never taking his eyes off his father, he backs out the door, closing it as he does. Once the door is closed, he just stares at it, lost and confused, uncertain of how his father is blind to the fact that Lord-Mayor Barzillai Thrune may be possibly leading Kintargo down the road to failure. Reason to Protest (Tagging Along): Gregor has no interest in stirring up trouble or breaking any laws. He's been growing concerned about the change in leadership, and how it has negatively affected the city he loves in such a short time. He's not ready to join the protests himself, but one of his friends talked him into at least going with an open mind. |