M Human
Sense Motive: 1d20 + 1 ⇒ (7) + 1 = 8
Jerry thought about snapping the old man like a twig, or bending him like a human pretzel...that made him smile and forget the perceived insult. He decided to walk around the campus on his own and get a feel for the place.
M Human
"Hey Dr. Armitage!" Jerry exclaims as the librarian turns away from the other group of students. "Two questions for ya! Where's the dining hall? And where's the gym?" He smiles easily, his tanned skin and muscled torso showing the result of years of hard work outside. "What's up, fellas? How y'all doin'?" he waves to the others. "Hey, if you could be any animal, what would you be, and why?" he asks to the group.
Thinking it over, I'm changing Dodge to Improved Grapple. That fits better with Jerry's story =) Here's the updated crunch:
Stats:
Jerry Male Human Commoner 1 NG Medium Humanoid Init +1; Perception +1 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 9 (d6 +3 Con) Fort +3, Ref +2, Will +1 -------------------- Offense -------------------- Speed 30 ft. Base Atk +0; CMB +3; CMD 14 (+2 grapple) Melee: Unarmed: Attack +3, Damage 1d3+3 (crit: x2) -------------------- Statistics -------------------- Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 10 Languages: English Class Skills: 2 ranks per level Climb (+3) {+3 ability -0 AC +0 rank +0 class } Craft (-) {+0 ability +0 rank +0 class} Handle animal (+4) {+0 ability +1 rank +3 class } Knowledge (nature) (+4) {+0 ability +1 trait +1 rank +3 class } Perception (+1) {+1 ability +0 rank +0 class} Profession (-) {+1 ability +0 rank +0 class } Ride (+1) {+1 ability -0 AC +0 rank +0 class } Swim (+3) {+3 ability -0 AC +0 rank +0 class } Special: -------------------- Traits -------------------- Deft Dodger: Growing up in a dangerous farm environment has honed your senses. You gain a +1 trait bonus on Reflex saves. Savanna Child (plains): You were born and raised among rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the savanna's secrets. Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you. -------------------- Feats -------------------- Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. -------------------- Special Abilities -------------------- Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. They are not proficient with any other weapons, nor are they proficient with any type of armor or shield.
Stats:
Jerry Male Human Commoner 1 NG Medium Humanoid Init +x; Perception +x -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 10 (d6 +3 Con +1 favored class per level) Fort +3, Ref +1, Will +1 -------------------- Offense -------------------- Speed 30 ft. Base Atk +0; CMB +3; CMD 14 Melee: ?: Attack +3, Damage 1d?+3 (crit: x?) Ranged: ? (? ft): Attack +1, Damage 1d? (crit: x?) -------------------- Statistics -------------------- Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 10 Languages: English Class Skills: 2 ranks per level Climb (+3) {+3 ability -0 AC +0 rank +0 class } Craft (-) {+0 ability +0 rank +0 class} Handle animal (+4) {+0 ability +1 rank +3 class } Knowledge (nature) (+4) {+0 ability +1 trait +1 rank +3 class } Perception (+1) {+1 ability +0 rank +0 class} Profession (-) {+1 ability +0 rank +0 class } Ride (+1) {+1 ability -0 AC +0 rank +0 class } Swim (+3) {+3 ability -0 AC +0 rank +0 class } Special:
-------------------- Traits -------------------- Deft Dodger: Growing up in a dangerous farm environment has honed your senses. You gain a +1 trait bonus on Reflex saves. Savanna Child (plains): You were born and raised among rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the savanna's secrets. Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you. -------------------- Feats -------------------- Dodge: You gain a +1 dodge bonus to your AC. Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. -------------------- Special Abilities -------------------- Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. They are not proficient with any other weapons, nor are they proficient with any type of armor or shield. Background: Jerry’s family had been farming the same land in Pennsylvania since they came over from the old country, over 300 years ago. His great grandfather built the house he lived in. His uncle was his closest neighbor – 3 miles by road, but only ½ mile through the corn field. But Jerry doesn’t want to be a farmer - he wants to escape the boring routine of pig-farming. He did well enough in high school, but never really applied himself or stood out in the academic field. He was a starting member of the high school wrestling team and county champion three years in a row – he even had offers from a couple of Division III colleges in Pennsylvania and Virginia. But he doesn't want (and can’t afford) the 'traditional' college experience.
Jerry played Dungeons and Dragons in middle and high school - fully diving in to the role-playing experience to escape the boredom of life in a small farming town. He enjoys reading sci-fi and fantasy and likes to look for alternate explanations for the unusual occurrences in the news. He's not a conspiracy-theorist, but he has a deeper understanding that not all things are as they sometimes appear. He was in the gaming club at school, and his teacher, Mrs Peregrine, acknowledged that Jerry was a bit different from the other students. He had a way of seeing and understanding things about others that sometimes freaked his friends out. She recognized his talents, and recommended he apply to Miskatonic University. There he could study psychology, especially behavioral modification and social psych, but also natural sciences (because he's a farmer, after all!) On his graduation, Mrs Peregrine gave Jerry a strange, old book. Its cover was tattered and worn with strange and arcane-looking markings that seemed to slither around and change when he wasn’t looking at it straight on. She said he would be able to discover its secrets at Miskatonic, where she had studied decades earlier. In fact, it was her letter of recommendation that earned him the scholarship to the University.
Sounds really interesting. I originally rolled Jerry as an "Ordinary Hero" concept. I can adapt him easily for this (and will at home tonight!) I'm thinking a farm-kid who wants to escape the routine of pig-farming but doesn't want the 'traditional' college experience. He is interested in psychology, especially experimental behavioral modification and a bit of developmental psych, but also has a background in natural sciences (because he's a farmer, after all!) He did well in high school but never really applied himself. Jerry played Dungeons and Dragons in middle and high school - fully diving in to the role-playing experience to escape the boredom of life in a small farming town in Pennsylvania. He enjoys reading sci-fi and fantasy and likes to look for alternate explanations for the unusual occurances in the news. He's not a conspiracy-theorist, but he has a deeper understanding that not all things are as they sometimes appear.
M Human
"Of course, you can always ask the Tinkers if they might be heading in your direction. They're packing up their wagons as we speak and will leave at first light tomorrow. They travel a bit slower than you might on your own, but you're likely to haggle a lower price for transport with them than the watermen guild. But make no mistake...with the Tinkers there's ALWAYS a price." Jerry will leave you to your deliberations, heading out of the Cow to attend to some other business.
M Human
"Doc, I went and asked my pal Boris about yer cart idea. After a couple mugs of ale I finally got him to agree to renting you a wagon, two draft horses to pull it, and a big barrel of fresh water for 100 gold. He'll even throw in a couple tents you can use! Now I don't know as any of you city folk have the knowing of driving a wagon, and you'll be needing someone to watch over your things while you're figuring this sickness thing out, so I was wondering if I could be that someone? I'll drive for ya, care for the animals, keep everything safe and sound while you're doing your thing, and even cook for you on the road. I've been looking for a chance to roam about and see more of the world...whatcha say, Doc? Mind if I tag along?!?"
M Human
Wish I could join y'all - but the hogs need to be watched. Oh, and my livestock, too. Don't worry - I'll take care of our part of Daggermark while you're away :-) Besides, with Hugo gone there's more ale for me, and with Tomid gone I might actually get some without having to barter away my cousin's honor!!
M Human
"Thankee, Balmahut. Keepin' those fences in good shape is a ne'er ending and thankless task. You fix 'em up for me and there's a nice slab of bacon in it for ya!" Jerry enjoys his times in town. He used to only come in for the monthly MarketDay, but Jerry decided to move closer a few months ago. Now his hogs are fresher for MarketDay, and he can get supplies when he needs them and keep everything in better shape. Seeing the Doc, Jerry replies, "Ahh, Wilbur's good. Strangest thing, that hog. Follows me around everywhere like it actually knows me. But he sure is a terrific pig, he is!"
M Human
Jerry glances up and nods to Zinny, then seems to return his attention to his ale. He can't help but smile when she puts her feet up on the chair and a sigh escapes her lips. Jerry knows that sound, and the look when someone who has worked hard all of their lives finally gets a chance to relax. Then Jerry lifts his mug in salute to Zinny and gives her a smile and a knowing wink. "Here's to the working class..."
So here's the list as I see it: Tirus Tulkas – Hunter/Trapper (Ranger)
Concept characters:
DM? Still there?
Xisifer wrote: Tom Badgerlock, a humble farmer who found a litter of wolf pups that had taken shelter in his shed one winter. The mother fled upon discovery, but one was overlooked in the hay and left behind, which Tom decided to raise as his own pet. Though his horse reacted nervously at first, Tom was slowly able to domesticate his new companion, who helped to keep other predators and scavengers away from his farm and small collection of livestock. He lives out on the edge of the village, but regularly goes into town to sell produce and trade a few drinks with the friends he's made there. (Ranger)... If you do tom, then We'd be farmin' buddies!!
Heck - ALL of these "characters" are so much fun - imagine them all in the town interacting day to day!
Jerry thanks Abigal, smiling at her infectious enthusiasm and charm, and silently thanks the gods he made it here before the storm he saw when he left. As he finishes his breakfast, the storm arrives - and its a real gulley-washer! Lightning flashes and thunder booms, rattling the windows and dishes. Sighing loudly, Jerry stands, pays, and heads out to the market area to check on his hogs. "Stupids hogs needed a good bathing before market anyways... he mutters as he heads into the storm. |