Dog Rider

Rory Cornelius's page

950 posts. Alias of Robert Henry.


Race

halfling

Classes/Levels

wolf-rider

Gender

Male

Alignment

Neutral Good

About Rory Cornelius

Rory and Storm @ 5th lvl

Initiative: 4 = 4 [dex]
Speed: 20 ft.
Hit Points: 43 = 8 [1st lvl] + 20 [5(4[2nd - 5th lvl])] + 15 [5(2[con] + 1 [FC])]

AC: 22 = 10 + 5 [+ 1 chain shirt] + 4 [dexterity] +2 [+ 1 buckler] + 1 [size]
Touch: 14
Flat-footed: 18

Fort: + 8 = + 4 [base] + 2 [constitution] + 1 [race] + 1 [cloak]
Ref: + 10 = + 4 [base] + 4 [dexterity] + 1 [race] + 1 [cloak]
Will: + 5 = + 1 [base] + 2 [wisdom] + 1 [race] + 1 [cloak]

Base Atk + 3
CMB 2 = 3 [base] + 0 [strength] - 1 [size]
CMD 18 = 10 + 3 [base] + 0 [strength] + 4 [dexterity] - 1 [size]

Melee: + 4 = 3 [base] + 0 [strength] + 1 [size]
Ranged: + 8 = 3 [base] + 4 [dexterity] + 1 [size]
Weapon’s finesse: + 8 = 3 [base] + 4 [dexterity] + 1 [size]

Hero Points @ 2/3

Stats: Str. 11, Dex. 18, Con. 14, Int. 13, Wis. 14, Cha. 9,

Abilities:

Race Traits:
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Traits: @ 3
AP Student Survivalist: +2 trait bonus on all Survival checks. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor. NPC Choices: Shalelu.
Combat Armor Expert
Race: Helpful

Feats:
1st lvl: weapon’s finesse
From Bodyguard Alertness
Precise Companion: Outflank
3rd lvl: Combat expertise
Teamwork 3rd lvl: Pack Flanking
5th lvl: Dervish Dance

Hunter
Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Animal companion: Archetype: Bodyguard
animal focus min. Per day: 4
Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy (Ex): A hunter can improve the initial attitude of an animal.
Precise Companion (Ex): Outflank
Track (Ex) At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.
Hunter Tactics (Ex) At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.
Teamwork Feat At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.
@ 3rd lvl. Pack Flanking
Improved Empathic Link (Su) At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion’s eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.
Woodland Stride (Ex) At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.

Spells
Per Day: 1st lvl:4+1, 2nd lvl: 2+1
Orisons known @ 6: know direction, light, Mending, spark, Purify food and water, read magic
1st lvl spells known @ 4: Obscuring Mist, Entangle, Magic Fang, Cure Light Wounds
2nd lvl spells known @ 3: Barkskin, Burst of Radiance, Stone Call

favored class bonus: + 1 HP


Skills:

45 = 5(6 [class] + 1 [int] + 2 [background])
class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Acrobatics + 3 = 4 [Dex] - 1 [armor]
Bluff -- 1 [Cha]
Climb +3 = 0 [Str] + 1 [rank] + 3 [class skill] - 1 [armor]
Craft (leather) + 8 = 1 [Int] + 4 [rank] + 3 [background skill]
Diplomacy - 1 [Cha]
Disguise - 1 [Cha]
Escape Artist 6 = 4 [Dex] + 3 [rank] - 1 [armor]
Handle Animal + 9 = - 1 [Cha] + 5 [rank] + 3 [class skill] + 2 [race]
Heal + 2 [Wis]
Intimidate - 1 [Cha]
Knowledge (dungeoneering) + 6 = 1 [Int] + 2 [rank] + 3 [class skill]
Knowledge (nature) + 7 = 1 [Int] + 2 [rank] + 3 [class skill]
Perception +12/14 = 2 [Wis] + 5 [rank] + 3 [class skill] + 2 [race] + 2 [Alertness]
Performance + 4 = - 1 [Cha] + 2 [rank] + 3 [background skill]
Profession: Tanner + 9 = 2 [Wis] + 4 [rank] + 3 [background skill]
Ride + 13 = 4 [Dex] + 5 [rank] + 3 [class skill] + 2 [race] - 1 [armor]
Sense Motive + 2/4 = + 2 [Wis] + 2 [alertness]
Spellcraft + 5 = 1 [Int] + 1 [rank] + 3 [class skill]
Stealth + 15 = 4 [Dex] + 5 [rank] + 3 [class skill] + 4 [stealth] - 1 [armor]
Survival +12/+14 = 2 [Wis] + 5 [rank] + 3 [class skill] + 2 [trait] + 2 (track)
Swim +3 = 0 [Str] + 1 [rank] + 3 [class skill] - 1 [armor]

Gear:

Worn:
Outfit, Explorer’s
+ 1 scimitar (3rd P) 2 lbs. 1d4, 18–20/x2, S
Halfling rope-shot: (OG) 1/2 lb. 1d4, x2, B, disarm
+ 1 Buckler: (3rd P) 2 1/2 lbs. +1, -1
+1 chain shirt (2nd P) 12.5 lbs. +3, +5, -1, 20 ft.
dagger: (OG) 1/2 lbs
Sling: (OG), N/A
Sub-total: 18 lbs.

He purchased a Kit, Cavalier’s which includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin. I've spread the items weight out between Rory and Storm.

Backpack: 1/2 lb. (all OG)
containing
bedroll: 1 1/4 lb
mess kit 1 lb.
rations (5 days) 1 1/4 lb.
waterskin 1 lb.
belt pouch: 1/8 lb.
containing
a flint and steel -
Subtotal: 5 1/8 lbs.

Items carried by Storm:
dog-sized + 1 chain shirt: 200 gp. 25 lbs. + 4, + 4, - 2
Bit and Bridle (OG) 1 lbs*
Riding saddle (OG) 25 lbs*
on saddle
MW saw-back Gladius: (2nd P) 1 1/2 lbs. 1d4, 19-20/x2, P or S
Lance: (OG) 5 lbs. 1d6, x3 P Reach [double damage from charging mount])
Sling staff, halfling: (OG) 1 1/2 lbs. 1d6, x3, 80 ft. B
rope (OG) 10 lbs.
Sling bullets @ 20: 10 lbs.
saddlebags (OG) 8 lbs.*
containing
animal feed (5 days) 10 lbs*
Crafting tools: 5 gp. 5 lbs.
Tent, small, (1st P) (5 lbs,)
Blanket @ 2, (1st P) (.75 lbs.)
Outfit, Cold-Weather (1st P)
need calculated

Consumables
Potion CLW @ 6
potion of Lesser restoration @ 1
Potion of CMW
Sling bullets @ 16/20: 10 lbs.

Weight of items carried by Rory: 22 3/4
Weight of items carried by Storm: 97 lbs. + Rory and gear.

Carry Capacity
Light load: 29 lb, or less
Medium load: 29 - 57 lb.
Heavy load: 58 - 86 lb.
Lift over head: 86 lb.
Lift off ground: 173 lb.
Push or drag: 431 lb.


wealth:

200 gp. - 161.2 gp. = 38.8 + 251 gp. - 262.5‬ = 27.3 gp. + 58 gp. = 85 gp. 3 sp. + 2,989 gp. - 2967.5 gp. = 106 gp. 8 sp.

Animal Companion:

His wolf companion looks as scruffy and dust covered as Rory. They are a product of the Cornelius' breeding program which goes back to when the halflings started living in the Forest. All the wolves are tall and thin, bred for durability and endurance first, then bursts of speed for short distances. Contrary to popular belief they are not a vicious animal, but will defend themselves and their pack, which they consider Rory to be a part of.

StormStorm’s eyes are amber and his coat is an even dark gray, with black rings around his eyes and black tips on his ears and tail.
N Medium male wolf Animal Companion, Archetype: Bodyguard
Init +2;
Senses low-light vision, scent; Perception +8
Speed 50 ft.
DEFENSE
AC 22 = + 5 [+ 1 chain shirt] + 3 [dex] + 4 [natural (+2 [wolf] + 2 [3rd lvl])]
touch 13
flat-footed 19
hp 37 = 5(4.5 [average] +3 [con])
Fort +6 = 4 [base] + 3 [con]
Ref +7 = 4 [base] + 3 [dex]
Will +2 = 1 [base] + 1 [wis]
OFFENSE
Melee bite + 5 (1d6+3 plus trip)
STATISTICS
Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3 CMB +5; CMD 18 (22 vs. trip)
Feats
1st lvl light armor
2nd lvl Combat reflexes
5th lvl Power Attack
Skills
Acrobatics + 2 = 3 (dex) - 1 (armor)
Climb + 1 = 2 (str) - 1 (armor)
Escape Artist + 2 = 3 (dex) - 1 (armor)
Fly + 2 = 3 (dex) - 1 (armor)
Intimidate -2 (Cha),
Perception 9/11 = 1 [Wis] +5 [rank] + 3 [class skill] + 2 [alertness]
Stealth ) + 2 = 3 (dex) - 1 (armor)
Survival +1 (wis) (+5 scent tracking)
Swim + 1 = + 2 (str) - 1 (armor)
Tricks: 8 =6 [Int] +2[class]: Combat RidingAn animal trained to bear a rider into combat knows the tricks: attack, come, defend, down, guard, and heel Flank, attack (2) GearMW chain shirt, saddle, saddlebags
light load: 0-? medium load: 151? - 300? heavy load: 301? - 450?
Shared Vigilance (Ex): Both a bodyguard and its master gain Alertness as a bonus feat whenever they are adjacent. This replaces share spells.
Damage: Animal attacks add the animal’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier.
Tenacious Guardian (Ex) At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master’s class level. This replaces evasion


Appearance:

At first glance you might assume that Rory was raised by wolves. Your assumption would not be too far from the truth.The simplest description of Rory would be, well, scruffy. Not quite to the point of filthy or mangy and certainly not slovenly or squalid; but well beyond raggedy and unkept. One could certainly say he looks like he was raised by wolves and it wouldn't be far from the truth.

As halflings go he's average height (an even 3 ft.) and a little thin, (32 lbs.) But you wouldn't be able to tell because of the bulky studded armor he wears. His shaggy dark brown hair normally looks wind-blown and his still growing sideburns look like they are continuously brushed up and back. At closer glance his personal affects: belt boots, leggings and weapons, though dust covered, are well made and well cared for.

Though normally dirt smudged, he has a pleasant face with heavy eyebrows, high cheekbones, a broad nose and a strong chin. His brightest features are his quick smile and his eyes that shift between dark brown, hazel and a yellow almost as bright as his wolf’s.

Other things we've learned: bow-legged, left handed,


personality:

Quite, observant and industrious Rory is more likely to do something than to try and convince others to. He understands and appreciates community, but when given the opportunity he will spend most of his time alone with his wolf.
On the Myers Briggs scale Rory is a Virtuoso

Rory’s Background:

Bullet points
Ilsurian was founded in 4631 AR by Ilsur, Halfling slaves were brought with them from Korvosa.

Through the years many slaves escaped, setting up an 'underground railroad' as it were through the Sanos Forest. Many of the Slaves started working the rivers, but many stayed in the forest, a high percentage intent on helping the escaped slaves.

The 'underground railroad became so successful that halfling slavery in Ilsurian became a thing of the past.

Many halflings still live in Sanos, still untrusting of 'long shanks' they do business in the Gnome towns, where they feel safer.

Rory’s parents grew up in the Sanos Forest, His da Angus a member of the 'order of the Paw' and his ma Katherine a herbalist and leather worker. It was their wolves, Thistle and Panda, that got them together.

Rory’s Da, Angus Cornelius, lived in a Halfling hole cleverly disguised as a wolf lair, they called it “wolves den.” He was the youngest son of Sean and Irlana Cornelius, Angus’s parents had been the last of the Sanos Forests 'Order of the Paw'. The order was founded to protect the halflings, escaped slaves and other halflings, from the tall folk. And 'Wolves Den' had been one of the original hideouts for the 'underground railroad'

The ‘Order’ continued to protect the Halflings in the area. At its lowest point the ‘Order’ had dropped to two riders, grandma and grandpa. With the births of Angus (Rory’s da) and Ian and Sean (his uncles) that count went to five. While their ranks have swollen comparatively with the explosion of both Ian and Sean’s families Angus and Katherine had only one child; Rory.

“Wolves Den” was aptly named. It had been built under a pile of large sandstone rocks, with the narrow entryway in the cleft between two rocks that went back and down fifteen feet. You entered the first chamber, the stables, which looked like an ordinary wolves' lair, big enough for a large pack; dug out of rock and sand. The doorway to the Halflings home was well hidden in the rear. The house was carved out of the sandstone itself, what had been natural fissures were now halls and rooms much more space than Angus’ large family ever used.

Angus has a gift with the staff sling, even as a young man he was asked by the elders to teach the militia how to use it. That is where he met Katy, for Angus it was love at first sight. Katy needed some convincing. Eventually Angus’ persistence paid off and she succumbed and with her father’s permission they were wed.

Angus and Katy moved into 'Wolves den' Eventually having Rory. Though an only child there were a lot of extended family. Rory learn to fight and ride from his father and learned about nature and spell craft from his mother.

At the age of eighteen Rory decided to strike out on his own and headed north. Caught in an unexpected storm, he and 'Storm' had dug a small snow cave. After several days and running out of food, Shalelu heard Storms howling and rescued them. Since then, she has been teaching him more about survival in the Deep northern woods.


possible feats:

Fencing Grace (Combat)
Weapon’s focus….
Ride-by Attack (Combat)
Mounted Combat
Improve crit.
improved init.
boon companion

recommended spells:

Magic Fang/Obscuring Mist/Greater magic fang/barkskin/greater magic vestment last hours as we get leveled

Ideas:

agical items
Spell Lattice
Runestone of Power
Mnemonic Vestment
useful spells:
Aerial Tracks
Carry Companion
Fog Cloud
Gust of Wind
Hydraulic Push
Lesser Restoration
Read Weather
Spider Climbing
teamwork feats
Ferocious Loyalty: This is a +1 attack bonus most of the time.
Improved Spell Sharing: Many of our buffs last much longer than we could possibly need.
Precise Strike: An extra 1d6 damage per hit is nice.
Paired opportunist: s +4 to AoO

add spellcraft so Rory can help aid Mukluk in making stuff


NPC's:

Relating to he city of Kalsgard
Asvig Longthew owner of the golden lion emblems
Madam K’s Perfumery
Fynn Snaevald owner of the blade

list of clues