Holy Guide

Magrun Winterborn's page

39 posts. Alias of Tilnar.


About Magrun Winterborn

Magrun Winterborn
Male Human (Kellid) Hunter 4
NG Medium Humanoid (Human)
Init: +2, Senses: Normal, Perception: +9
Languages: Common, Kellid, Dwarven.
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DESCRIPTION
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Broad-shouldered and nearly six feet, Magrun's frame marks his Kellid hertiage, as does his coloration. His skin is tan, and slightly leathered, resembling nothing more than old walnut wood left in the sun. His hair is dark brown, thick and falls in shaggy waves around his face and spills down his back over the furs on his shoulders. Three thin warbraids, each thinner than his fingers, hang over the left side of his face, obscuring it -- and a knotwork tattoo over his left eye. The braids ending mid-cheek, their tips brushing against the full, thick beard a half-shade lighter than his hair. Above the beard is a slightly hooked nose, and dark brown eyes which are pinched slightly in what almost looks like a scowl. The full effect of his dress and features is somewhat feral, as if he were the embodiment of his homeland.
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BACKGROUND
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Magrun was born and raised in the forests of the south-eastern part of Rostland... or the north-western part of the Stolen Lands, depending on which cartographer you trust. He was the youngest of four children, his father a trapper and guide, and his mother a herbalist and healer -- and, between the two of them, they managed to ensure that Magrun and his siblings never went hungry or really wanted for much. He was also the only surviving sibling when a self-proclaimed "brigand lord" came to his homestead while his father and he were out checking their traps. His father wouldn't let him back into the house to see what had happened to his family, but at fourteen, Magrun had a decent idea of what they probably did to his mother and sisters. He was filled with hate and rage... and even more so when the shock seemed to break his father's spirit. Unable to face the wilderness, he moved himself and his son into Restov.

City life didn't sit well with Magrun, however -- seeing these self-important folk and the way they looked down on him and his father, as if they were somehow simple for having worked for a living just made the anger within him seethe that much more. He lasted less than a year before striking out of the city, returning to the trapping and hunting for coin that was the only life he knew and enjoyed.... and spending time in the wilderness where the sounds and smells claimed his attention, pushing away the memories, the anger and the hate.

He was sixteen when he first met Rimeclaw - at that time, a tiny whelp of a kitten mewing at a mother dying in a poorly-made and inhumane trap... One so terribly done that, in addition to making her suffer, it was even ruining the prized winter coat. Magrun ended the poor thing's suffering and took the kitten with him, not wanting to see someone's greed and stupidity lead to even greater suffering. He did, however, move the trap slightly, burying it in the snow right along the trail whomever first placed it used. As the kitten grew stronger, Magrun began to feel something with it that he'd not realized he'd been missing - a sense of kinship and belonging. By the time that the kitten was a full grown cat, that sense of kinship had become a tight and deep bond... and his affinity and love for the wilderness, too, had changed, turning into something more - giving him power and magic that he couldn't explain... but that he could certainly use, especially when the idiot trapper he'd gotten caught in his own trap, and three of his friends, tried to take revenge on Magrun for the broken leg.

Magrun was 20 when he heard of the great expedition into the Stolen Lands -- he was in Restov, selling furs when he heard, and it awoke something within him.. Something that insisted that order be restored to those lands and prevent what happened to his family from happening to others. He was one of the many applicants who was rejected, and not included on the Charter... but unlike those others, Magrun followed them into the woods, convinced that the mission of bringing stability to the Stolen Lands was essential -- especially given how many suffered there under brigand lords, cruel fey and whatever in the Abyss else might be out there... and knowing that when the Chartered group, those selected by a pack of effete nobles who knew nothing of the real world and wilderness fell, that someone else would need to take up that mission.... Someone with a strong arm, a large blade, a heavy bow and a cat.

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DEFENSE
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AC 17, Touch 12, Flat-footed 15, CMD 18
{+5 armor, +2 dex}
HP 35 (4HD - 10;7;7;7[+4FC])
Fort: +6, Ref: +6, Will: +4
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee
One-Handed
Longsword +7 (1d8+3/19-20) {Slashing} -- Power Attack +6 (d8+5/19-20)
Dagger +6 (1d4+3/19-20) {Slashing/Piercing}

Two-Handed
+1 Greatsword +8 (2d6+5/19-20) {Slashing} -- Power Attack +7 (2d6+8/19-20)
Masterwork Lucerne Hammer +7 (1d12+4) {Bludgeoning/Piercing} -- Power Attack +6 (1d12+7)

Ranged
Masterwork Composite Longbow (Str +3) +6 (1d8+3/x3) {110' range increment, Piercing} -- Deadly Aim +5 (1d8+5/x3)
-- With Flight Arrows (1d6+3/x3) {130' range increment, Piercing} -- Deadly Aim (d6+5/x3)
Dagger +5 (1d4+3/19-20) {Slashing/Piercing, 10' range increment}
Acid Flask +5 (1d6) {Splash, 10' range increment}
Alchemist's Fire +5 (1d6) {Splash, 10' range increment}

Special Modifiers:
+1 morale bonus (to hit) whenever target is threatening Rimefang (Ferocious Loyalty); increases to +2 if he's rendered helpless
When flanking: +4 to hit (Outflank Feat); +1d6 precision damage (Precise Strike) and 1 trait damage (Dirty Fighter);

Base Atk: +3, CMB: +6
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STATISTICS
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Str 16, Dex 14, Con 14, Int 13, Wis 14, Cha 9
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TRAITS
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Dirty Fighter (Combat Trait)
You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Rostlander (Social Trait) (Disable Device)
You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on Fortitude saving throws.

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FEATS
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Armour Proficiencies: Light, Medium + Shields (not tower).
Weapon Proficiencies: Simple and Martial.

Selected: (includes human bonus racial feat)
Weapon Focus (Heavy Blades) [combat]; Pack Flanking [teamwork/combat]; Precise Strike [teamwork/combat]

Bonus Teamwork Feats:
Outflank, Ferocious Loyalty.
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SPELLS -- Hunter (CL: 4) -- Concentration: +6
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Orisons -- At Will -- (DC 12) -- Create Water, Detect Magic , Guidance, Light, Mending, Read Magic.
Level 1 -- (oooo) -- (DC 13) -- Cure Light Wounds, Feather Step, Lead Blades, Produce Flame, Summon Nature's Ally I
Level 2 -- (oo) -- (DC 14) -- Barkskin, Summon Nature's Ally I, Winter's Grasp
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SKILLS (6 + int + skilled = 8/level -- 8/8/8/8)
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Class Skills are italicized, Trained Skills marked with *

Adventuring Skills
Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics [+1] = 0.0 + 2 + -1 (AC)
Bluff [-1] = 0.0 + -1 + 0
Climb* [+7] = 2.0 + 3 + 3 -1 (AC)
Diplomacy [-1] = 0.0 + -1 + 0
Disguise [-1] = 0.0 + -1 + 0
Escape Artist [+1] = 0.0 + 2 + -1 (AC)
Heal* [+9] = 4.0 + 2 + 3
Intimidate* [+6] = 4.0 + -1 + 3
Knowledge (Dungeoneering)* [+6] = 2.0 + 1 + 3
Knowledge (Nature)* [+7] = 3.0 + 1 + 3
Perception* [+9] = 4.0 + 2 + 3
Ride* [+5] = 1.0 + 2 + 3 -1 (AC)
Sense Motive [+2] = 0.0 + 2 + 0
Spellcraft* [+6] = 2.0 + 1 + 3
Stealth* [+8] = 4.0 + 2 + 3 -1 (AC)
Survival* [+10] = 4.0 + 3 + 3
---Tracking [+12]
Swim* [+7] = 2.0 + 3 + 3 -1 (AC)

Background Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Craft (Bows)* [+4] = 1.0 + 1 + 3
Craft (Traps)* [+4] = 1.0 + 1 + 3
Handle Animal* [+6] = 4.0 + -1 + 3
Profession (Tanner)* [+7] = 2.0 + 2 + 3

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SPECIAL ABILITIES
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Animal Companion (Ex)
At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the sought companion typically lives. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier

Animal Focus (Su) (oooo)
You can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated. The ability is usable 4 minutes per day. The animal companion gets a constant benefit.

-- Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
-- Bear:: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
-- Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
-- Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
-- Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
-- Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
-- Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
-- Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
-- Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
-- Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
-- Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
-- Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

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.

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.

Nature Training (Ex)
Hunters count as druid or ranger for feats, traits, and options that modify or improve an animal companion.

Teamwork Feats (Ex)
At 3rd level and every three 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 feat. As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Whenever she gains a new teamwork feat, the previous teamwork feat becomes permanent.

Track (Ex)
At 2nd level, a hunter adds half her level to Survival skill checks made to follow tracks.

Wild Empathy (Ex) (d20+3)
A hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier 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 hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

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GEAR. (100L/200M/300H) -- 97 lbs
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+1 greatsword; +1 chain shirt; outfit (explorer's); masterwork lucerne hammer; longsword; dagger; arrow, flight (20); arrows (20) (x2); Masterwork Composite Longbow STR (+3)

Backpack, Masterwork [ Bedroll; Rope (Silk/50 ft.); Mess Kit; Grappling Hook; Pewter Tankard ];

Belt Pouch #1: [ Alchemist's Fire (Flask) (x2); ];
Belt Pouch #2: [ Acid (Flask) (x2); ];
Belt Pouch #3: [ Whetstone; Flint and Steel; ];
Bone Scroll Case: [ Scroll (Ant Haul/Divine); Scroll (Cure Light Wounds/Divine); Scroll (Delay Poison/Divine); Scroll (Remove Sickness/Minor); Scroll (Resist Energy/Divine); ];

Rimeclaw

Spoiler:

Male Companion (Lynx [Cat,Small]) Animal 4 (NG Medium Animal)
Init +6; Senses: Low-Light, Scent Perception +5
Note: Numbers in brackets reflect Tiger aspect activated.
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DEFENSE
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AC 20 [22], Touch 14 [16], Flat-footed 16, CMD 22 [23] (26 [27] vs trip)
hp 28 (4HD: 7,7,7,7)
Fort: +6, Ref: +9 [+10], Will: +2 [+3]
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OFFENSE
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Speed: 50 ft. (10 squares); Sprint
Melee: bite +8 [+9] (1d6+4) + trip and claws +8 [+9] (1d4+4)
Special: Combat reflexes +5 [6] AoO per round

Special Modifiers:
+1 morale bonus (to hit) whenever target is threatening Magrun (Ferocious Loyalty); increases to +2 if he's rendered helpless
When flanking: +4 to hit (Outflank Feat); +1d6 precision damage (Precise Strike);
Base Atk: +3;CMB: +7 [+8/+9 Agile];
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ABILITIES
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Str 18, Dex 20 [22], Con 15, Int 2, Wis 12, Cha 6
Feats: Combat Reflexes, Armour Proficiency (Light).
Feats Shared From Magrun: Ferocious Loyalty, Outflank, Pack Flanking, Precise Strike
Skills: Acrobatics +5 [+6], Acrobatics (Jump) +13 [+14], Climb +8, Escape Artist +5 [+6], Perception +5, Stealth +9 [+10], Survival +2, Swim +4
Possessions: studded leather barding (darkleaf);
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Tricks
Knows the tricks: attack (ii), come, defend, down, guard, heel, sneak.

Evasion (Ex)
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill.

Scent (Ex)
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex)
The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Trip (Ex)
You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.