![]() About Ormr of the Hrīmklóar“I was angry with my friend: I told my wrath, my wrath did end.
“Dragons and legends...It would have been difficult for any man not to want to fight beside a dragon.” ― Patricia Briggs, (Dragon Blood) STATS STR 17 (+3) DEX 12 (+1) CON 15 (+2)
BLODD-RAGE STATS STR 21 (+5) DEX 12 (+2) CON 19 (+4)
25 PT STAT BUILD:
7 points each - STR, CON & CHA
kjǫlr = keel
Female Half Elf Ranger (Wild Shadow archetype) 3 XP: 5000/9000? Chaotic Good Medium Humanoid (Half Elf) Favoured Class: Ranger
Favoured Class Options:
+1 HP
Speed: 30ft Unarmoured/30ft Armoured
DEFENSE:
AC 16 (10 Base, +3 Dex, +3 MW Studded Leather Armour)
OFFENSE*:
* All weapon attacks against her Favoured Enemy (Humans) gains +2 class bonus to attack & damage rolls BAB +3
STATS STR 13 (+1); DEX 17 (+3); CON 13 (+1); INT 12 (+1); WIS 13 (+1); CHA 12 (+1)
20 PT STAT BUILD:
3 Points - STR (13) = 13
+2 Racial Bonus to DEX
RACE ABILITIES Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Dex chosen)
RANGER CLASS ABILITIES For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people. The isolation that some half-elves feel leads them to live a life of isolation amid the wild places of the world. Such rangers stalk the wild like shadows, creating close bonds with the wild itself instead of seeking the solace and aid of companions. While ill at ease within cities and other urban areas, they are adept at using the terrain to tactical advantage; they dart through brambles and rough terrain with uncommon grace and use the land itself to lock down enemies. Weapon & Armour Proficiency:
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Favoured Enemy (Ex):
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +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. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. (Humanoid (Human) chosen)
Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Bonus currently +1 Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Wild At Heart (Ex):
At 1st level, a wild shadow adds only 1/2 his class level when making wild empathy checks while in urban areas, and adds only 1/4 his class level to follow or identify tracks in such areas. In non-urban settings, he is considered two levels higher when determining the bonuses for such checks. This ability alters the track and wild empathy class features. Combat Style - Archery (Ex):
At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the APG is being used. Core Rules only: archery or two-weapon combat.
The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Archery If the ranger selects archery style, he can choose from the following list whenever he gains a combat style feat: Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.
Endurance:
A ranger gains Endurance as a bonus feat at 3rd level. Favoured Terrain (Forest) (Ex):
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Forest chosen. At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Archetype alteration: At 3rd level, when a wild shadow chooses a favored terrain, he cannot choose urban as the terrain type. Furthermore, at 8th level and every five levels thereafter, when he chooses a new favorite terrain type, he cannot choose the urban terrain type. This ability alters the favored terrain class feature. SPELL-LIKE ABILITIES All are usable 1/day when in Forest terrain only. CL: 1; Concentration +1
FEATS Harrowed (General) - Starting Character Feat:
Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life. Benefit: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not. Skill Focus (General) - Bonus Racial Feat:
Choose a skill. You are particularly adept at that skill. (Sense Motive chosen) Benefit: 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. Special:: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill. Precise Shot (Combat) - Combat Style Feat:
You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. (waived with Ranger Combat Style) Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other. Endurance (General) - Bonus Class Feat:
Harsh conditions or long exertions do not easily tire you. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day. Weapon Finesse (Combat) - 3rd Level Character Advancement Feat:
You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons. TRAITS Weapon Training (Norden Race Trait):
Source Inner Sea Races pg. 196 Category: Race Requirement(s): Human - Norden (Ulfen) As soon as you were old enough to hold it, you were trained to defend yourself with traditional Norden weapons. Benefit: You gain a +1 trait bonus on damage rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer. Elven Reflexes (Half Elf Race Trait):
One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. Benefit: You gain a +2 trait bonus on initiative checks. Fey Protection (Magic Trait):
Your birth brought an unexpected guest to your parents' home: a helpful fey who prophesied about your future and gave you a magical gift in exchange for your parents' hospitality, a cup of milk, and a drop of your blood. Benefit(s): You gain a +1 trait bonus to AC against attacks of opportunities made by fey and a +1 trait bonus on saving throws against the effects of fey creatures. DRAWBACK Tainted Spirit (Reflavoured):
When you were a child, your mother made a minor pact with a fey on your behalf, stealing some of your vitality in exchange for a minor boon. Effect: At the end of any combat, you must attempt a Fortitude saving throw. The DC is 10 + the number of rounds you acted in combat. If you fail this save, you become fatigued for 10 minutes per round you acted during that encounter. SKILLS
Acrobatics +8: 2 Ranks; +3 DEX; +3 Class
+2 class bonus on Bluff, Knowledge, Perception, Sense Motive & Survival checks against Humans (Favoured Enemy Ranger class ability.
Languages: Common, Elven, Varisian, Sylvan GEAR/EQUIPMENT Combat Equipment: MW Studded Leather Armour; Darkwood Composite Longbow (+1 STR); 20 arrows; MW Rapier; MW Star-knife; Weapon Blanch (Silver); Grappling Arrow; Elixir of Hiding (2 doses); Potion of Barkskin (+2AC); Potion of Hunter's Howl; Potion of Aspect of the Falcon. Mundane Equipment: MW Backpack - holds following; Blanket & Bedroll, Silk Rope, Moonrod (3), Healer's Kit (10 uses remaining), MW Bowyers Tools; Elven Trail Rations (5 days), Canteen (water), Mess Kit, Flask of Applejack, Sack; Wooden Holy Symbols of Ketephys and The Green Faith; Explorer's Outfit (worn); Scarf (worn - head); Tattoos (worn); Belt Pouch #1 (holds - coin); Belt Pouch #2 (holds - Flint & Steel, Harrow Deck - Her Mother's) Encumbrance: 32.05lbs (Light Load) Light Horse: Stín Brevic: "Shadow" Gear: Riding Kit (bit and bridle, a Riding saddle, a saddle blanket, saddlebags, and 2 days' worth of feed); 20 arrows; 20 pronged arrows, Encumbrance: 60.00lbs (Light Load) WEALTH Platinum Dragons:
APPEARANCE Age: 25 Height: 5'9 Weight: 127 lbs. BACKGROUND
That could work, Leaving after the confrontation with Gkirkhan would also work. I like the idea of him as a wanderer. That could work itself into the canon of our Golarion. :) As for the Whitescales, well, the best way to describe them as noble norse warriors. They take oaths seriously and tend to be the kind of people that feel deeply and passionately. The first patriarch of the clan was gifted a shield known as Whitescale by a dragon when he vowed to defend a peaceful group in the northern reaches of Grungir from the more vicious and cruel chief of the group of nomads he was a member of until then. The site of their battle is where the ancestral keep was erected. Most of the clan lives in the keep, but there are at least a few Whitescales in the major settlements in the Land of the Linnorm Kings. Some motifs and themes that are consistent through the Whitescales are winter storms (in game mechanics, they tend to focus on cold and electric energy), dislike/mistrust of witches and witchcraft, and a love of stars and starry skies (Most of them are Desnans). Most, if not all of the clan are firmly on the Good side of the Evil-Good axis of the alignment chart. The clan is also allied with goodly fey, like Dryads, and there are a couple bound to the trees within the keep. More than a few of the clan have fey-blood in their veins, even if only a little. The blood of white and silver dragons is also there. As for specific information about Ormr's background. I need to spoil some of what's ahead. Are you okay with that? |