Ageless Master

Tymythy-son-of-Stywyrt's page

1,204 posts. Alias of Kirsdrake.


Race

Human Ranger 2 / Fighter 2 | HP: 28/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

About Tymythy-son-of-Stywyrt

Build:

Human Ranger (Skirmisher) 2 / Fighter 2
NG medium humanoid
Init +4
Senses Perception +8
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Defense
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AC 17 (+3 armor, +4 Dex), touch 14 (+4 Dex), flat-footed 13 (+3 armor)
CMD 15
HP 37 (4d10 + 8)
Fort +8 (+2 Con), Ref +6 (+4 Dex), Will +1 (+1 Wis)
Social Maneuver Defense 15
+1 Will saves vs Fear

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Offense
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Speed 30 ft.
Melee AB Damage Crit Type Range
Kizu'gina +10 1d10+2 19-20/x2 P/S 10'
Dagger +8 1d4+1 19-20/x2 P/S 10'

Melee, dual-wielding
Kizu'gina (Spear head) +8 1d10+2 19-20/x2 P/S
Kizu'gina (Shaft) +8 1d6+2 x2 B

Ranged AB Damage Crit Type Range
Shortbow +8 1d6 x3 P 60'

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Statistics
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Str 13, Dex 18 (+2 race, +1 lvl), Con 14, Int 13 , Wis 12 , Cha 10
Base Atk +4; CMB +5; Social Maneuver Bonus +3

Feats

Exotic Weapon Proficiency (Combat) Usriev

Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

Spear Dancing Spiral (Combat) While using Spear Dancing Style, you gain the benefit of Weapon Finesse with the chosen weapon if it is appropriately sized for a creature of your size category. In addition, you can use any feat or ability that functions with a quarterstaff with your chosen weapon.

Spear Dancing Style (Combat, Style) Choose one weapon from the polearm or spear fighter weapon groups (Usriev). While using this style, you grant the chosen weapon the double special weapon feature, using the weapon’s normal statistics for its main-hand end and the statistics of a light mace for its off-hand end.

A weapon wielded in this way loses the brace and reach special weapon features.

Two-Weapon Fighting (Combat) Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Weapon Finesse (Combat) 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.

Weapon Focus (Combat) Usriev

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon.

Traits
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace.

Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Improvisational Equipment You have an uncanny knack for turning equipment to new and unexpected uses.

When using an item for anything other than its intended purpose — such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound — reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. Your GM may rule that some things are just not suitable for use in certain ways; for example, gluing a dead orc’s face to your own face won’t help you disguise yourself as an orc.

Overprotective In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.

Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Talented You are a virtuoso musician, actor, or storyteller.

Benefits: You gain a +1 trait bonus on checks with a single Perform skill (dancing), and all Perform skills are always class skills for you.

Skills 10 (16 (class) + 4 (int) + 4 (race) + 2 favored + 8 (hobby))
ACP 0

Acrobatics +6 (+4 Dex, +2 ranks)
Climb +7 (+3 class, +1 Str, +3 ranks)
Handle Animal +4 (+3 class, +0 Cha, +1 ranks)
Heal +6 (+3 class, +1 Wis, +2 ranks)
Intimidate +6 (+3 class, +0 Cha, +3 ranks)
Knowledge (Dungeoneering) +5 (+3 class, +1 Int, +1 ranks)
Knowledge (Geography) +5 (+3 class, +1 Int, +1 ranks)
Knowledge (Nature) +7 (+3 class, +1 Int, +3 ranks)
Perception +8 (+3 class, +1 Wis, +4 ranks)
Perform (Dance) +8 (+3 class, +0 Cha, +1 trait, +4 ranks)
Profession (Trapper) +6 (+3 class, +1 Wis, +2 ranks)
Ride +8 (+3 class, +4 Dex, +1 ranks)
Stealth +10 (+3 class, +4 Dex, +3 rank)
Survival +7 (+3 class, +1 Wis, +3 ranks)
Swim +5 (+3 class, +1 Str, +1 ranks)

Languages Aerthane, Hlewmylani, Orcish

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Special Abilities
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Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Bravery (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Combat Style Feat (Ex) (Two-Weapon Combat) At 2nd level, a ranger must select one combat style to pursue.

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.

Favored Enemy (Ex) Humanoid (Human) 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.

Track (Ex)A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

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. 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.

Gear:

Encumbrance: Light 0-50lbs / Moderate 51-100lbs / Heavy 101-150lbs

Ku'bara'sigi's Sword-spear Kizu'gina 7lbs
Dagger 1lbs
Flind's knife 1lbs
Punching dagger 1lbs
Shortbow 2lbs
Arrows (26) 3lbs

Studded leather armor 20lbs

Backpack 2lbs
Bedroll 5lbs
Belt pouches (2) 1lbs
Flint and steel -
Waterskin 4lbs
Twine (50') 0.5lbs
Fishhooks (5) -
Mess kit 1lbs
Climber's kit 5lbs
Hot-weather outfit 4lbs
(Sturdy boots, undergarments, linen robe, turban, veil)
Explorer's outfit 8lbs
(Sturdy boots, leather breeches, belt, shirt, jacket, gloves, undergarments, cloak)
Whetstone 1

Ondugal’s holy symbol -

89g1s8c

Appearance & Personality:

Tymythy is a tall, lightly built warrior 19 winters of age, two inches over 6 feet in. His eyes are dark green and his hair brown bordering on black, worn long in a braid and shaved off around his ears. The braid, pride of the warriors of his clan, is decorated with two small rings – one silver for reaching the status of a bloodied warrior, and one iron one for the enemy he has killed in the raid that claimed his cousin’s life.

Far from his home, Tymythy travels light, trusting in his natural knack of making do with what he has at hand. His clothes and armor both are dyed in a mixture of browns and yellows and greens, so as to blend into the natural terrain.

Background:

Tymythy-son-of-Stywyrt was the second-born son of Stywyrt-son-of-Lywys and Sarleyan-daughter-of-Alahnah, in the Bastarnae clan of the proud Hlewmylani people. Tymythy’s mother was the clan’s Keeper of Histories, an important title yet one that came with little in the way of power, while his father’s Calling was that of a warrior – a vocation he had performed well enough to earn more than his fair share of honor, earning the champion’s portion at many a feast night. And as Tymythy’s elder brother had chosen to follow his mother in memorizing the oral history of their clan, Tymythy saw it as his duty to follow in his father’s footsteps.

Tymythy proved an able student in the ways of the spear and war, and a promising hunter, earning praise for his steady hand and lightness of his steps – it was one thing to kill and enemy in battle, after all. Any idiot could slay by luck alone. But to slip in unseen into a rival clan’s hold, to steal the clan’s banner and leave unseen, to cut the laces of the clan’s fiercest warrior’s boots while he slumbered undisturbed an arm’s length away… such things took true skill and courage, and Tymythy might just have the makings of a proper raider in him, his elders believed.

Unfortunately, his first actual battle proved almost his unmaking. His cousin had taken a number of the clan’s younger warriors on a patrol to the North, towards lands where the accursed Aerthanians had been seen extending patrols even deeper into the lands of the clans who had yet to bend a knee to their foreign ways. Tymythy, almost a fully trained warrior by that time, had been invited to accompany them, to gain what no amount of training could offer – real experience. The war party had moved swiftly and on the third night had spotted the light of a campfire, boldly lit, with no apparent effort to shield it from observation. A plan had been quickly decided on, after some initial scouting – a diversionary attack to draw out the sentries, while few of their numbers crept closer unseen to steal the invaders’ horses. Yet the northerners had not been quite as lax as Tymythy’s cousin had thought, and what had been intended as a diversion, a quick rush in followed by retreat before the main forces could engage them had turned into almost a rout, with the Aerthanians following doggedly after the clan warriors.

Tymythy’s cousin decided to lead a quick counterattack, to make the pursuers flinch back and called for Tymythy to guard his flank. Yet, faced with the bloody reality of true battle for the first time, Tymythy… froze. Only for a moment, but that moment was enough for an Aerthanian trooper to skewer his kinsman with his sword. Horrified, Tymythy snapped back into the present and, with the help of other clansmen, managed to drive the Aerthanians back long enough for them to flee with the bodies of their fallen.

Back in the safety of the clan hold, the return of the young raiders was shadowed by grief for those lost to the enemy. And none mourned more than Tymythy himself, shamed by his failure and its terrible cost. The fact that none of the clan’s older warriors laid the blame on him didn’t console him – after all, no-one could tell how a warrior responded to his first real battle. Some lost the control of their bowels, others fainted dead at the first sight of blood spilled in anger. Others became clouded of mind and might forgot their own names and the faces of their loved ones. No, the measure of a warrior was in how one overcame the shock of his first battle, and Tymythy had done so. If there was a failing there, it had been of his cousin’s, who had unwisely chosen an unbloodied warrior alone to guard him.

In the end, it was the words of an outsider who freed Tymythy from the shackles of his grief. Haytham Arnaout, a traveling merchant who had for years and years visited the clan lands every spring and autumn to peddle his wares and bring in news from the world outside the clan lands took Tymythy under his wing, distracting him with stories about faraway lands to slowly break him out of his shell. Eventually, the youth broke his own silence and having told his tale, his healing could begin.

Even though he had finally accepted the truth of his elders’ judgement, for a time Tymythy seriously reconsidered his Calling – the choice was not cast in stone, for the hearts and mind of men and woman did change over time, but still, a chance was not lightly made. In the end, Tymythy did pick up his spear once more. But he forevermore carried the scar of having lost someone so close to him, due to what he still saw as a failing of his own. Something needed to be done to make amends for his failure, but what? A string of victories in battle seemed the obvious solution, but Tymythy found that answer lacking.

Then one evening at twilight, as he lay out under the stars, lost mind lost in somewhere between dream and waking, he spied a starling flying to the west, towards the sunset, as if to grasp the falling sun with her claws. Am avatar of the Raven Lord, he became convinced as he struggled to free his mind from the dreamlike stupor. It was known, after all, that a starling was a master of mimicry, bearer of all the voices of those who rode the winds. What better a herald the Black-winged Lord would send to bring a vision to a mortal man?

Come morning, Tymythy approached the clan’s Keeper of Wisdom, bringing with him the traditional gifts of mare’s milk, and spoke of his vision. The ancient oracle listened patiently and pronounced Tymythy’s interpretation of the vision true – by the fickle will of the Raven Lord, he had been given a task, a quest to redeem himself in his own eyes. Or that was the answer she gave the young warrior – she was wise enough to know Tymythy required a penance of some sort to properly accept what in his pride he perceived as his failure, and a vision quest was a honorable reason for one to set out into the world, to find his own answers to doubts and questions plaguing one’s mind.

Thus he set out on a journey of self-discovery, following his vision to the west. He wasn’t so rash as to rush into his quest, but took some time to prepare, as this allowed him to join Haytham, as the time for the merchant’s departure was drawing near. To act as a guard, Tymythy insisted, but in the silence of his mind he admitted he would welcome the company, and even though he knew he’d soon part ways with the outlander, he could take the time to earn what he could of the strange places his quest might take him.

Friend: Haytham Arnaout, a traveling peddler. Has known Tymythy since the young warrior was a mere babe in his mother’s arms, and has always been ready to share his tales of strange wonders with the clan’s youths. What he kept to himself was his true reason for traveling the Divolgatia – he was an agent for the Sons of Ahmar, an order shrouded in mystery that had for generations sought to tug at the tapestry of fate… but whether to protect humanity from some cataclysmic threat in the far future prophesied generations ago by the order’s founders or to seek worldly power for its own sake… who could tell? Only the inner circle of the order would be privy to the full truth.

Enemy: …

Goal: Complete his vision quest to his own satisfaction, to find whatever he believes the Black-winged Lord intends for him to accomplish, then return home to live the rest of his days with his clan.

Fear: Losing another person near and dear to him, due to his own lack of skill or talent or bravery.