Dwarf

Wendell Redgrass's page

323 posts. Organized Play character for Mantic0re.


Full Name

Wendell Redgrass

Race

Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)

Classes/Levels

Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Gender

Male Dwarf Hunter 2

Size

Medium

Alignment

Neutral

Deity

Erastil

Languages

Common, Dwarven

Strength 14
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 18
Charisma 6

About Wendell Redgrass

Personal Data:

Male Dwarf Hunter 2
Neutral Medium Humanoid (Dwarf)
Languages Common, Dwarven
Init +5; Senses Perception +8
Speed 20
--------------------
Defense
--------------------
AC 17 , Touch 13, Flat-Footed 14
HP 26
Fort +6, Ref +6, Will +5
--------------------
Offense
--------------------
Melee Dagger (+4/1d4+2/19-20/*2/10ft/PorS)
Melee Glaive (+4/1d10+2/*3/S/reach)
Ranged Composite Longbow (+2) (+5/1d8+2/*3/100ft/P)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 10, Wis 18, Cha 6
BAB +2; CMB 4; CMD 17
Feats: Extended Animal Focus [1], Precise Shot [2/C]
Racial ability: Slow and Steady, Darkvision, Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity.
Class ability: Animal Companion, Orisons, Spells, Animal Focus, Nature Training, Wild Empathy.
Traits: Rostlander (+1 Fortitude saves); Reactionary (+2 initiative checks), Clever Wordplay (Handle Animal=Int), Burned (Drawback).
Carrying Load: 83 lbs

Equipment:

Gear
--------------------
Weapons:
--------------------
Dagger (1d4/19-20/*2/10ft/1lb/PorS)
Glaive (1d10/*3/10lbs/S/reach)
Composite Longbow (+2)(1d8+2/*3/100ft/3lbs/P)
Arrows (*2/3lbs)
--------------------
Armor:
--------------------
Hide (+4AC/+4MaxDex/-3Check/20%SpellFail/15ft/25lbs)
--------------------
Equipment:
--------------------
Explorer's Outfit
Backpack (2lbs)
Bedroll (5lbs)
Brush (2lbs)
Fireflies (14)
Fish Hook
Flint and Steel
Hemp Rope (10lbs)
Beast Whistle
Torch (*3/1lb)
Trail Rations (*5/1lb)
Waterskin (*2/4lbs)
Winter Blanket (3lbs)
Belt Pouch.
--------------------
Consumables:
--------------------
Currency: Gold (6), Silver (0), Copper (7)
Arrows: 24/40
Trail Rations: 10/15
Fireflies: 13/14
--------------------
Animals
--------------------
Desmond the Horse:
Bit and Bridle (1lb)
Riding Saddle (25lbs)
Stinson the Donkey:
Carrying Load: 158lbs. Heavy Load. Speed 20/30.
Bit and Bridle (1lb).
Pack Saddle (15lbs)
Saddlebags (8lbs)
Feed (10 days) (10lbs/each)
Tent (20lbs)
Trail Rations (10 days) (10lbs)
Buckets (2) (4lbs)

Animal Companion Data:

Chett
Big Cat (Tiger)
Size Medium, Speed 40ft
HP 17, AC 16, Flat-footed 13, Touch 13
BAB +1, CMB +2, CMD +15
Fort +4, Ref +6, Will +2
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Attacks: Bite (+2/1d6+1), 2 Claws (+2/1d4+1)
Special Attacks: Rake (1d4)
Special Abilities: low-light vision, natural armor (+1), scent.
Skills (2): Acrobatics +7, Stealth +7
Feats (1): Light Armor Proficiency

Tricks
Attack (x2): The animal will attack any humanoid, animal, monster or other creatures.
Rattling Strike: The animal can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds. (Use 3/day)
Down: The animal breaks off from combat or otherwise backs down.
Defend: The animal defends you (or is ready to defend you), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Come: The animal comes to you, even if it normally wouldn't do so.
Heel: The animal follows you closely, even to places where it normally wouldn't go.

Handle Animal Companion: free action; Push Animal Companion: move action.
Link: +4 to Handle Animal skill checks with companion.
Share Spells: hunter may cast spells on animal companion instead of himself.

Animal Companion Equipment: Training Harness (+2 Handle Animal/10lbs), Leather Armor (+2AC/+6MaxDex/15lbs)

7th-Level Advancement
Size Large; AC +2 natural armor
Str +8, Dex –2, Con +4
Attack: bite (1d8), 2 claws (1d6)
Special Attacks: grab, pounce, rake (1d6)

(See the Pathfinder RPG Bestiary for more details for these attacks).

Skills:

Adventuring
Climb: +8
Heal: +10
Knowledge (Nature): +6
Perception: +10
Ride: +7
Stealth: +8
Survival: +10

Background
Handle Animal: +12
Knowledge (Geography): +4
Profession (Trapper): +8
Craft (Traps): +4

Feats:

Extended Animal Focus [1]: Add your Wisdom modifier (4) to the number of minutes per day that you can use your animal focus ability.
Precise Shot [2]: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Point-Blank Shot: +1ATK/DMG within 30ft.
Teamwork Feat: Lookout: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Traits:

Rostlander: 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 a 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 all Fortitude saves.

Reactionary: Growing up in the wild, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Clever Wordplay: Your cunning and logic are more than a match for another's confidence and poise.

Benefit: Choose one Charisma-based skill (Handle Animal). You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Burned: You were badly burned once by a wildfire, and the scars pain you terribly you whenever you are too near to fire.

Effect: You take a –1 penalty on saving throws against fire effects.

In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)

Racial Abilities:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the ddark up to 60 feet.

Defensive Training:Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed" Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against orcs and goblins due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in the stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Class Abilities:

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).

Spells: A hunter casts divine spells drawn from the druid and ranger spell lists (see Chapter 10 of the Pathfinder RPG Core Rulebook). Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a o-level druid spell and a 2nd-level ranger spell, making it a o-level hunter spell. The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a hunter's spell is 10 + the spell's level + the hunter's Wisdom modifier. A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below. Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-3 of the Core Rulebook). Unlike druids and rangers, a hunter's selection of spells is extremely limited. A hunter begins play knowing four o-level spells and two lst-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table 1-7: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table 1-7 are fixed. In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them. At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature's ally spells. Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Orisons: Hunters learn a number of orisons, or o-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Animal Companion: At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). 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 companion's statistics and abilities. A hunter may teach her companion hunter tricks from the skirmisher ranger archetype instead of standard tricks. 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 new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends.

Animal Focus: At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time. The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day-it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action. If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day

Nature Training: 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: A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter 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. The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Hunter Tactics [3]: 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.

Animal Focus:

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.

Spells:

Create Water (O):
School: conjuration (creation) [water]; Level: druid 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: up to 2 gallons of water/level
Duration: instantaneous
Saving Throw: none; Spell Resistance: no
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.

Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Purify Food and Drink (O):
School: transmutation; Level: druid 0
Casting Time: 1 standard action
Components: V, S
Range: 10 ft.
Target: 1 cu. ft./level of contaminated food and water
Duration: instantaneous
Saving Throw: Will negates (object); Spell Resistance: yes (object)
This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Guidance (O):
School: divination; Level: cleric 0, druid 0
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless); Spell Resistance: yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Light (O):
School: evocation [light]; Level druid 0
Casting Time: 1 standard action
Components: V, M/DF (a firefly)
Range: touch
Target: object touched
Duration: 10 min./level
Saving Throw: none; Spell Resistance: no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Cure Light Wounds (1):
School: conjuration (healing); Level: druid 1
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half (harmless); see text; Spell Resistance: yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Gravity Bow (1):
School: transmutation; Level: ranger 1; Elemental School: metal 1, void 1
Casting Time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 minute/level (D)
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.

10 Minute Background:

Current Situation
Wendell is a hunter, trapper and explorer by trade who has carved out a life in the notorious Stolen Lands to the south of Rostland. His knowledge of the land is well-known, and those who need to travel through the wilderness that he calls home often seek his service as a guide. He has deep respect and love for the wilderness and is bitter about it's infestation with bandits and monsters. Wendell has done a great number of things that he is not proud of, some that even cause him shame, but he makes a conscious effort to leave the world of Golarion a better place than he found it.

Points that capture the concept and story of Wendell
1) Respect Mother Nature.
2) Respect the land.
3) Respect the wildlife.
4) Take only what is needed to survive.
5) Leave the world a better place.

Two goals
1) Rid the wilderness of those who would destroy or corrupt it.
2) Re-build and raise up the Redgrass family name.

Secrets Wendell keeps from others
1) Wendell keeps the story of how he found Chett a secret. When asked, he says he "found him in the woods." The truth still haunts him. Adding more pain and shame to the story, Wendell never sold the pelt from Chett's mother. He wanted to, but got lost on his way back to town and the pelt became rancid before he could tan it properly.

2) Wendell is a 54 year old virgin, and just the thought of having a relationship with a woman makes him uncomfortable. However, he dreams of raising a family and rebuilding the Redgrass name, lest it be extinguished when he dies.

Secrets kept from Wendell
1) The reason Gerrold Redgrass, Wendell's father, became a hunter and trapper. Seven years after his wife Dagney passed while giving birth, Gerrold learned that the Wendell was fathered during an affair by the first-born son of Everett Oresbane, the Dwarven Lord of Mithkar (a Dwarf stronghold in the Eastern Icerime Peaks). Enraged, Gerrold staved in the adulterer's head with a smithing hammer and fled into the Brevoy wilderness with his "son" to escape the great lord's wrath. Lord Oresbane knows of his bastard grandson and has been seeking him.

Acquaintances
1) Chett the Tiger. Wendell's only real friend. Six years ago, not a month after his father's death, Wendell chanced upon a beautiful tigress deep in the forest and shot her thinking her fur would fetch a fortune. As he hung and skinned the majestic beast he heard a whimper from a nearby thicket, and that's where he found Chett. Seeing the young tiger, no more than two weeks old, his arms red to the elbows with its mother's blood, Wendell collapsed in tears. In that orphaned tiger Wendell saw himself and knew the pain of such a loss. Crumpled up on the forest floor, Wendell vowed to the gods that he would protect the tiger. After six years, Chett has grown to be more family than friend, and Wendell often wishes people were half so decent as his tiger. Wendell continues to hunt because it's all he knows to do, and Chett stays by his side.

2) Everett Oresbane, Lord of Mithkar. Wendell's unknown grandfather. He has been searching for Wendell for many years. The great lord is growing old.

3) Delilah Stonebreaker. A beautiful Dwarf woman, the closest thing to a girlfriend that Wendell has ever had. Delilah has had a crush on Wendell for many years and tries to flirt with him whenever she sees him in town. Wendell brings her dried wildflowers and gets butterflies whenever he sees Delilah. He thinks she's beautiful, but he gets awkward and clammy when she's around. Delilah is an apprentice alchemist at "The Cracked Cauldron" in Restov. Chett purrs lovingly in her presence.

4) The Poacher. On several occasions as Wendell prowls the wilderness in search of prey, he has found the decapitated bodies of trophy animals left to rot. He has sworn to catch the poacher. The only things Wendell knows about the poacher are that he wears flat-soled boots and has small feet.

5)

Memories
1) The day Wendell found Chett. Every detail is still vivid in his mind. He feels a deep sadness for the death of Chett's mother, but a bitter-sweet happiness that such an awful experience led him to Chett.

2) The wildfire that left Wendell burned and scarred also claimed the life of his father Gerrold. Animals were running for their lives - many had been burned and some were still burning. His father, the toughest person he ever met, screamed as the flames overcame him.

3) His first (and only) kiss. Delilah gave him a peck on the cheek one afternoon years ago when he brought her a beautiful bunch of dried flowers. He turned red as a tomato, and had so many things to tell her but could not find his words.

Fears
1) Fire. Wendell frequently dreams about a wildfire that burns across the wilderness, leaving the world a barren wasteland. An unending cloud of ash darkens the sun and fills his lungs. He walks alone through blackened forests, stepping over the charred remains of once-beautiful creatures, screaming out in vain while the world burns around him. Years before, Wendell and his father Gerrold were caught in a wildfire. Wendell's back, left side, arm, and face were badly burned. His father did not survive.

2) Losing Chett. If his animal companion disappears for any length of time, Wendell becomes worried and frantic. Wendell often dreams he is skinning a tiger, only to realize it is Chett hanging from the tree, hanging silent and skinless, but alive.

Personality:

-Used to being alone, forgets to act appropriately around people.
-Talks to himself and to Chett.
-Superstitious.
-Does not allow mistreatment of the land.
-Extremely loyal.
-Charitable. Gives away what he does not need to those who need it more.
-Snorts when he laughs.
-Worshiper of Erastil.
-Quick to frustration, nasty when angered.

Appearance:

Height: 4'3
Weight: 165
Hair: auburn
Eyes: brown
Skin: tan, dirty and hairy
Build: barrel-chested and muscular
Facial Hair: long auburn beard that grows everywhere except the burn scar on his left cheek.
-A burn scar runs up his back, around his left flank, down his arm, and up his neck to the left ear. The skin looks tight, wrinkled and does not tan.
-Animal blood often stains his hands and arms to the elbows, caked under his fingernails.
-Missing pinkie and ring finger on left hand.
-Wears a necklace with a baby tiger tooth pendant.