Redcap

Wilrin's page

41 posts. Alias of Mr. Hebeme.


Classes/Levels

Legs:
Vermin (link to sheet) | HP 39/39 |AC 19 (t13 ff16) | F:6 R:8 W:2 | cmb 5 cmd 18 (30 vs trip) | Init +3 | Perception +0 Darkvision Tremorsense | Climb 30

Gender

Male NG Gnome Cavalier (Vermin Tamer) 7|HP 88/88|AC 23 (T:14, FF:21) +4 vs giants|CMB +9, CMD 21|F:+11, R:+5, W:+5|Init +2|Perc: +8, Darkvision|Speed 20ft |Challenge 3/3| Tactician 2/2|

About Wilrin

Hook:
Wilrin hums a whimsical tune as he sits on the back of his giant spider, Legs, It be three days now and we ain’t much closer to catching these miscreants. He adjusts his seat in the saddle trying to get comfortable as he looks toward the ground, eyes moving quickly from side to side, searching for a sign of the giant and mammoth that destroyed his village. It is Legs who finds their quarry’s trail first, letting out a soft clicking from its mandible to notify his master of his success. Hope renewed the pair continued their pursuit.

Background:
The gnome’s terse nerves calm down as he becomes lost in memories of his past, listening to the clack, clack clack as his spider skitters after their prey.

It wasn’t long ago Wilrin lived an idyllic life in the small gnomish thorp Radish Hollow. The community was a series of burrows deep within the rolling tors of the Stark Mounds, and amongst the residents Wilrin was considered an accomplished mushroom farmer and miner.

Additionally, Wilrin knew the surrounding terrain like the back of his hand, every brook, steam and meadow was etched in his memory. The hills were his home, part of his being, and he had many friends among the small forest animals surrounding his community. He knew many of the creatures of the hills by name and would often converse with them. It was one such creature, a giant spider named Legs who became the constant companion of Wilrin.

Unfortunately, the proximity of the Thorp to the untamed countryside subjected them to the occasional raid by giants or more frequently goblins. As a consequence, on more than one occasion, an entire season of work was lost. As a result Wilrin spent much of his time aside his spider roaming the hills, scouting, hoping to thwart the next raid.

It was a week ago when he first heard the rumors from the denizens of the Stark Mounds. First it was a whisper, then every creature cried the warning that Giants were on the march. In a rush the gnome returned to the Thorp three days ago only to find it destroyed by giants and no trace of the residents to be found.

Wilrin is startled from his reverie as his spider friend chitters away. “Right you be Legs, best we pay attention, and figure a way to lure this badger from its burrow, so to speak .”

Appearance:

Wilrin wears an old canvas sack on his head like a cap, with holes cut out of the sides for his ears which protrude straight from the sides of his head and are each adorned with tree hooped earrings. His face is dominated by an overly large nose which pokes out of a magnificent silver beard, which is adorned with beads, with large mustaches. The gnome’s eyes are feral looking and are the color of coal and shine with mischief standing in stark contrast to his weathered skin.

He wears tight breaches and round toed knee high boots along with a kilt and breastplate. There is an assortment of pouches, bandoleers, scroll cases, and containers strapped to his body. But most astoundingly Wilrin usually sits astride a giant spider.

Male Gnome Cavalier (Vermin Tamer) 7
Neutral Small Humanoid (Gnome)
Init +2; Senses Perception +8 Darkvision
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DEFENSE
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AC 23 (27 vs Giants), touch 14(18), flat-footed 21(25) (+2 dex, +7 armor, +2 enhancement, +1 size, +1 ring)
hp 88 (1d10+4 con, +1 toughness, +1 fav. class bonus/ level)
Fort +11 (+4 con, +1 magic)
Ref +5 (+2 dex, +1 magic)
Will +5 (+1 magic, +2 class)
Special Defenses +4 ac vs giants,
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OFFENSE
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Speed 20 ft., 15 ft in armor
Melee
+1 Ripsaw Glaive +12 1d8+5/x3 (+3 str, +7 bab, +1 size, +1 item)
+1 lance +12 1d6+6/x2 (+3 str, +7 bab, +1 size, +1 item)
Ranged
MW sling+11 1d3+3/x2(+ 2dex, +7 bab, +1 size, +1 item)
Special Attacks challenge,
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STATISTICS
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17 Strength 10 points, -2 racial modifier, +1 @ level 4, +2 item
14 Dexterity 5 points
18 Constitution 10 points, +2 racial modifier
13 Intelligence 3 points
11 Wisdom 1 point
9 Charisma -4 points, +2 racial modifier
Base Atk +7; CMB +9; CMD 21 (+3 str, +2 dex, -1 size)
Feats Power attack(1st level), Escape Route (class bonus), Mounted Combat (3rd level), Ride by Attack(5th level), Furious Focus (class bonus) Toughness (7th level),
Skills 28 level, 7 intelligence, 14 background
09 Handle Animal 7 ranks, -1 charisma, 3 class
17 Ride 7 ranks, 2 dex, 3 class, 5 item
05 K. Nature 2 ranks, 1 int, 2 trait
06 K. Religion 2 ranks, 1 int, 3 class
08 Perception 7 ranks, 1 trait
01 Sense Motive 1 rank
08 Stealth 2 ranks, 2 dex, 4 size

Background Skills
08 K. Geography 7 ranks, 1 int dex
08 Profession (farmer) 4 ranks, 1 wis, 3 class
07 Profession (miner) 3 ranks, 1 wis, 3 class
Traits vermin wrangler (race), frontier forged (region)
Languages Common, gnome, silvan

SQ

Coin 1500
Gear
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SPECIAL ABILITIES
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Banner (Ex) when clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
By my Honor (Ex) maintain selected alignment (neutral good) and gaina +2 morale bonus to one saving throw (will).
Cavaliers Charge (Ex) +4 bonus on melee attack rolls on a charge while mounted and no penalty to his AC after making a charge attack while mounted.
Challenge (3/day, +7 damage) (Ex) As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage equal to the cavalier’s level. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
Darklands Mount (Ex)Gain a vermin was amount this functions as a cavalier’s mount. The selected mount is combat trained. The vermin trainer does not take an armor check penalty on Ride checks while riding his mount. If the vermin tamer’s starting mount is large enough to act as a mount, it gains light armor proficiency as a bonus feat.
Darkvision (60 feet) Ability to see in the dark, replaces low light vision and keen senses.
Defensive Training +4 dodge bonus to their AC against monsters of the giant type.
Escape Route An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
Explorer +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice (nature). This racial trait replaces hatred and obsessive.
Favored class bonus (Cavalier) +7 hit points.
Frontier Forged +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
Furious Focus no Power Attack’s penalty on melee attack rolls on the first attack you make each turn with two handed weapons.
Illusion Resistance +2 saves versus illusions.
Mounted Combat Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Order of the sword religion and history are class skills. +2 to hit challenged foe when mounted.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Increase damage by 50% when using two handed weapon.
Ride by Attack When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Tactician (2/day, 6 rounds) Gain a teamwork bonus feat. As a standard action grant this feat to all allies within 30 feet who can see and hear him.
Toughness +7 gain 1 hit point per level.
Small Size+1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Stuck in the Saddle (Ex) +4 circumstance bonus on any checks to stay in the saddle when his mount is climbing walls or flying. At 8th level, this bonus increases to +8, and he never falls off his mount when he is rendered unconscious.
Utilitarian Magic + 1 to the DC of any saving throws against transmutation spells cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities: 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Intelligence modifier. This racial trait replaces gnome magic.
Vermin Wrangler +2 trait bonus on Knowledge (dungeoneering) checks to identify vermin and on saving throws against vermin’s extraordinary abilities.
Weapon Familiarity treat any weapon with the word “gnome” in its name as a martial weapon.

Gear and Gold:

23,500
Magic gear
- 8,150 +2 agile jousting breast plate (12.5 #)
- 4,000 belt of giant strength +2 (.5#)
- 2,010 +1 lance (5#)
- 2,030 +1 ripsaw glaive (6#)
- 1,202 +1 chain shirt barding (20#)
- 1,000 +1 cloak of resistance (.5#)
- 750 wand of cure light wounds
- 2,000 +1 ring of protection
- 1,000 muleback cords
-750 potion of cure serious wounds
-150 potion of cure light wounds (x3)
(-22,682)
Mundane gear
-50 Armored kilt (5#)
-60 saddle, exotic military (40#)
-23 Cavalier’s kit (72#)
-5 banner (1#)
-300 sling, master work
(-428)(-23,010)

Magic item descriptions:

Jousting +5 to ride checks