Abra Lopati

Wilthorn Gwanae's page

150 posts. Alias of Jorshamo.


Full Name

Wilthorn Gwanae

Race

Human

Classes/Levels

Urban Ranger 3 | HP 28 | AC:16 T:12 FF:14 | F:+4 R:+5 W:+3 | Init:+2 Per:+8 (+4 and +10 within Korvosa)

Gender

Male

Size

Medium

Age

21

Alignment

CG

Deity

Desna

Location

Korvosa

Languages

Common

Occupation

Bounty Hunter

Strength 18
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 14
Charisma 12

About Wilthorn Gwanae

Crunch

Spoiler:

Wilthorn Gwanae
Human Urban Ranger 2
CG Medium humanoid (human)
Init +2; Senses Perception +8

==Defense==
AC 16, Touch 12, Flat-footed 14 (+4 Armor, +2 Dex)
HP 28 (3d10+6)
Fort +4, Ref +5, Will +3

==Offense==
Speed 20 ft.
Melee +1 Falchion +7 (2d4+10/18-20) or Greatsword +6 (2d6+9/19-20) or Dagger +6 (1d4+6/19-20) or Light Mace +6 (1d6+6) or Sap +6 (1d6+6, nonlethal) or Warhammer +6 (1d8+9/x3)
Ranged Mwk Composite (+2) Longbow, +1 arrows +5 (1d8+5/x3) or Mwk Composite (+2) Longbow, blunted arrows +1 (1d8+4/x3, nonlethal)
Special Attacks favored enemy (Humanoid (Human) +2)

==Statistics==
Str 18 Dex 14 Con 13 Int 10 Wis 14 Cha 12
Base Atk +3;
CMB +7 (+3 BAB, +4 Str)
CMD 19 (10, +3 BAB, +4 Str, +2 Dex)
Feats Power Attack, Cleave, Rapid Shot, Deadly Aim
Traits
Missing Child (Sibling): Sense Motive and Diplomacy become class skills
Armor Expert: Reduce ACP by 1
Skills
Diplomacy +6 (+1 Cha, +2 ranks, +3 class skill)
Disable Device +8, (+2 Dex, +3 rank, +3 class skill, +1 trapfinding, -1 ACP)
Knowledge (Dungeoneering) +4 (+1 rank, +3 class skill)
Knowledge (Local) +6 (+3 rank, +3 class skill)
Perception +8 (+2 Wis, +3 rank, +3 class skill) - +1 vs. Traps
Sense Motive +8 (+2 Wis, +3 rank, +3 class skill)
Stealth +7 (+2 Dex, +3 rank, +3 class skill, -1 ACP)
Survival +7 (+2 Wis, +2 rank, +3 class skill)
Swim +7 (+4 Str, +1 rank, +3 class skill, -1 ACP)
Languages Common
SQ track +1, wild empathy +4 (+1 Cha, +3 Ranger level), combat style (Archery), trapfinding, favored community
Other Gear alchemical silver light mace, armored coat, belt pouch (2), cold iron dagger, explorer's clothes, +1 falchion, greatsword, Sap, warhammer, Mwk Composite (+2) Longbow, 20 +1 arrows, 37 arrows, Blunt Arrows (20), ranger's kit, whetstone, 100 feet of twine, thieves' tools, Oil of Keen Edge, Adamantine Arrowhead, 70 Gold, 1 Silver, 3 copper
Residence Apartment Suite, Slope, Midlands, 20 GP per month

CotCT fluff:

Spoiler:

Appearance:
Wilthorn is a tall, physically imposing man, though with a surprising capacity for agility and stealth. He has short, scruffy hair, and rough, unkempt beard. He usually wears a combination of green, brown, and grey, to give the best advantage when needing to disappear into a crowd or vanish into a dark alley.

Personality:
He usually stays quiet and observes, letting others get in trouble with their brashness. When he speaks, he is short and to the point, often coming off as terse and impatient. He is anything but impatient, however. As a tracker and a bounty hunter, he can wait for hours, days even, for his quarry to pass by.

However, as cold as he might seem, underneath, he's a generally good guy. He doesn't like to see people suffer, and feels genuinely bad when something happens that felt he could have stopped. He can end up blaming himself for a lot of things that aren't necessarily his fault, not that anyone would notice, keeping it all bottled up inside him.

Background:
Ethnically, Wilthorn's a true Korvosa native, born and raised in the heart of the city. His tumultuous past, however, gives a fairly different outlook on the city compared to most residents. He was born to a relatively middle class family. His father was a fairly prosperous smith, and his mother took care of him and his twin sister, Meryl. He lived a fairly simple life in his younger years. However, things took a turn for the worse, when he was about 13. His parents came down with Cholera, taking first his mother, than his father. Wil and Meryl were spared, but began taking odd jobs for merchants and shopkeepers, in an effort to stay fed and sheltered. Though tenuous, they managed to support themselves, usually making enough to have a nice meal most nights.

One day, the two of them were at a market, out buying simple ingredients for dinner over the next few days. Meryl, the better cook of the two, was hoping to cook up a stew, maybe out of some of the Reefclaw that occasionally got fished up. Wilthorn was just coming along to assist, and maybe find some work for the next few days. He was investigating the knives and other stabbing weapons in the display rack of Slicing Dicers, the weapon shop on the walk, when, out of the corner of his eye, he saw his sister pass by an alley, before a gloved hand reached out and covered her mouth, and dragged her into the alley. She let out a muffled yelp, but it wasn't loud enough for anyone to notice, besides Wil. Immediately forgetting what he was doing, he dashed over, more surprised and shocked than anything.

As he turned the corner, he saw no sight of his sister. Stepping lightly, he walked down the alley, which twisted back and forth in between the brick buildings, rising high into the air above him. Peeking his head around a corner about 30 ft. in, he saw a horrifying sight: half a dozen children, bound and gagged, sitting in the dank alleyway, which ended after a few feet, the exit blocked by a wooden wagon. Two men stood over them: one was a bulky, brutish-looking Varisian man, biceps the size of Wil's head, and the other was an old, thin Korvosan, rubbing his hands while gazing over the group of children. The two of the start hauling children, tossing them into the wagon. Wil knew he needed to do something.

Keeping an eye on the men, he silently yet swiftly climbed up some boxes that were stacked up along the side of alley. The men continued carrying the children, as Wilthorn reached the top of the stack, a small knife drawn. As they walked beneath him, Wil took his chance to strike. He leaped down onto the Varisian, plunging the knife into his shoulder. The man screamed in pain, and dropped like a sack of potatoes. The older man looked on in shock as Wil withdrew his knife, and ran at him. However, the Korvosan proved agile than he looked, as he clambered up the back the wagon, and rode it off. Wil was left, standing in shock with a bloody knife in his hand, and two bound children and an unconscious man behind him.

Still in a daze, he went to find a member of the Korvosan guard, though not sure what exactly to say, though not before tying up the unconscious man. He eventually found a Guardsman, and led him back to the alley, explaining what had happened along the way. When they arrived, the guardsman had a visible look of shock, recognizing the man. He turned to Wil and said, "Do you know who this man is? This is Kaybarden Nelthus, a wanted murderer. You were extremely lucky to have not been killed. But, I suppose to do deserve some reward. There's been an open bounty on his head for some time, and I think you deserve it. Stick around here, and we'll head down to Citadel Volshyenek, and get you your reward. But as for the other kids, I don't think we'll be able to find them. The man you described sounds like a known criminal, Gaedren Lamm. Nabbing kids, his 'Little Lamms' is a known part of his MO, but he's a relatively small player in a much bigger problem. You know the Guard is overworked, so I don't think we can help you. I'm sorry."

By the time Wil looked up, breaking out of the shock of losing his last living relative, he realized he was in front of Citadel Volshyenek. The guard motioned for him to follow him inside. One of the captains walked over, and asked "Is this the kid? The one who got Nelthus?" As the other guard nodded, he kneeled down to Wil saying "Impressive work, lad." Producing a small coin purse, he continued, "This is the reward for his capture. Don't spend it all in one place, go back and give it to you parents. There's enough in here to probably last you a few months room and board. Run along now," he finished with a smile, as Wil sort just wandered out, stumbling through the Midlands, eventually arriving at his apartment in the Slope. He had no idea what he would do now, with no family around, if anyone found out he was living by himself, he'd be shipped off to one of the orphanages, and trained daily for military life, something that certainly wasn't for him.

It'd be easy to just give up at this point, with no one and almost nothing left, and either report to an orphanage, or even leap off one of the many bridge in Korvosa. But that wasn't good enough for Wil. He made a vow to himself that he would find his sister, he would save her, and he would kill Gaedren Lamm, if it was the last thing he did. With hardened resolve, he began training. Killing Lamm was his goal, but he still would need a way to survive day to day, and oaths and anger aren't enough to live off of. Saving most of the money he had earned, he purchased a training sword and armor, and practiced with them every day. He would spend hours studying maps of Korvosa, trying to figure out where Lamm might be hiding. As he got older, and the funds started to run out, he started using his skills to pick up other miscreants and criminals, capturing them for the bounty. Most cities wouldn't be fond of such activities, but Field Marshal Cressida Kroft's policy of freelancing out work to adventurers and mercenaries made sure that as long as he brought in the right men, he'd have a warm meal and a roof over his head for at least a little longer.

Since that day, he's been on the trail of Gaedren Lamm, but still hasn't been able to pinpoint where he could be hiding. He'll gladly ally with anyone else who's been wronged by Lamm, but still has some reservation about working with others.