Gauron | |
Aliases: | None |
Age: | 18 |
Hair: | Silver-Gray over body, Jet black mane |
Eyes: | Golden Yellow |
Height: | 7.5 ft |
Weight: | 280 lbs |
Race: | Wolfen Beastfolk |
Class: | Fighter 7 |
Alignment: | Lawful Neutral |
Level: | 7 |
Experience: | 25,009 |
Hit Points: | 98/98 |
Gold: | 4,765g 8c |
Current Status: | Active |
Played by Scaly |
- Description
- Abilities & Skills
- Feats & Class Abilities
- Equipment
- Spells
- Background
- Mood Music
- Adventure Log
- Questionnaire
This massive wolfen male is a wall of fur, muscle and steel. To judge him by his gear, he has chosen to live by the strength of his arms and the grit of his guts, but his gleaming yellow eyes betray a feral cunning and savage intellect that mark him as far more than a simple blademark or sellsword. Living up to his kind's dire reputation, one is as likely to receive a growl of acknowledgment as a word of greeting past his sharp fangs on first approaching him. Those familiar with the wolfen, however, will recognize the expression he often wears that people on the street take as a sneer to actually be a wolfish smile.
His gear is well cared for, his armor having carefully been handpainted to a glossy black that matches the thick well groomed mane about his head and neck. The color of his pelt lightens to a silvery gray, from his neck to his paws. His growling laugh exposes a mouth full of sharp finely formed teeth unbroken by time or battlefield mishap, and given the bravery to look for long enough, a viewer would eventually catch sight of a large lidded stein chained to his belt opposite of the oversized bastard sword he wears at his right hip. The most brightly colored object on his frame, aside from his alert eyes, is the dark royal blue cloak he wears at his back, which keeps his long haired silvery tail from the reach of children who do not know better than to yank in curiosity.
Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 18 | +4 | +0 | +0 |
Dexterity | 15 | +2 | +0 | +0 |
Constitution | 18 | +4 | +0 | +0 |
Intelligence | 12 | +1 | +0 | +0 |
Wisdom | 16 | +3 | +0 | +0 |
Charisma | 8 | -1 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + 2 Dex +8 Armor + 3 Shield +1 Natural +1 Ring = 25 |
Flat-Footed | 23 |
Touch | 13 |
Saving Throws | Base | Bonus | Total |
Fortitude | +5 | +4 | +9 |
Reflex | +2 | +2 | +5 |
Will | +2 | +3 | +8 |
Character possesses: Iron Will
Will Saves vs Fear Effects gain +1 Bravery Bonus
BAB | Mod | Total Range/Melee/Bite |
+7/+2 | +2Dex/+4Str | +9/+13/+6 |
Initiative |
Dex = +2+4 = +6 |
Skills | Rnks | Stat | Syn | Bonus | Total | |
X | Appraise (Int) | +0 | +0 | +0 | +0 | +0 |
X | Balance (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
Class | Climb (Str) | +8 | +4 | +0 | +0 | +12 |
X | Concentration (Con) | +0 | +0 | +0 | +0 | +0 |
Class | Craft (Int) | +0 | +0 | +0 | +0 | +0 |
X | Decipher Script (Int) | +0 | +0 | +0 | +0 | +0 |
X | Diplomacy (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Disable Device (Int) | +0 | +0 | +0 | +0 | +0 |
X | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Escape Artist (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Forgery (Int) | +0 | +0 | +0 | +0 | +0 |
X | Gather Information (Cha) | +0 | +0 | +0 | +0 | +0 |
Class | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Heal (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Hide (Dex) | +0 | +0 | +0 | +0 | +0 |
Class | Intimidate (Cha) | +10 | -1 | +0 | +0 | +9 |
Class | Jump (Str) | +6 | +4 | +0 | +0 | +10 |
X | Knowledge (Stuff) (Int) | +0 | +0 | +0 | +0 | +0 |
X | Listen (Wis) | +0 | +3 | +0 | +2 | +5 |
X | Move Silently (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Open Lock (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Profession (Wis) | +0 | +0 | +0 | +0 | +0 |
Class | Ride (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Search (Int) | +0 | +0 | +0 | +0 | +0 |
X | Sense Motive (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Sleight of Hand (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
X | Spellcraft (Int) | +0 | +0 | +0 | +0 | +0 |
X | Spot (Wis) | +0 | +3 | +0 | +2 | +5 |
X | Survival (Wis) | +0 | +3 | +0 | +2 | +5 |
Class | Swim (Str) | +6 | +4 | +0 | +0 | +10 |
X | Tumble (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Use Rope (Dex) | +0 | +0 | +0 | +0 | +0 |
Where "X" is Cross Class and "Class" is a Class Skill
Languages Known: Common, Carnivon, Trade Tongue, Literate
Skill Point Total: Total Here
1st 12, 2nd-7th 54, 8th-9th 20 <—Breakdown of skills generated per level, helps you keep track.
Feats:
Improved Initiative [Fighter level 1]
Feral Form [Racial - taken as level one]
Claiming more fully their primal, bestial side, beastfolk who take this feat are able to tap into the raw energies coursing through the planet and through their veins, and turn this energy into the power to shift their form to match a more animalistic appearance.
Prerequisites: Constitution 12+; Must be a beastfolk.
Benefit: Usable a number of times per day equal to the Constitution bonus of the beastfolk in question, this feat allows the beastfolk who have it to acquire an animal form appropriate to the beastfolk's animal heritage, which can be transformed into as a standard action. This feral form can be maintained indefinitely (though extended use tends to cause psychological changes), and transforming back to bipedal form is a standard action that does not count against the number of times a day the power can be used. On changing, all clothing and equipment melding with the body and becoming unusable, as per druidic shapeshifting. However, unlike druidic shapeshifting, the beastfolk is still considered a member of the base race, and does not change statistically, except as follows.
First, the beastfolk in question changes in size, up to one category larger or smaller than the starting form. No more than one size category of change is possible, regardless of the animal form used by the beastfolk in question, though additional magical assistance can increase or decrease size further as normal.
Second, the beastfolk is unable to use most normal equipment, tools, and skills requiring hands, due to the lack of dexterity in animal appendages. Enchantments that allow other shapeshifters to use equipment in other forms also work for feral form beastfolk.
Thirdly, while in feral form, the beastfolk gains a +2 to all Listen and Spot checks, as well as to Survival rolls, thanks to an enhanced link to their savage side. This bonus immediately vanishes as soon as normal bipedal form is resumed.
Fourthly and finally, while a beastfolk is generally unable to use normal weapons in feral form, a beastfolk gains a single natural attack, dealing damage according to the following table:
Diminutive: 1d2
Tiny: 1d3
Small: 1d4
Medium: 1d6
Large: 1d8
Huge: 1d10
Gargantuan: 2d6
Colossal: 2d8
This natural attack may be of bludgeoning, slashing, or piercing type, according to the nature of the feral form taken by the beastfolk in question, the damage type being chosen when the feat is first selected. This feat also takes precedence over all other natural attacks that a given beastfolk might have.
Natural Attack: Bite [Racial]
Tapping into the primal powers of feral ancestry, a beastfolk with this feat is able to use a natural weapon attack. While a given beastfolk might have a natural weapon already, such as sharp teeth or horns, as cosmetic features, this feat represents proficiency in knowing how to use the natural weapons in question.
Prerequisites: Must be of a beastfolk type whose animal forebear has access to a bite or gore attack.
Benefit: The beastfolk gains a bite or gore attack (chosen when this feat is selected, as appropriate to the base animal of the beastfolk), which deals piercing or bludgeoning damage, as appropriate. This attack deals damage according to the following table:
Medium: 1d6
This natural attack may be used in addition to normal attacks, as a secondary attack, at a -5 penalty to the attack roll.
** Exotic Weapon Proficiency: Bastard Sword **
** Weapon Focus: Bastard Sword ** Lvl 4 Fighter
** Weapon Specialization:Bastard Sword ** Lvl 6 Fighter
** Iron Will ** Lvl 6 Character
Class Abilities:
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. WEAPON TRAINING: SWORDS
Racial Abilities:
Racial Traits:
+2 Constitution, +2 Wisdom, -2 Intelligence
-Medium-size.
-30' movement.
-Scent (Ex): As the ability.
-Keen Senses: +2 on Listen and Survival checks.
-Pack Tactics: Thanks to natural group instincts that work well in battle, large canids give others an additional +1 to attack rolls made during a flanking attack in which the large canid is the supporting flanker. The large canid does not receive this bonus, nor does it influence damage rolls, as it only assists another party member in making a better attack.
-Low-light Vision.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
+1 Bastard Sword | +13 | 1d10+8+1d6 Fire | 19/20 x2 | Slashing |
Epuipped with Lesser Fiery Assault Augment(Default) or
Equipped with Least LifeDrinking Augment
Mighty Composite Longbow(+4) | +8 | 1d8+4 | 20 | Piercing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
+1 Adamantine Breastplate / +1 Large Steel Shield | 8/2 | +2 | -5 | - | 20ft | 40lb |
DR 2/-, stacks with DR 3/- granted by Lesser Augment Crystal
Restful Crystal armor Augment
Lesser Iron Ward Diamond Armor Augment Crystal
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Amulet of Natural Armor+1 | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | +1 Adamantine Breastplate | Brief item description |
Arms | Storm Guantlets | See Item descp |
Hands | Item name goes here | Brief item description |
Right Ring | Ring of Protection+1 | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Healing Belt | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Heward's Handy Haversack | Ordinary looking pack |
Back | Cloak of Resistance+1 | Royal Blue Cloak |
List of Items Here:
Full Plate Armor
Studded Leather Armor
Large Steel Shield, Large Wooden Shield
+1 Bastard Sword, metal of blade colored Red.
Backpack; Traveler's outfit; Rope (50 ft,Hempen); Longbow w/200 arrows and Quiver; 20days rations; Bedroll; Blanket; Tent; Waterskin; Flint and Steel; Spade, Amulet of Nat Armor+1, Ring of Protection+1, Mstwk Composite Longbow +4 Draw, Belt of Giant Growth, Plate Mail, Adamantite Breastplate, Restful Crystal armor Augment, Lesser Iron Ward Diamond Armor Augment Crystal, Heward's Handy Haversack
Statistics of Items Here:
STORM GAUNTLETS
Price (Item Level): 10,604 gp (13th)
Body Slot: Hands
Caster Level: 9th
Aura: Moderate; (DC 19) evocation
Activation: — and standard
(command)
Weight: 1 lb.
Ribbons of electricity crackle over these gleaming, blue-tinged metal gauntlets. Jagged white
bolts arc between the pair, filling the air with the scent of ozone. When worn together, this pair of +1 spiked gauntlets grants you resistance to electricity 5. This is a continuous effect and
requires no activation. In addition, storm gauntlets have 4 charges, which are renewed each day
at dawn. Spending 1 or more charges allows you to generate a number of electrcity-based effects.
1 charge: shocking grasp.
2 charges: lightning bolt (Reflex DC 14
half).
4 charges: electric spheres. These act like flaming spheres, except that you create four
spheres of crackling electricity. You can direct any or all of the spheres with the same action. Multiple spheres directed at the same creature deal damage separately (Reflex DC 13 half). These spheres deal electric damage.
Handy Haversack
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Spells per Day:
???
Spell DCs:
10+???+Spell Level=???
Spells Known:
Cantrips:
Level 1:
Character History:
The only surviving and eldest son of a Wolfen Jarl, it was expected of Gauron that he would challenge his father before the tribe and Great Fenris for leadership after he entered adulthood, as his father was aging and the mantle was his to take up. When his father refused to tell him whether he would yield or not when the day came for that challenge, Gauron could not see himself leading his tribe without his father's counsel and wisdom, and so he delayed the dreaded day by asking to be allowed to travel, live, and fight amongst the other races of Therafim far to the south to seek the wisdom and knowledge that he knew he did not yet have.
The Wolfen War Lullaby
A Perfect Circle-Pet
Gauron's Saga
VNV Nation-Joy
Goblin Heist
Bees-Knees
Bees-Knees-Part2
Gearlock
Cooking With Gnolls
The Yakman Cometh
Pay My Troll
Oh, Luna!
The Butcher
King Leoric and Archbishop Lazarus
Blackmoor Tower
The Crossroads of Infinity
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
5) How did you get along with your family?
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
2) How many of these people are still alive? How many are you still friends with?
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
4) What do you look for in a friend?
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
3) What gods, religions, or priesthoods will you have nothing to do with?
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
3) Do you have any enemies? How much trouble do those conflicts cause you?
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
2) What do you hate? How do you typically react to these hated things?
3) What do you fear? What is your worst nightmare?
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)