Jenner Trollslayer | |
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Aliases: | Rex, Jenner |
Age: | 19 |
Fur: | Black with charcoal and grey |
Eyes: | Yellow (they glow when in Rage) |
Height: | 6'9" |
Weight: | 250 lbs. |
Race: | Beastfolk Wolfen |
Class: | Barbarian (Wolf Totem) 3/Fighter 4/Runescarred Berserker (pending) |
Level: | 7 |
Experience: | 21,001/28,000 |
Hit Points: | 118 (130 in Rage) |
Alignment: | Chaotic Neutral |
Gold: | 282 gp |
Current Status: | Active |
Played by Gideon Kalve Jarvis |
Broad-shouldered and burly, this male looks like one mean SOB, his ears and nose studded with piercings, the tracery of various tribal scars and gang tattoos barely visible beneath his thick fur showing just how much punishment this wolfen can take.
Gallery








Ability | Score | Mod | Temp Mod |
Strength | 18 (24 in Rage) | +4 (+7) | +4 (+7) |
Dexterity | 15 | +2 | +2 |
Constitution | 20 (25 in Rage) | +6 (+9) | +6 (+9) |
Intelligence | 14 | +2 | +2 |
Wisdom | 14 | +2 | +2 |
Charisma | 10 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc.
Armor Class | |
Total | Base 10 + 6 Armor +2 Natural Armor + 2 Dexterity = 20 (16 in Rage) |
Flat-Footed | 18 (14) |
Touch | 12 (8) |
Saving Throws | Base | Bonus | Total |
Fortitude | +7 | +3 | +10 |
Reflex | +2 | +2 | +3 |
Will | +2 | +2 | +5 (+7 in Rage) |
BAB | Mod | Total Range/Melee |
+7/+2 | +2 Dex/+4 Str | +9 and +4/+11 and +6 (+14 and +9 in Rage) |
Initiative |
+2 Dex = +2 |
Skills | Ranks | Stat Bonus | Synergy | Other Bonuses | Total | |
C | Appraise (Int) | +0 | +1 | +0 | +0 | +1 |
C | Balance (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
x | Climb (Str) | +2 | +4 | +0 | +0 | +6 |
C | Concentration (Con) | +0 | +3 | +0 | +0 | +3 |
x | Craft (Int) | +5 | +1 | +0 | +0 | +6 |
C | Decipher Script (Int) | +0 | +1 | +0 | +0 | +1 |
C | Diplomacy (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Disable Device (Int) | +0 | +1 | +0 | +0 | NA |
C | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Escape Artist (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Forgery (Int) | +0 | +1 | +0 | +0 | +1 |
C | Gather Information (Cha) | +0 | +0 | +0 | +0 | +0 |
x | Handle Animal (Cha) | +1 | +0 | +0 | +0 | +1 |
C | Heal (Wis) | +0 | +2 | +0 | +0 | NA |
C | Hide (Dex) | +0 | +2 | +0 | +0 | +2 |
x | Intimidate (Str) | +10 | +4 | +0 | +0 | +14 |
x | Jump (Str) | +2 | +0 | +4 | +0 | +6 |
x | Knowledge (Stuff) (Int) | +8 | +2 | +0 | +0 | +10 |
x | Listen (Wis) | +10 | +2 | +0 | +2 | +14 |
C | Move Silently (Dex) | +0 | +2 | +0 | +0 | +0 |
C | Open Lock (Dex) | +0 | +2 | +0 | +0 | NA |
C | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
x | Profession (Wis) | +1 | +2 | +0 | +0 | 3 |
x | Ride (Dex) | +1 | +2 | +0 | +0 | +3 |
C | Search (Int) | +0 | +1 | +0 | +0 | +1 |
C | Sense Motive (Wis) | +2 (4 spent) | +2 | +0 | +0 | +4 |
C | Sleight of Hand (Dex) | +0 | +2 | +0 | +0 | +0 |
C | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
C | Spellcraft (Int) | +0 | +1 | +0 | +0 | NA |
C | Spot (Wis) | +0 | +2 | +0 | +0 | +2 |
x | Survival (Wis) | +10 | +2 | +0 | +2 | +14 |
x | Swim (Str) | +2 | +4 | +0 | +0 | +6 |
C | Tumble (Dex) | +1 (2 spent | +2 | +0 | +0 | +3 |
C | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | NA |
C | Use Rope (Dex) | +0 | +2 | +0 | +0 | +2 |
Where C is Cross Class and X is a Class Skill
Current Skill Point Total: 58
1st level Skill Points: 24
Skill Points / Barbarian Level: 6
Skill Points / Fighter Level: 4
Skill Tricks:
Languages: Common, Carnivon, Wildlander.
Crafts: Branding/Scarring/Tattoo Artist
Knowledges: Dungeoneering, Nature.
Profession: Weaponsmith
Feats:
Fighter 1 - Two-Weapon Fighting
Level 1 - Iron Will
Level 3 - Reckless Rage
Fighter 2 - Power Attack
Level 6 - Exotic Weapon Proficiency Double Hammer (60 gp, as double axe but blunt)
Fighter 4 - Weapon Focus Double Hammer
REP - Weapon Specialization Double Hammer
Desired:
Cleave
Destructive Rage
Intimidating Rage
Weapon Mastery
Greater Weapon Focus
Greater Weapon Specialization
Weapon Supremacy
Track
Urban Tracking
Improved Two-Weapon Fighting
Two-Weapon Defense
Improved Two-weapon Defense
Two-Weapon Pounce
Two-Weapon Rend
Slashing Flurry Short Sword
Reckless Offense
Rapid Metabolism
Improved Critical
Power Critical
Pin Shield
Overwhelming Assault
Mind Over Body
Mage Slayer
Mad Foam Rager
Instantaneous Rage
Endurance
Indomitable Soul
Combat Expertise
Improved Sunder
Improved Trip
Improved Initiative
Dodge
Mobility
Spring Attack
Defensive Sweep
Combat Reflexes
Combat Tactician
Bounding Assault
Rapid Blitz
Class Abilities:
See Barbarian for full details.
-Wolf Totem: The wolf is a loyal ally who uses pack tactics to subdue foes. If you choose Wolf as your spiritual totem, you gain an additional +2 bonus on attack rolls when flanking an opponent. (Replaces Fast Movement.)
-Rage 1/day: +6 Strength and +9 Constitution, +2 on Will saves, -4 AC; lasts 9 rounds.
-Uncanny Dodge: At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
-Trap Sense +1: +1 dodge bonus to AC and +1 on Reflex saves against traps.
See Fighter for full details.
-Bravery (Ex): Starting at 2nd level, Jenner gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
-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.
Racial Abilities
+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.
REP and Stat Boosts
4th Level: +1 Intelligence (new max 19)
80 REP for +4 Constitution
Weapon | Attack Bonus | Damage | Crit | Damage Type and Range |
Wolfhammer | +11 and +6 ranged/+11 and +11 and +6 melee (+14 and +14 and +9 in Rage) | 1d8+9 (+13 in Rage) | x3 | Bludgeoning, 10' range |
Dagger | +9 and +4 ranged/+11 and +6 (+14 and +9 in Rage) melee | 1d4+4 (+7 in Rage) | 19-20/x2 | Slashing or Piercing, 10' range |
Throwing Axe (2) | +9 and +4 ranged | 1d6+4 (+6 in Rage) | x2 | Slashing, 10' range |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Mithral Breastplate +1 | +6 | +5 | -2 | 15% | 30 ft. | 15 lbs. |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Amulet of Natural Armor +2 | +2 Natural AC bonus |
Shoulders | Item name goes here | Brief item description |
Torso | Mithral Chain Shirt +1 | +5 AC bonus |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Healing Belt | See entry below |
Feet | Boots of the Winterlands | Immune to penalties from ice, snow, and extreme climate |
Pack | Item name goes here | Brief item description |
List and Stats of Items:
Backpack (2 gp, 2 lbs.); Bedroll (1 sp, 5 gp); scrollcase (1 gp, 1/2 lb.); Flint and Steel (1 gp); beltpouch (1 gp, 1/2 lb.); 4 days trail rations (2 gp, 4 lbs.); 50' silk rope (10 gp, 5 lbs.); sack (1 sp, 1/2 lb.); sewing needle (5 sp); 2 waterskins (2 gp, 8 lbs.); whetstone (2 cp, 1 lb.); hooded lantern (7 gp, 2 lbs.); 2 pints oil (2 sp, 2 lbs.).
2 flasks Acid (10 gp each, 1 lb., 1d6 acid damage)
Healing Belt - 750 gp, +2 competence bonus to Heal checks. Also has 3 charges that can be used as follows: 1 charge heals 2d8 dmg.; 2 charges heals 3d8 dmg.; 3 charges heals 4d8 dmg. This can be used to heal oneself or others, or to harm undead. Takes Belt slot.
"Wolfhammer" - a double-headed warhammer with stylized black iron wolf heads as the striking surfaces. 360 gp for Masterwork; 18,000 for +3 equivalent on one head (+1, Throwing, Returning); +2,000 for +1 on opposite head. Total Cost: 20,360 gp.
1 dose of Kython Poison (J) (Injury, DC 15, 1st/2nd damage 1d6 CON, 300 gp value).
Amulet of Natural Armor +2 - a single kython's tooth, pulled from his own flesh, and then hung on a leather thong around his neck. Cost: 8,000 gp.
+1 Mithral breastplate - Taken from the lair of a kython in a quest (-1,000 gp from final cost). Cost: 2,300 gp (1,300 gp paid out-or-pocket).
Boots of the Winterlands - This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if he were affected by an endure elements spell, so that the wearer can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. Cost: 2,500 gp.
Spells per Day:
1st:
2nd:
3rd:
4th:
5th:
Spell DCs:
10+2+Spell Level
Spells Known:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Character History:
Growing up in the savage, bitter cold of Rimevast, Jenner's first memories are of day-to-day, paw-to-muzzle survival, mingled with brief periods of savage raiding and violence, before going back to the survival level. This sort of living makes for a tough people, and Jenner was no exception, taking Fenris as his totem to better work with the pack around him, knowing that survival depends on the group over the individual.
Jenner might have remained as he was, content if not happy, if he could only control his passions. But Jenner had no such respect for tribal taboos, and was soon called out for personal combat after seducing the alpha male's mate. Trounced, Jenner was banished to the bitter cold of the wastelands, and would surely have perished, alone and forgotten, if he hadn't come upon a trading ship that had drifted far off course. With his knowledge of the coastline, he was able to get the traders far enough to get them back on course, and in exchange, they gave him free passage to Avalon City. It was as good a place as any, as far as the young wolfen knew or cared.
Knowing well the value of survival in numbers, as well as the need for strength in determining dominance, Jenner has set himself up as a minor part of the local gang structure, which he finds little different from his former tribe's arrangement, though with slightly different customs. Acting as freelance muscle, Jenner makes a decent living in matters honest and dishonest. However, the spirit of Fenris still whispers in his heart, and he knows that he is destined for greater than to be a mere thug-for-hire.
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, ect?)
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behaviour?
Broad-shouldered and burly, this male looks like one mean SOB, his ears and nose studded with piercings, the tracery of various tribal scars and gang tattoos barely visible beneath his thick fur showing just how much punishment this wolfen can take. He carries himself with a confident (perhaps overconfident) swagger, as though the whole world owed him obescience.
Jenner has taken great care and paid great attention to each and every one of his many scars and tattoos, until his entire body, or very close to it, is a tracery of runework. He is very proud of his work, and likes to bare as much of his body as possible at all times, all the better to show off his work to others. Besides this, Jenner also tends to take other, natural scars that he has acquired over the years, and modify them, making them a part of the overall tracery of art that covers his entire body. His thick, dark fur makes some of the smaller works less noticeable, but Jenner makes certain to use glowing dyes on the ones that he likes best, to make them stand out through his fur.
WHen Jenner enters Frenzy, his entire body seems to come alive with almost electrical energy, his fur standing on end, spiky and straight out, and crackling with strange power. His eyes start to glow as well, and he seems horrifically manic.
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, ect?) 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?
Born in the savage Rimevast, Jenner grew up as a survivor before anything else, and learned quickly that the survival of one means the survival of all. His people were rather hazy on time, though, so he is uncertain of how old he is exactly, but does not consider the question terribly important. His entire pack was related to him in some fashion, but since his banishment, he has been declared to have no family (see his history and background, at the bottom), and so has been cut adrift and allowed to take up any other family he can. Being instinctual by nature, he considers any adventuring party he might be in to be his "family," at least for as long as an adventure lasts, and ignores personal issues with individual party members for the sake of the group's overall survival.
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?
The path of the berserker is not one that is chosen, it is just something to which you are born and into which you grow. That, at least, is what Jenner has always thought, and his belief may be true. Jenner was born with the powers of a berserker, which his people regard as a sign from Fenris of his direct intervention in the life of a child, letting the spirits of his warrior ancestors flow into his body, giving him greater than mortal powers in battle, but as likely as not to take his life afterward. Jenner cut his teeth as a warrior in the frozen north, and then honed himself still further as he made his way south, doing mercenary work, especially hiring himself out as a guard or guide. This wild wolfen is theoretically entirely self taught in the ways of warfare, developing his style through trial and error. However, he believes that he uses the various ritual scars and tattoos on his body to turn his body into a living conduit for the spirits of his ancestors, and they are his teachers. As he shows sudden and dramatic growth at times, this may indeed be true.
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?
With his banishment, Jenner's old ways have all been left behind, and he doesn't even know if his old tribe is still alive, always an uncertainty in the deadly realm of Rimevast. Presently, he has strong ties to the Avalon City Pack, a loose gathering of the various sirius and wolfen who live in and around Avalon City, more like an old boy's club than a formal organization, though they do use it as a means for networking. The Avalon City pack is run by a one-eyed wolfen named McDonnel, who has great charisma as well as fighting skill, and the respect of all but the most vile of caninefolk in the region.
Friends are part of Jenner's way of life, the foundation of his pack. He makes friends easily, however, with anyone who pays him appropriate respect, and who he also respects. If someone is willing to give their life to save Jenner's, then he is equally willing to do the same, and that forms the basis for a good, solid friendship in Jenner's view of the world. So far Jenner has never really been in love, though he has gotten rather close to it with some people, such as the feral foxwolf Lily (played by Ziyanani), and a rare few others.
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, ect) 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 aquire 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?
Jenner fully expects, upon his death, as long as he remains worthy of it, to spend the rest of eternity as a part of Great Fenris' Wild Pack, roaming forever in hunt across the planes, living the true and proper way of the barbarian warrior. Fenris, of course, is his chief deity, though he pays respect to all of the dragon gods to one degree or another. Garyx is his second choice of gods, and Matra the third, as he does regard the natural world with a certain degree of respect, despite his otherwise irreverent nature. However, Jenner has little respect for such human gods as Sol Invictus, or civilized and weak ones like Ra or Thoth, and considers these deities with contempt. The Dark One is the epitome of evil for Jenner because he represents betrayal, the ultimate crime for a pack wolfen, and the Nightmare King, for his endless lust for forbidden knowledge, which Jenner views as a far worse crime than knowing too little. Knowing too little might get you killed, but everyone dies anyway, so it's not that great a loss. Knowing too much will drive you crazy, damn you, or worse. Besides his worship of Fenris, Garyx, and Matra, Jenner also has a strong belief in the spirits of his ancestor wolves, and derives much of his developing magical abilities from his interaction with them.
While he is unprincipled, Jenner also takes his oaths very seriously, and will never voluntarily break any spoken agreement. Anyone who happens to betray Jenner in this manner will earn his undying and endless hatred until death, and beyond - pursuing vengeance on an oathbreaker is one of the few things that could very easily cause Jenner to rise as a vengeful undead or other monstrosity, especially since such happenings are common in the legends of his people. Oaths, however, are one of the few things on which Jenner takes a firm stance. The other is the unity of the pack. If Jenner enters into a "pack," even if it is only a party of adventurers, he becomes firmly and utterly loyal to them, and will never willingly betray his companions for any reason, even those who, before that point, might have been his bitter enemies. If it means death to follow through on helping his packmates, then death is what Jenner will happily accept. After all, the brave only die once, while the coward dies each time he falters. Friends of Jenner are regarded as part of his pack no matter how great the distance. Also a part of Jenner's primitive, tribal code of honor are to never suffer an insult unchallenged, and to never show cowardice. Because magic and magical effects can cause breaches in this code of conduct, when magic is the cause of a lapse in behavior, Jenner feels great shame and a need for revenge, but does not feel his honor to have been damaged. Challenged, yes, and therefore in need of a good cleansing by trouncing and perhaps enslaving the mage that did it to him, but not damaged.
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 embarassing) secrets?
3) Do you have any enemies? How much trouble do those conflicts cause you?
Jenner's one great skill is his connection to the world of spirits. The spirits of his ancestors flow through him, empowering his body through the runes and sigils that he's carefully sculpted into his flesh, and this makes him an almost unstoppable, elemental force in combat who simply will not quit until death's cold grasp forces it upon him. This makes it rather easy for him to become obsessed with various problems and situations, though he tends whenever possible to take a direct route to and through those problems, simply plowing into and through them until they are not problems any longer, and he can stop being obsessed.
As an uncouth barbarian, Jenner has a number of fairly obvious flaws. He is a braggart, a brawler, irreverent, and undisciplined. He also tends to be ruled by his passions, and to act on his impulses as they come. Perhaps his worst flaw is his passion, especially his lust, as he enjoys being a dominant in sexual situations, and has a bad habit of making slaves of those he finds attractive, but who do not immediately return his affections. This passion can pass with mercurial speed, though, and he releases slaves as quickly as he takes them, or gives them so much freedom that he might as well have released them. This means he has a fair number of enemies, those who he ravished at some point in his past, or the family and friends of those who were willing, all because he simply cannot control his passions, the very passions that, ironically, make him so powerful in combat.
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?
Jenner has been around others and has been alone, and both of these for extended periods. While he appreciates his personal time, he has decided that he really prefers to be around other people whenever possible. Being a lone wolf, as far as Jenner is concerned, is vastly overrated. Aside from this, Jenner loves a good, stiff drink (none of this froofy wine nonsense), hot and spicy food, a good fight, and a rousing roll in the sack (or wherever else happens to be handy). In other words, he's a typical barbarian with simple needs and simple wants. This makes it rather easy to please him, and though he likes to be in charge, he doesn't really feel a strong need to be brutal to others when he's the leader. Actually, even when he is a follower, he hates being forced to obey commands, but is usually happy to respond to requests, so long as he feels respected. Jenner's fears are also simple and tribal in nature, as he has a mortal terror of mind controlling magic, of shapeshifters, and similar supernatural elements that can steal the will and identity of another. Because the elements of a pack rely so strongly on trust in order to work at all, these elements that actively destroy that delicate balance of trust are anathema to Jenner's entire being, and he can go into a psychotic rage to destroy them. Because of this, while he does not usually attack changelings on sight, he has a strong dislike for them, and they are unlikely to ever completely gain his trust once he identifies one.
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, ect 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 aquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, ect)
4) If you have any unusual possessions, describe how you aquired them. Is their value practical, monetary, sentimental or some combonation 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)
Growing up in the savage, bitter cold of Rimevast, Jenner's first memories are of day-to-day, paw-to-muzzle survival, mingled with brief periods of savage raiding and violence, before going back to the survival level. This sort of living makes for a tough people, and Jenner was no exception, taking Fenris as his totem to better work with the pack around him, knowing that survival depends on the group over the individual. Monsters and killing those monsters is part of typical life in Rimevast, part of what is required just to survive, and Jenner grew up holding monstrous creatures in a sort of superstitious awe. There was no shame in fleeing from the white dragon, or the doppelganger, or the remmorhaz, but if one could slay them, there was great glory to be had.
Jenner might have remained as he was, content if not happy, if he could only control his passions. But Jenner had no such respect for tribal taboos, and was soon called out for personal combat after seducing the alpha male's mate. Trounced, Jenner was banished to the bitter cold of the wastelands, and would surely have perished, alone and forgotten, if he hadn't come upon a trading ship that had drifted far off course. With his knowledge of the coastline, he was able to get the traders far enough to get them back on course, and in exchange, they gave him free passage to Avalon City. It was as good a place as any, as far as the young wolfen knew or cared.
Knowing well the value of survival in numbers, as well as the need for strength in determining dominance, Jenner has set himself up as a minor part of the local gang structure, which he finds little different from his former tribe's arrangement, though with slightly different customs. Acting as freelance muscle, Jenner makes a decent living in matters honest and dishonest. However, the spirit of Fenris still whispers in his heart, and he knows that he is destined for greater than to be a mere thug-for-hire.
Magic is a thing of immense superstition for Jenner, something he does not understand, and which he half-fears as a great and terrible secret, and half-desires as a useful tool. Slowly, he has been developing his own magical powers, mostly through instinct and the influence of the spirits that wrack his body through his many tribal tattoos. In time he may even master the power of those tattoos, and be able to call on spirit magic through them to empower him still further. This, however, will be from a purely instinctual path, rather than anything that Jenner has reasoned out thoroughly.
Jenner's most prized possession is his two-sided hammer, the Wolfhammer, a massive, unwieldy weapon that only someone of immense strength can use properly, like two heavy black iron sledges welded together. He forged the basic shell of this immense weapon himself, using meteoric iron collected from the ground while he traveled away from his homeland in Rimevast, and then saved until the time that he was able to afford the rental of a forge. Working in concert with a series of tribal shamans, many of them drunken or stoned reprobates willing to use their magic for another dose of their intoxicant of choice, Jenner has had this massive metal beast of a hammer slowly woven with layers of spells, until it has become a truly potent magical object that will always return to his hands, even when used as a ranged weapon.