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Leif's Questing Knights - L10 Pathfinder RPG - RG [Game Full]
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<blockquote data-quote="Kaodi" data-source="post: 6092175" data-attributes="member: 1231"><p>[sblock=Hraln of the Road (DESNAN EDITION)]</p><p>[sblock=Game Info]</p><p>Race: Human</p><p>Class: Inquisitor</p><p>Level: 10</p><p>Alignment: Neutral Good</p><p>Languages: Common</p><p>Deity: Desna[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 12 </p><p>DEX: 16 (18)</p><p>CON: 14</p><p>INT: 9</p><p>WIS: 17 (19)</p><p>CHA: 12[/sblock]</p><p>[sblock=Combat]</p><p>HP: 65 = [10d8=45] + 20 (CON) + 0 (misc) + 0 (favored class)</p><p>AC: 25 = 10 + 9 (armor) + 2 (natural) + 0 (shield) + 4 (DEX) + 0 (misc)</p><p>AC Touch: 14 = 10 + 4 (DEX) + (misc)</p><p>AC Flatfooted: 21 = 10 + 9 (armor) + 2 (natural) + 0 (shield) + 0 (misc)</p><p>INIT: +8 = +4 (DEX) + 4 (WIS) + 0 (misc)</p><p>BAB: +7 = +7 (inquisitor)</p><p>CMB: +8 = +1 (STR) + 7 (BAB)</p><p>CMD: 22 = 10 + 1 (STR) + 4 (DEX) + 7 (BAB)</p><p>Fort: +12 = +7 (base) + 2 (CON) + 3 (misc)</p><p>Reflex: +12 = +3 (base) + 4 (DEX) + 5 (misc)</p><p>Will: +14 = +7 (base) + 4 (WILL) + 3 (misc)</p><p>Speed: 40 ft.</p><p>Damage Reduction: None</p><p>Spell Resistance: None</p><p>Spell Failure: N/A[/sblock]</p><p>[sblock=Weapon Stats]</p><p>+1 Adamantine Spiked Gauntlet (melee): +12 = +7 (BAB) + 4 (DEX) + 1 (misc)/ DMG = 1d4+2 (P), CRIT 20/x2</p><p>Silvered Dagger (melee): +11 = +7 (BAB) + 4 (DEX)/ DMG = 1d4 (P or S), CRIT 19-20/x2</p><p>Cold Iron Dagger (melee): +11 = +7 (BAB) + 4 (DEX)/ DMG = 1d4+1 (P or S), CRIT 19-20/x2</p><p>+2 Darkwood Comp. Longbow [+1 Str] (ranged): +13 = +7 (BAB) + 4 (DEX) + 2 (misc)/ DMG = 1d8+3 (P or B) or 1d8+2 (P), CRIT 20/x3, Rng 110 ft.</p><p>Darkwood Quarterstaff (melee): +8 = +7 (BAB) + 1 (STR)/ DMG = 1d6+1 (B), CRIT 20/x2</p><p>Boar Spear (melee): +8 = +7 (BAB) + 1 (STR)/ DMG = 1d8+1 (P), CRIT 20/x2</p><p>Cold Iron Javelin (ranged): +11 = +7 (BAB) + 4 (DEX)/ DMG = 1d6+1 (P), CRIT 20/x2, Rng 30 ft.</p><p>[/sblock]</p><p>[sblock=Racial Traits]</p><p>+2 DEX, Bonus Feat, Heart of the Wilderness[/sblock]</p><p>[sblock=Class Features]</p><p>Proficient w/ Simple Weapons, Hand Crossbow, Longbow, Repeating Crossbow, Shortbow, Light and Medium Armor, and Shields (except Tower Shields)</p><p>Travel Domain (+10 ft. Movement Speed, Agile Feet 7/day, Dimensional Hop 100 ft./day)</p><p>Judgement 4/day, Second Judgement</p><p>Monster Lore, Stern Gaze +5, Cunning Initiative, Detect Alignment, Track +5, Solo Tactics, Bane 10 rounds/day, Discern Lies 10 rounds/day[/sblock]</p><p>[sblock=Feats & Traits]</p><p>Human Bonus- Endurance</p><p>1st lvl- Weapon Finesse</p><p>3rd lvl- Lightning Reflexes</p><p>Teamwork- Lookout</p><p>5th lvl- Point Blank Shot</p><p>DM Bonus - Precise Shot</p><p>Teamwork- Shielded Caster</p><p>7th lvl- Rapid Shot</p><p>9th lvl- Many Shot</p><p>Teamwork- Coordinated Defence</p><p></p><p>Traits:</p><p>a) Focused Mind</p><p>b) World Traveller (Knowledge [Local])[/sblock]</p><p>[sblock=Skills]</p><p>Skill Ranks: 50 = [6 (class) - 01 (INT)] x 10 (LvL) + 00 (misc) + 00 (Favored Class)</p><p>Max Ranks: 10 </p><p>ACP: -3</p><p></p><p>Skills:</p><p>() = class skill</p><p>^ = trained only</p><p>[code]</p><p>Total Stat Rank CS Misc ACP</p><p>+01 = Acrobatics +04 +00 +0 +00 -3 DEX</p><p>-01 = Appraise -01 +00 +0 +00 INT</p><p>+01 = Bluff +01 +00 +0 +00 CHA</p><p>-02 = Climb +01 +00 +0 +00 -3 STR</p><p>-01 = Craft:_____ -01 +00 +0 +00 INT</p><p>+01 = Diplomacy +01 +00 +0 +00 CHA</p><p>+na = Disable Device^ +04 +00 +0 +00 -3 DEX</p><p>+01 = Disguise +01 +00 +0 +00 CHA</p><p>+01 = Escape Artist +04 +00 +0 +00 -3 DEX</p><p>+01 = Fly +04 +00 +0 +00 -3 DEX</p><p>+na = Handle Animal^ +01 +00 +0 +00 CHA</p><p>+12 = Heal +04 +05 +3 +00 WIS</p><p>+06 = Intimidate +01 +00 +0 +05 CHA</p><p>+na = Know:Arcana^ -01 +00 +0 +00 INT</p><p>+na = Know:Dungeoneering^ -01 +00 +0 +00 INT</p><p>+na = Know:Engineering^ -01 +00 +0 +00 INT</p><p>+na = Know:Geography^ -01 +00 +0 +00 INT</p><p>+na = Know:History^ -01 +00 +0 +00 INT</p><p>+08 = Know:Local^ -01 +05 +3 +01 INT</p><p>+na = Know:Nature^ -01 +00 +0 +00 INT</p><p>+na = Know:Nobility^ -01 +00 +0 +00 INT</p><p>+na = Know:Planes^ -01 +00 +0 +00 INT</p><p>+na = Know:Religion^ -01 +05 +3 +00 INT</p><p>+na = Linguistics^ -01 +00 +0 +00 INT</p><p>+22 = Perception +04 +10 +3 +05 WIS</p><p>+01 = Perform:_____ +01 +00 +0 +00 CHA</p><p>+na = Profession^:_____ +04 +00 +0 +00 WIS</p><p>+01 = Ride +04 +00 +0 +00 -3 DEX</p><p>+22 = Sense Motive +04 +10 +3 +05 WIS</p><p>+na = Sleight of Hand^ +04 +00 +0 +00 -3 DEX</p><p>+na = Spellcraft^ -01 +00 +0 +00 INT</p><p>+09 = Stealth +04 +05 +3 +00 -3 DEX</p><p>+22 = Survival +04 +10 +3 +05 WIS</p><p>-02 = Swim +01 +00 +0 +00 -3 STR</p><p>+na = Use Magic Device^ +01 +00 +0 +00 CHA</p><p>[/code][/sblock]</p><p>[sblock=Spellcasting]</p><p>Spells Known (CL 10th; Concentration +16; Favored Class Bonus 10)</p><p>4 (2/day) - Cure Critical Wounds, Neutralize Poison</p><p>3 (4/day) - Cure Serious Wounds, Dispel Magic, Prayer, Remove Disease, Speak With Dead</p><p>2 (5/day) - Corruption Resistance, Cure Moderate Wounds, Follow Aura, Lesser Restoration, Resist Energy, Shield Other, Spiritual Weapon, Tongues</p><p>1 (6/day) - Alarm, Cure Light Wounds, Divine Favour, Expeditious Retreat, Protection From Evil, Sanctuary, Shield Of Faith, True Strike</p><p>0 (at will) - Acid splash, Brand, Create Water, Detect Magic, Detect Poison, Guidance, Light, Resistance, Stabilize</p><p></p><p>[/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>Equipment Cost Weight</p><p>Traveller's Outfit -- --</p><p>+3 Mithral Chainmail 13150 gp 20 lbs.</p><p>+1 Adamantine Spike Gauntlet 5005 gp 1 lb.</p><p>Silvered Dagger 22 gp 1 lb.</p><p>Cold Iron Dagger 4 gp 1 lb.</p><p>Efficient Quiver 1800 gp 2 lbs.</p><p>- +2 Drkwd C Longbow [+1] 8530 gp 3/2 lbs. </p><p>- Drkwd Quarterstaff 340 gp 2 lbs.</p><p>- Cold Iron Boar Spear 10 gp 8 lbs.</p><p>- 20 Silvered Arrows 41 gp 3 lbs.</p><p>- 20 Cold Iron Arrows 2 gp 3 lbs.</p><p>- 20 Blunt Arrows 2 gp 3 lbs.</p><p>- 18 Cold Iron Javelins 36 gp 36 lbs.</p><p>Belt of Dexterity +2 4000 gp 1 lb.</p><p>Headband of Wisdom +2 4000 gp 1 lb.</p><p>Amulet of Nat Armour +2 8000 gp --</p><p>Cloak of Resistance +3 9000 gp 1 lb. </p><p>Ring of Sustenance 2500 gp --</p><p>Eyes of the Eagle 2500 gp -- </p><p>Handy Haversack 2000 gp 5 lbs.</p><p>- 2 Q w/ 40 Cold Iron Arrows 4 gp 6 lbs.</p><p>- Ioun Torch 75 gp --</p><p>- Healer's Kit 50 gp 1 lb.</p><p>- 2 Traveller's Outfits 2 gp 10 lbs.</p><p>- Furs 12 gp 5 lbs.</p><p>- 4 50' ft. Silk Ropes 40 gp 20 lbs.</p><p>- 2 Grapppling Hooks 2 gp 8 lbs.</p><p>- 10 Sacks 1 gp 5 lbs.</p><p>- Flint & Steel 1 gp --</p><p>- Whetstone 2 cp 1 lb.</p><p>- Small Tent 10 gp 20 lbs.</p><p>- Bedroll 1 sp 5 lbs.</p><p>- Winter Blanket 5 sp 3 lbs.</p><p>- Crowbar 2 gp 5 lbs.</p><p>- Hammer 5 sp 2 lbs.</p><p>- Shovel 2 gp 8 lbs.</p><p>- Abacus 2 gp 2 lbs.</p><p>Silver Holy Symbol 25 gp 1 lb.</p><p></p><p>Total weight carried: 34 lbs. Handy Haversack Contents Weight: 109 lbs.</p><p>[/code]Treasure: 326 gp, 23 sp, 48 cp Gems: Violet Garnet (500 gp)</p><p></p><p><u>Carrying Capacity:</u></p><p>light- 43</p><p>medium- 86</p><p>heavy- 130 [/sblock]</p><p>[sblock=Details]</p><p>Size: Medium</p><p>Gender: Male</p><p>Age: 33</p><p>Height: 5'11"</p><p>Weight: 173</p><p>Hair Color: Straw</p><p>Eye Color: Steel Grey</p><p>Skin Color: Medium Tan</p><p>Appearance: Worn</p><p>Demeanor: Pleasant[/sblock] </p><p>[sblock=Background]Hraln was a simple man with his heart set on seeing the world. Born on the frontier between Nyrond and the Great Kingdom of Northern Aerdy to farming folk named Breln and Lilda, a middling child in a large family, he learned first hand how difficult it could be to travel the roads during times of conflict. While transporting produce to market one always risked bandit attacks, or worse, encountering marauders. Had he not been taken under the wing of a band of roving adherents of Desna, his life may have turned out very differently and not unlike that of his parents.</p><p></p><p>With the protection of the Desnan priests, a young Hraln was able to see much of the Southeastern Flanaess. The Desnans came from a variety of lands and backgrounds, and one in particular, Sozin, was a traveller born in realms beyond. With their help he learned how to watch his back in the wild, and became a good judge of what fellow travellers could be trusted. And when he too heard the call of the Goddess of the North Star, the priests provided for his instruction in defence and combat, as well as the core concepts of divine magic. </p><p></p><p>The travelling priests had a habit of helping out those along the road, and unfortunately there came a day when sinister forces under the sway of one of the less savory gods had decided this behaviour was not to their liking. Hraln and his mentors were travelling and tending to a group of refugees when they were attacked. Despite putting up fierce resistance, they were almost slain to a man, refugees included.</p><p></p><p>By chance Hraln and one of the more elderly priests, Thurvik, had been away from the camp at the time. When they heard the din of combat, the young man was ready to charge into the fray to fight alongside his friends. But the elderly priest held him back, saying that it would do no good to get themselves killed. So instead they fled Westward.</p><p></p><p>When the two reached the sea, they found passage aboard a ship heading across to lands even further West. They escaped their pursuers, but Thurvik became ill during the journey. By the time they reached their destination, it become clear that his travelling days were over. He insisted that Hraln continue his journey, and before the young man left he gave him much of what he still possessed before bidding him goodbye. Hraln would learn later that his friend and mentor had died not too long after settling down.</p><p></p><p>Hraln continued his journey travelling the many roads of the Flanaess. He became fully a man and in time was blessed by Desna with powers that would prove most useful, and a task as well, to be wary of those who take advantage of travellers and see that justice is visited upon them. </p><p></p><p>Though a simple man and not terribly handsome, Hraln managed to find some temporary companionship with people he travelled alongside and in places he visited. Marsa, Bravene, Kelka, Sustelle, Zyngrid; just some of their names. Perhaps his one great moral failing is that in always moving onward he rarely returns to places he has visited before and thus has probably left at least one or two children to grow up without knowing a father, if not more, from temporary liasons.</p><p></p><p>In any case, Hraln became known as a friend of travellers, creating something of a reputation for himself. Besides lending his skills in surviving the wilderness and in fending off hazards, he became a healer of those whom have been heavily burdened by the roads they travel. And many times over the years has he come upon the dead and dying for whom he sought vengeance. Roads travelled by the blessed wanderer became much safer for his efforts. </p><p></p><p>Just a few years ago something happened that changed things greatly for Hraln. Whether by chance or divine providence he received word of a priest of Desna who had been causing trouble for some in the central Flanaess, close to the Free City of Greyhawk. What was troubling though was that the priest matched the description of one of those he had travelled with many years ago, a man named Gershal. Hraln decided that he had to determine what was at the bottom of this, and set off to pursue the troublemaker.</p><p></p><p>They laid eyes upon each other first in Greyhawk, and recognition was instantaneous on both sides. A grand pursuit would ensue that took them out of Greyhawk and back into the lands of the East. But Hraln would run down his quarry in Nyrond, not far from where he had grown up. Confronting Gershal, Hraln learned that his friends had been betrayed to the raiders all those years ago by this very same man. He was a charlatan, no longer a priest at all, having been abandoned many years ago by their patron Desna. He begged Hraln for mercy, but even though Hraln's kind heart was tempted to give it to him, he knew that he had been given his powers to ferret out unbelievers to visit the divine justice of their god upon this man before all others. Heart heavy with grief for his fallen teachers, he buried the man in an unmarked grave and left to head back West.</p><p></p><p>The very next day after he had buried Gershal, Hraln was continuing along the road to the West when he came upon a resting place where another traveller waited. Hraln looked upon the traveller, and saw that his features seemed drained of any colour and... no, it was Sozin! The fetchling recognized Hraln as well, and a tense standoff occurred. Hraln thought perhaps Desna was testing him, and that another traitor was before him. But once they both had time to explain their side of the story, things calmed down. They spent most of that night talking about all that had happened to them, and it seemed that perhaps they were meant to travel together.</p><p></p><p>Some time later, Hraln and Sozin were travelling West along he King's Way in central Nyrond when they came upon a ruined caravan. Bodies were strewn about; those of guards, several merchants, and what appeared to be a young couple, judging from the matching copper rings on their fingers. Hraln insisted that they investigate, and by communicating with the spirit of one of the guardsman he ascertained what had happened: ettins and their ogre underlings had destroyed the caravan. Now these seemed like dangerous foes, but Hraln felt bound to avenge the dead travellers.</p><p></p><p>He and Sozin tracked the giantkin to their lair and got the drop on them, but before long it became clear that they had bitten off more than they could chew. Just when things began to look grim however from out of nowhere a vial shattered on the hide of one of the ogres and blossomed into flame, and then there was a holler as a mounted warrior charged into the fray and hewed into one of the giants with his sword. The continuing battle was fierce, but in the end the ettins and ogres all lay dead, and four men, one being the source of explosive solutions, remained standing.</p><p></p><p>The newcomers were named Johann Klaus, the "Damned", and Ero Batuzen, an alchemist with a fiendishly otherworldly look to him. Johann had apparently been hunting this band of giantkin, and it had been by chance that they found them at just about the same time. Vengeance had and quest completed, they too decided to travel in the same direction for a while. It was during this time that the idea of forming a group of "knights-errant" began to form (though Hraln was not much for fancy sounding titles).</p><p></p><p>Thus it was that in a short time Hraln went from being a lone wanderer to part of a band of travellers once again.[/sblock]</p><p>[sblock=Relationships]Sozin: Travelled together as young men in the company of wandering Desnan priests. Were separated in an attack, only to be reunited under auspicious circumstances years later.</p><p>Johann Klaus: Met by chance during the battle against a band of ettins and ogres. Share some initial affinity because they were both compelled by duty towards their meeting.</p><p>Ero Batuzen: Met by chance during the battle against a band of ettins and ogres.[/sblock]</p><p>[sblock=Adventure Notes] None yet[/sblock]</p><p>[sblock=Level Ups]</p><p>Level 11</p><p>Class:</p><p>BAB: +0 to +0</p><p>Fort: +0 to +0</p><p>Ref: +0 to +0</p><p>Will: +0 to +0</p><p>Feat:</p><p>Class Features:</p><p>HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)</p><p>Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)</p><p>Skills:</p><p>Favored Class Bonus:[/sblock] [/sblock]</p></blockquote><p></p>
[QUOTE="Kaodi, post: 6092175, member: 1231"] [sblock=Hraln of the Road (DESNAN EDITION)] [sblock=Game Info] Race: Human Class: Inquisitor Level: 10 Alignment: Neutral Good Languages: Common Deity: Desna[/sblock] [sblock=Abilities] STR: 12 DEX: 16 (18) CON: 14 INT: 9 WIS: 17 (19) CHA: 12[/sblock] [sblock=Combat] HP: 65 = [10d8=45] + 20 (CON) + 0 (misc) + 0 (favored class) AC: 25 = 10 + 9 (armor) + 2 (natural) + 0 (shield) + 4 (DEX) + 0 (misc) AC Touch: 14 = 10 + 4 (DEX) + (misc) AC Flatfooted: 21 = 10 + 9 (armor) + 2 (natural) + 0 (shield) + 0 (misc) INIT: +8 = +4 (DEX) + 4 (WIS) + 0 (misc) BAB: +7 = +7 (inquisitor) CMB: +8 = +1 (STR) + 7 (BAB) CMD: 22 = 10 + 1 (STR) + 4 (DEX) + 7 (BAB) Fort: +12 = +7 (base) + 2 (CON) + 3 (misc) Reflex: +12 = +3 (base) + 4 (DEX) + 5 (misc) Will: +14 = +7 (base) + 4 (WILL) + 3 (misc) Speed: 40 ft. Damage Reduction: None Spell Resistance: None Spell Failure: N/A[/sblock] [sblock=Weapon Stats] +1 Adamantine Spiked Gauntlet (melee): +12 = +7 (BAB) + 4 (DEX) + 1 (misc)/ DMG = 1d4+2 (P), CRIT 20/x2 Silvered Dagger (melee): +11 = +7 (BAB) + 4 (DEX)/ DMG = 1d4 (P or S), CRIT 19-20/x2 Cold Iron Dagger (melee): +11 = +7 (BAB) + 4 (DEX)/ DMG = 1d4+1 (P or S), CRIT 19-20/x2 +2 Darkwood Comp. Longbow [+1 Str] (ranged): +13 = +7 (BAB) + 4 (DEX) + 2 (misc)/ DMG = 1d8+3 (P or B) or 1d8+2 (P), CRIT 20/x3, Rng 110 ft. Darkwood Quarterstaff (melee): +8 = +7 (BAB) + 1 (STR)/ DMG = 1d6+1 (B), CRIT 20/x2 Boar Spear (melee): +8 = +7 (BAB) + 1 (STR)/ DMG = 1d8+1 (P), CRIT 20/x2 Cold Iron Javelin (ranged): +11 = +7 (BAB) + 4 (DEX)/ DMG = 1d6+1 (P), CRIT 20/x2, Rng 30 ft. [/sblock] [sblock=Racial Traits] +2 DEX, Bonus Feat, Heart of the Wilderness[/sblock] [sblock=Class Features] Proficient w/ Simple Weapons, Hand Crossbow, Longbow, Repeating Crossbow, Shortbow, Light and Medium Armor, and Shields (except Tower Shields) Travel Domain (+10 ft. Movement Speed, Agile Feet 7/day, Dimensional Hop 100 ft./day) Judgement 4/day, Second Judgement Monster Lore, Stern Gaze +5, Cunning Initiative, Detect Alignment, Track +5, Solo Tactics, Bane 10 rounds/day, Discern Lies 10 rounds/day[/sblock] [sblock=Feats & Traits] Human Bonus- Endurance 1st lvl- Weapon Finesse 3rd lvl- Lightning Reflexes Teamwork- Lookout 5th lvl- Point Blank Shot DM Bonus - Precise Shot Teamwork- Shielded Caster 7th lvl- Rapid Shot 9th lvl- Many Shot Teamwork- Coordinated Defence Traits: a) Focused Mind b) World Traveller (Knowledge [Local])[/sblock] [sblock=Skills] Skill Ranks: 50 = [6 (class) - 01 (INT)] x 10 (LvL) + 00 (misc) + 00 (Favored Class) Max Ranks: 10 ACP: -3 Skills: () = class skill ^ = trained only [code] Total Stat Rank CS Misc ACP +01 = Acrobatics +04 +00 +0 +00 -3 DEX -01 = Appraise -01 +00 +0 +00 INT +01 = Bluff +01 +00 +0 +00 CHA -02 = Climb +01 +00 +0 +00 -3 STR -01 = Craft:_____ -01 +00 +0 +00 INT +01 = Diplomacy +01 +00 +0 +00 CHA +na = Disable Device^ +04 +00 +0 +00 -3 DEX +01 = Disguise +01 +00 +0 +00 CHA +01 = Escape Artist +04 +00 +0 +00 -3 DEX +01 = Fly +04 +00 +0 +00 -3 DEX +na = Handle Animal^ +01 +00 +0 +00 CHA +12 = Heal +04 +05 +3 +00 WIS +06 = Intimidate +01 +00 +0 +05 CHA +na = Know:Arcana^ -01 +00 +0 +00 INT +na = Know:Dungeoneering^ -01 +00 +0 +00 INT +na = Know:Engineering^ -01 +00 +0 +00 INT +na = Know:Geography^ -01 +00 +0 +00 INT +na = Know:History^ -01 +00 +0 +00 INT +08 = Know:Local^ -01 +05 +3 +01 INT +na = Know:Nature^ -01 +00 +0 +00 INT +na = Know:Nobility^ -01 +00 +0 +00 INT +na = Know:Planes^ -01 +00 +0 +00 INT +na = Know:Religion^ -01 +05 +3 +00 INT +na = Linguistics^ -01 +00 +0 +00 INT +22 = Perception +04 +10 +3 +05 WIS +01 = Perform:_____ +01 +00 +0 +00 CHA +na = Profession^:_____ +04 +00 +0 +00 WIS +01 = Ride +04 +00 +0 +00 -3 DEX +22 = Sense Motive +04 +10 +3 +05 WIS +na = Sleight of Hand^ +04 +00 +0 +00 -3 DEX +na = Spellcraft^ -01 +00 +0 +00 INT +09 = Stealth +04 +05 +3 +00 -3 DEX +22 = Survival +04 +10 +3 +05 WIS -02 = Swim +01 +00 +0 +00 -3 STR +na = Use Magic Device^ +01 +00 +0 +00 CHA [/code][/sblock] [sblock=Spellcasting] Spells Known (CL 10th; Concentration +16; Favored Class Bonus 10) 4 (2/day) - Cure Critical Wounds, Neutralize Poison 3 (4/day) - Cure Serious Wounds, Dispel Magic, Prayer, Remove Disease, Speak With Dead 2 (5/day) - Corruption Resistance, Cure Moderate Wounds, Follow Aura, Lesser Restoration, Resist Energy, Shield Other, Spiritual Weapon, Tongues 1 (6/day) - Alarm, Cure Light Wounds, Divine Favour, Expeditious Retreat, Protection From Evil, Sanctuary, Shield Of Faith, True Strike 0 (at will) - Acid splash, Brand, Create Water, Detect Magic, Detect Poison, Guidance, Light, Resistance, Stabilize [/sblock] [sblock=Equipment] [code] Equipment Cost Weight Traveller's Outfit -- -- +3 Mithral Chainmail 13150 gp 20 lbs. +1 Adamantine Spike Gauntlet 5005 gp 1 lb. Silvered Dagger 22 gp 1 lb. Cold Iron Dagger 4 gp 1 lb. Efficient Quiver 1800 gp 2 lbs. - +2 Drkwd C Longbow [+1] 8530 gp 3/2 lbs. - Drkwd Quarterstaff 340 gp 2 lbs. - Cold Iron Boar Spear 10 gp 8 lbs. - 20 Silvered Arrows 41 gp 3 lbs. - 20 Cold Iron Arrows 2 gp 3 lbs. - 20 Blunt Arrows 2 gp 3 lbs. - 18 Cold Iron Javelins 36 gp 36 lbs. Belt of Dexterity +2 4000 gp 1 lb. Headband of Wisdom +2 4000 gp 1 lb. Amulet of Nat Armour +2 8000 gp -- Cloak of Resistance +3 9000 gp 1 lb. Ring of Sustenance 2500 gp -- Eyes of the Eagle 2500 gp -- Handy Haversack 2000 gp 5 lbs. - 2 Q w/ 40 Cold Iron Arrows 4 gp 6 lbs. - Ioun Torch 75 gp -- - Healer's Kit 50 gp 1 lb. - 2 Traveller's Outfits 2 gp 10 lbs. - Furs 12 gp 5 lbs. - 4 50' ft. Silk Ropes 40 gp 20 lbs. - 2 Grapppling Hooks 2 gp 8 lbs. - 10 Sacks 1 gp 5 lbs. - Flint & Steel 1 gp -- - Whetstone 2 cp 1 lb. - Small Tent 10 gp 20 lbs. - Bedroll 1 sp 5 lbs. - Winter Blanket 5 sp 3 lbs. - Crowbar 2 gp 5 lbs. - Hammer 5 sp 2 lbs. - Shovel 2 gp 8 lbs. - Abacus 2 gp 2 lbs. Silver Holy Symbol 25 gp 1 lb. Total weight carried: 34 lbs. Handy Haversack Contents Weight: 109 lbs. [/code]Treasure: 326 gp, 23 sp, 48 cp Gems: Violet Garnet (500 gp) [U]Carrying Capacity:[/U] light- 43 medium- 86 heavy- 130 [/sblock] [sblock=Details] Size: Medium Gender: Male Age: 33 Height: 5'11" Weight: 173 Hair Color: Straw Eye Color: Steel Grey Skin Color: Medium Tan Appearance: Worn Demeanor: Pleasant[/sblock] [sblock=Background]Hraln was a simple man with his heart set on seeing the world. Born on the frontier between Nyrond and the Great Kingdom of Northern Aerdy to farming folk named Breln and Lilda, a middling child in a large family, he learned first hand how difficult it could be to travel the roads during times of conflict. While transporting produce to market one always risked bandit attacks, or worse, encountering marauders. Had he not been taken under the wing of a band of roving adherents of Desna, his life may have turned out very differently and not unlike that of his parents. With the protection of the Desnan priests, a young Hraln was able to see much of the Southeastern Flanaess. The Desnans came from a variety of lands and backgrounds, and one in particular, Sozin, was a traveller born in realms beyond. With their help he learned how to watch his back in the wild, and became a good judge of what fellow travellers could be trusted. And when he too heard the call of the Goddess of the North Star, the priests provided for his instruction in defence and combat, as well as the core concepts of divine magic. The travelling priests had a habit of helping out those along the road, and unfortunately there came a day when sinister forces under the sway of one of the less savory gods had decided this behaviour was not to their liking. Hraln and his mentors were travelling and tending to a group of refugees when they were attacked. Despite putting up fierce resistance, they were almost slain to a man, refugees included. By chance Hraln and one of the more elderly priests, Thurvik, had been away from the camp at the time. When they heard the din of combat, the young man was ready to charge into the fray to fight alongside his friends. But the elderly priest held him back, saying that it would do no good to get themselves killed. So instead they fled Westward. When the two reached the sea, they found passage aboard a ship heading across to lands even further West. They escaped their pursuers, but Thurvik became ill during the journey. By the time they reached their destination, it become clear that his travelling days were over. He insisted that Hraln continue his journey, and before the young man left he gave him much of what he still possessed before bidding him goodbye. Hraln would learn later that his friend and mentor had died not too long after settling down. Hraln continued his journey travelling the many roads of the Flanaess. He became fully a man and in time was blessed by Desna with powers that would prove most useful, and a task as well, to be wary of those who take advantage of travellers and see that justice is visited upon them. Though a simple man and not terribly handsome, Hraln managed to find some temporary companionship with people he travelled alongside and in places he visited. Marsa, Bravene, Kelka, Sustelle, Zyngrid; just some of their names. Perhaps his one great moral failing is that in always moving onward he rarely returns to places he has visited before and thus has probably left at least one or two children to grow up without knowing a father, if not more, from temporary liasons. In any case, Hraln became known as a friend of travellers, creating something of a reputation for himself. Besides lending his skills in surviving the wilderness and in fending off hazards, he became a healer of those whom have been heavily burdened by the roads they travel. And many times over the years has he come upon the dead and dying for whom he sought vengeance. Roads travelled by the blessed wanderer became much safer for his efforts. Just a few years ago something happened that changed things greatly for Hraln. Whether by chance or divine providence he received word of a priest of Desna who had been causing trouble for some in the central Flanaess, close to the Free City of Greyhawk. What was troubling though was that the priest matched the description of one of those he had travelled with many years ago, a man named Gershal. Hraln decided that he had to determine what was at the bottom of this, and set off to pursue the troublemaker. They laid eyes upon each other first in Greyhawk, and recognition was instantaneous on both sides. A grand pursuit would ensue that took them out of Greyhawk and back into the lands of the East. But Hraln would run down his quarry in Nyrond, not far from where he had grown up. Confronting Gershal, Hraln learned that his friends had been betrayed to the raiders all those years ago by this very same man. He was a charlatan, no longer a priest at all, having been abandoned many years ago by their patron Desna. He begged Hraln for mercy, but even though Hraln's kind heart was tempted to give it to him, he knew that he had been given his powers to ferret out unbelievers to visit the divine justice of their god upon this man before all others. Heart heavy with grief for his fallen teachers, he buried the man in an unmarked grave and left to head back West. The very next day after he had buried Gershal, Hraln was continuing along the road to the West when he came upon a resting place where another traveller waited. Hraln looked upon the traveller, and saw that his features seemed drained of any colour and... no, it was Sozin! The fetchling recognized Hraln as well, and a tense standoff occurred. Hraln thought perhaps Desna was testing him, and that another traitor was before him. But once they both had time to explain their side of the story, things calmed down. They spent most of that night talking about all that had happened to them, and it seemed that perhaps they were meant to travel together. Some time later, Hraln and Sozin were travelling West along he King's Way in central Nyrond when they came upon a ruined caravan. Bodies were strewn about; those of guards, several merchants, and what appeared to be a young couple, judging from the matching copper rings on their fingers. Hraln insisted that they investigate, and by communicating with the spirit of one of the guardsman he ascertained what had happened: ettins and their ogre underlings had destroyed the caravan. Now these seemed like dangerous foes, but Hraln felt bound to avenge the dead travellers. He and Sozin tracked the giantkin to their lair and got the drop on them, but before long it became clear that they had bitten off more than they could chew. Just when things began to look grim however from out of nowhere a vial shattered on the hide of one of the ogres and blossomed into flame, and then there was a holler as a mounted warrior charged into the fray and hewed into one of the giants with his sword. The continuing battle was fierce, but in the end the ettins and ogres all lay dead, and four men, one being the source of explosive solutions, remained standing. The newcomers were named Johann Klaus, the "Damned", and Ero Batuzen, an alchemist with a fiendishly otherworldly look to him. Johann had apparently been hunting this band of giantkin, and it had been by chance that they found them at just about the same time. Vengeance had and quest completed, they too decided to travel in the same direction for a while. It was during this time that the idea of forming a group of "knights-errant" began to form (though Hraln was not much for fancy sounding titles). Thus it was that in a short time Hraln went from being a lone wanderer to part of a band of travellers once again.[/sblock] [sblock=Relationships]Sozin: Travelled together as young men in the company of wandering Desnan priests. Were separated in an attack, only to be reunited under auspicious circumstances years later. Johann Klaus: Met by chance during the battle against a band of ettins and ogres. Share some initial affinity because they were both compelled by duty towards their meeting. Ero Batuzen: Met by chance during the battle against a band of ettins and ogres.[/sblock] [sblock=Adventure Notes] None yet[/sblock] [sblock=Level Ups] Level 11 Class: BAB: +0 to +0 Fort: +0 to +0 Ref: +0 to +0 Will: +0 to +0 Feat: Class Features: HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total) Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total) Skills: Favored Class Bonus:[/sblock] [/sblock] [/QUOTE]
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Leif's Questing Knights - L10 Pathfinder RPG - RG [Game Full]
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