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Wildwood Red in Tooth and Claw [OOC]
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<blockquote data-quote="Voadam" data-source="post: 2813833" data-attributes="member: 2209"><p><strong>Nonee</strong></p><p></p><p>Background</p><p>Spoiler:</p><p></p><p>Noni was an experiment of the Hunter. The Hunter had a thought and wanted to see this idea come to fruition. The Hunter knew that the race of man was weak without the trappings of other worlds. But perhaps Wildwood could mold some stronger man. He tried placing several infants in the woods, but they all perished from exposure. He tried inserting them into the litters of animals, but they were eaten, rejected or died because they took too long to mature. So the Hunter decided to try an older child, one who could live on his own a bit, but was not yet too tainted by the trappings of Man. He plucked this boy from another world, The Hunter cared not where or when, and placed him in a special area of Wildwood. There were many berries and fruits there and The Hunter took care that predators stayed out, for now. This boy managed to find water to drink and food to eat, and grew and played in the Wildwood. The Hunter saw that the boy could survive thus far and began to add weather to temper the boy. Scorching summers, freezing winters, and torrential rain caused the boy much pain, but always he found a way to survive. For although the Hunter had removed the large predators, he had left the small animals. So the boy watched and learned from them, and learned to burrow for cool spot on a hot day or to escape the freezing winds. He learned soon too that animals could be eaten, by watching the hawk and the fox.</p><p></p><p>The Boy grew slowly, but he The Hunter was pleased, his experiment was working well, here was a man that could finally contend with the natural forces of Wildwood. So The Hunter began to send predators at the young man, slowly. The boy was sorely wounded by the first, a lynx. But the boy learned the power of rock as they tumbled together down a slope, the cats head hit the rock and did not get up. The boy has never seen such an animal nor had any every attacked him. He lay there for days as his body recovered. But heal it did and the boy took the rock and the cat. he was amazed at the way the claws would move in and out of the feet, even when dead. He did not fail to notice how sharp those claws were, his skin was still open from the wounds. The boy used the claws to cut off the skin of the cat. Far better than a little rabbit. And he picked his the rock and when hunting for the first time. He quietly crept up on a squirrel, raised his rock and...... missed. But after several tries he found a smaller stone could be thrown from farther away and work. This was by far a better way to go. The Hunter continued to send predators at the boy, but the boy had learned to hear like the rabbits and heard them. And the squirrels taught him that the trees were safe. But he had seen the lynx climb a tree to get him. So the boy hide rocks in the trees and dropped them on the predators. This worked for a while, but the Hunter was always challenging him, sending more and larger predators. But the boy learned to watch them first and as he grew stronger and faster became the predator not the prey.</p><p>The boy regretted that he did not have sharp claws or teeth. That changed one day when he was trying to find the footprints of a deer that had traveled down a rocky slope. He slipped and cut himself on a sharp outcropping. Breaking off the rock he found it was a long sharp piece, like a beavers front teeth but bigger. Using this piece he was able to cut skin more easily. So the boy grew into a man. He knew this forest well. For some reason he never wandered past the hills to the south or the river to the east, but otherwise he roamed his territory. He knew every rock and tree and knew the animals well too. The Hunter sent him many challenges, but he defeated them all. So it was that one day a great beast appeared to him, silently and unannounced, catching Noni off guard, something that had not happened in a long time. It was the Hunter come to Noni. He spoke in sounds that Noni did not understand. The Hunter reached out and touched Noni's head and suddenly the words became clear, it was speech and now Noni could understand it. The Hunter told Noni that it was time for him to leave. To seek his way out among the rest of the Wildwood. The Hunter stayed and taught Noni the things other sentients of the forest knew, how to make a bow and shoot it, how to speak this new thing called language. After a week, The Hunter sent Noni away. "Go south of the hills and find the first village after the largest maple tree. That village of Dovers will house you and send you on your way." And with that he was gone. Noni was still getting used to him name that The Hunter had given him, Noni went south as he had been ordered to find the Dovers. Once there the Dovers taught him how to speak better, what clothes were and how to act in society (their society). He repaid them by hunting for them.</p><p></p><p>Meanwhile, back in a small glade, a small human child was creeping out of a bush his eyes wide in wonder at this new land he had been transported to.</p><p></p><p>Code:</p><p></p><p>Human Male Ranger 1 XP: Neutral Str 16 (+3) Dex 18 (+4) Con 16 (+3) Int 14 (+2) Wis 14 (+2) Cha 8 (-1) Size: Medium (6'1", 165 lbs) HP: 16 BAB: +1 Init: +4 Move: 30' Grapple +4 AC: 18 (10 +2 armor + 4 dex +2 Ref) Saves: Fortitude: +5 Reflex: +6 Will: +2 Attacks: Axe +4; 1d8+4 (2h) Long Bow +5; 1d8 PBS +6/1d8+1 Feats: Track</p><p>Spoiler:</p><p>TRACK [GENERAL] Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below: Surface Survival DC Surface Survival DC Very soft ground 5 Firm ground 15 Soft ground 10 Hard ground 20 Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below. Condition Survival DC Modifier Every three creatures in the group being tracked –1 Size of creature or creatures being tracked:1 Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large –1 Huge –2 Gargantuan –4 Colossal –8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility:2 Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed) +5 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them. Special: A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.</p><p>Toughness Point Blank Shot Skills (bonus/ranks): Climb (+6/3) Craft (Bowyer/Fletcher) (+4/2) Craft (Stone Weapons) (+4/2) Hide (+7/3) Jump (+5/2) Knowledge (Nature) (+6/4) Listen (+6/4) Move Silently (+7/3) Search (+6/4) Spot (+6/4) Survival (+6/4) Swim (+4/1) Languages Known: Dover Class Features: Favored Enemy (Animals)</p><p>Spoiler:</p><p>At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.</p><p>Wild Empathy +0</p><p>Spoiler:</p><p>A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.</p><p>Simple Weapon Proficiency Martial Weapon Proficiency Light Armor Proficiency Shield Proficiency Equipment: Boarhide armor (Leather armor equivalent) 10 gp Stone axe 10 gp Long bow 75 gp 20 Flint tipped arrows 1 gp Clothing</p></blockquote><p></p>
[QUOTE="Voadam, post: 2813833, member: 2209"] [b]Nonee[/b] Background Spoiler: Noni was an experiment of the Hunter. The Hunter had a thought and wanted to see this idea come to fruition. The Hunter knew that the race of man was weak without the trappings of other worlds. But perhaps Wildwood could mold some stronger man. He tried placing several infants in the woods, but they all perished from exposure. He tried inserting them into the litters of animals, but they were eaten, rejected or died because they took too long to mature. So the Hunter decided to try an older child, one who could live on his own a bit, but was not yet too tainted by the trappings of Man. He plucked this boy from another world, The Hunter cared not where or when, and placed him in a special area of Wildwood. There were many berries and fruits there and The Hunter took care that predators stayed out, for now. This boy managed to find water to drink and food to eat, and grew and played in the Wildwood. The Hunter saw that the boy could survive thus far and began to add weather to temper the boy. Scorching summers, freezing winters, and torrential rain caused the boy much pain, but always he found a way to survive. For although the Hunter had removed the large predators, he had left the small animals. So the boy watched and learned from them, and learned to burrow for cool spot on a hot day or to escape the freezing winds. He learned soon too that animals could be eaten, by watching the hawk and the fox. The Boy grew slowly, but he The Hunter was pleased, his experiment was working well, here was a man that could finally contend with the natural forces of Wildwood. So The Hunter began to send predators at the young man, slowly. The boy was sorely wounded by the first, a lynx. But the boy learned the power of rock as they tumbled together down a slope, the cats head hit the rock and did not get up. The boy has never seen such an animal nor had any every attacked him. He lay there for days as his body recovered. But heal it did and the boy took the rock and the cat. he was amazed at the way the claws would move in and out of the feet, even when dead. He did not fail to notice how sharp those claws were, his skin was still open from the wounds. The boy used the claws to cut off the skin of the cat. Far better than a little rabbit. And he picked his the rock and when hunting for the first time. He quietly crept up on a squirrel, raised his rock and...... missed. But after several tries he found a smaller stone could be thrown from farther away and work. This was by far a better way to go. The Hunter continued to send predators at the boy, but the boy had learned to hear like the rabbits and heard them. And the squirrels taught him that the trees were safe. But he had seen the lynx climb a tree to get him. So the boy hide rocks in the trees and dropped them on the predators. This worked for a while, but the Hunter was always challenging him, sending more and larger predators. But the boy learned to watch them first and as he grew stronger and faster became the predator not the prey. The boy regretted that he did not have sharp claws or teeth. That changed one day when he was trying to find the footprints of a deer that had traveled down a rocky slope. He slipped and cut himself on a sharp outcropping. Breaking off the rock he found it was a long sharp piece, like a beavers front teeth but bigger. Using this piece he was able to cut skin more easily. So the boy grew into a man. He knew this forest well. For some reason he never wandered past the hills to the south or the river to the east, but otherwise he roamed his territory. He knew every rock and tree and knew the animals well too. The Hunter sent him many challenges, but he defeated them all. So it was that one day a great beast appeared to him, silently and unannounced, catching Noni off guard, something that had not happened in a long time. It was the Hunter come to Noni. He spoke in sounds that Noni did not understand. The Hunter reached out and touched Noni's head and suddenly the words became clear, it was speech and now Noni could understand it. The Hunter told Noni that it was time for him to leave. To seek his way out among the rest of the Wildwood. The Hunter stayed and taught Noni the things other sentients of the forest knew, how to make a bow and shoot it, how to speak this new thing called language. After a week, The Hunter sent Noni away. "Go south of the hills and find the first village after the largest maple tree. That village of Dovers will house you and send you on your way." And with that he was gone. Noni was still getting used to him name that The Hunter had given him, Noni went south as he had been ordered to find the Dovers. Once there the Dovers taught him how to speak better, what clothes were and how to act in society (their society). He repaid them by hunting for them. Meanwhile, back in a small glade, a small human child was creeping out of a bush his eyes wide in wonder at this new land he had been transported to. Code: Human Male Ranger 1 XP: Neutral Str 16 (+3) Dex 18 (+4) Con 16 (+3) Int 14 (+2) Wis 14 (+2) Cha 8 (-1) Size: Medium (6'1", 165 lbs) HP: 16 BAB: +1 Init: +4 Move: 30' Grapple +4 AC: 18 (10 +2 armor + 4 dex +2 Ref) Saves: Fortitude: +5 Reflex: +6 Will: +2 Attacks: Axe +4; 1d8+4 (2h) Long Bow +5; 1d8 PBS +6/1d8+1 Feats: Track Spoiler: TRACK [GENERAL] Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below: Surface Survival DC Surface Survival DC Very soft ground 5 Firm ground 15 Soft ground 10 Hard ground 20 Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below. Condition Survival DC Modifier Every three creatures in the group being tracked –1 Size of creature or creatures being tracked:1 Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large –1 Huge –2 Gargantuan –4 Colossal –8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility:2 Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed) +5 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them. Special: A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. Toughness Point Blank Shot Skills (bonus/ranks): Climb (+6/3) Craft (Bowyer/Fletcher) (+4/2) Craft (Stone Weapons) (+4/2) Hide (+7/3) Jump (+5/2) Knowledge (Nature) (+6/4) Listen (+6/4) Move Silently (+7/3) Search (+6/4) Spot (+6/4) Survival (+6/4) Swim (+4/1) Languages Known: Dover Class Features: Favored Enemy (Animals) Spoiler: At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. Wild Empathy +0 Spoiler: A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Simple Weapon Proficiency Martial Weapon Proficiency Light Armor Proficiency Shield Proficiency Equipment: Boarhide armor (Leather armor equivalent) 10 gp Stone axe 10 gp Long bow 75 gp 20 Flint tipped arrows 1 gp Clothing [/QUOTE]
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