Call to the Four Lands - OCC

I dont know how i got such a violent reputation..i am a mild mannered book reading insurance salesperson.....

ummmm....right....

...my druid in JA's game has been cursed, accused of being a heretic, is saddled with an evil artifact, is responsible (in part) for the death of thousands of innocents and loosed an elder god into the Four Lands....by accident.

....And he's not even "technically" a druid.

...I'd say JA has a "thing" for druids :D

....All that said, I totally love playing Jaroth, I'm just being a tease :)
 

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Quinn
Male Human Druid 7
NG Medium Humanoid
Init +0 (+7 in Wildshape); Senses Listen +14 Spot +14
Languages Common, Druidic, Sylvan

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[sblock=Non-Wildshaped]
AC 10, touch 10, flat-footed 10
hp xx/xx (7 HD)
Resist: +4 bonus on saving throws against the spell-like abilities of fey
Fort +8, Ref +2, Will +9;
[/sblock]

[sblock=Hunting Bat (MM2) Wildshape]
AC 20, touch 17, flat-footed 12; Abilities that change AC; +n armor, +3 natural, +7 Dex
hp xx/xx (7 HD)
Resist: +4 bonus on saving throws against the spell-like abilities of fey
Fort +6, Ref +11, Will +9;
[/sblock]
---------------------------------------------------------------------------------------
Speed 30 ft. (60 ft. fly in Wildshape)
Melee weapon +10 (1d8+3) & Trip
Base Atk +5; Grp +7
Druid Spells Prepared (CL 7th, +12 ranged touch, +7 melee touch):
0 — (Save DC 14)
1st — (Save DC 15)
2nd — (Save DC 16)
3rd — (Save DC 17)
4th — (Save DC 18)
Spells/day: 0 - 6, 1 - 5, 2 - 4, 3 - 3, 4 - 2
---------------------------------------------------------------------------------------
[sblock=Non-Wildshaped]
Abilities Str 10, Dex 10, Con 16, Int 12 Wis 18, Cha 8
[/sblock]
[sblock=Wildshape]
Abilities Str 15, Dex 24, Con 13, Int 12 Wis 18, Cha 9
[/sblock]
SQ : Wild Empathy, Woodland Stride, Trackless Step
Feats Natural Spell,Improved Natural Attack (Claw), Improved Natural Attack (Bite), Combat Casting

Skills Concentration +13 (17 to cast spells defensively), Handle Animal +9, Heal +4, Knowledge (nature) +15, Listen +13, Spot +14, Survival +16, Spellcraft +2
Possessions

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Name of Special Ability/Quality/Etc. (Ex/Su/Sp):
Spontaneous Casting (summon nature's ally)
Animal Companion (Ex)
Wild Empathy(Ex)
Woodland Stride (level 2) (Ex)
Trackless Step (level 3) (Ex)
Resist Nature's Lure (level 4) (Ex)
Wild Shape (level 5) (Su)

[sblock=Appearance]
Quinn appears (when he's not in his preferred animal shapes) as a nearly middle-aged weathered man of slim build. He carries a simple walking staff and wears home-made natural clothes.
[/sblock]

[sblock=Background]
Quinn sees himself as a protector in the Borderlands, most specifically in the Old Forrest. He was born to a hunter and his wife who scrounged a living in the natural world, his father having left the comforts of the city life and all the complications of living there behind.

His mother was nurturing and had been a scholar back in Northwarden before the family left. His mother taught him all about the natural world, how to care for the creatures and plants of the world. His father taught Quinn the value of treating nature with respect, only taking that which you need. He also showed the young man how to forage, where it was safe to sleep, and how to keep alert for the lurking dangers of the woods.

Quinn's first 20 or so years were relatively easy and mundane, he hunted, fished, tended their garden, and maintained the family home. However, it was not to last. During a solitary hunting trip, where Quinn had been struggling to sneak up on any deer, a group of bandits stumbled upon his family's home and thought it easy pickings. His father slew two of them before the rest overwhelmed him.

Quinn returned home to find the remains of his parents lying on the floor of the ransacked home. The young man broke down at the sight as his perfect world crashed down around him. After many hours of tears, Quinn heard someone behind him, thinking the murderers had returned, the young man turned and charged at the newcomer. The elderly man in front of him caused Quinn to pull up short, although the man appeared unconcerned at Quinn's threatening action.

The elderly man described himself as a defender of the forest. He offered Quinn the chance to use nature's power to ensure this kind of action could be dealt with. Quinn nodded and so their training began. Quinn lost count of how many years he spent with the older man, but after the other's peaceful death, Quinn laid him to rest in his grove and ventured out into the world.

He had wandered through the wilds of the Borderlands, protecting travellers from bandits and other darker denizens of the forest. Recently, he had heard that the Lord of the North was looking for people to travel to the Unclaimed lands and deal a blow against the criminals there. Quinn saw it as a chance to strike against, what he hoped, was a larger threat to innocent people.

[/sblock]
 
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Its a good thing we are in the Borderlands. I can only imagine your PC wildshaping in the Valley of the Light...you'd have all sorts of people saying you are devil's spawn! :D
 

Reanu - looks good i like it

Canan - all i can say is just wait :)

Canan
[sblock]I have not yet posted it on enworld..the only reference so far is on the wiki space under campaigns....in a nut shell...the last tower of wizardry is assembling a group of student to go out and refind/reclaim their artifacts and heritage. It is invitation by only and going to be limited to 5 people max..dont worry about the other criteria[/sblock]
 


Yeah, I'd probably choose another form around The Light (Maybe a celestial eagle or something)

Knowing how some of the church adminstrators are, they'd probably still hunt you down. LOL. :)

This should be a much different game than The Great North. I'm looking forward to it. And I've never played a Scout above 2nd or 3rd level, so it should be a new experience for me.
 

Saw in the other thread that you nixed my Chaos monk, so I have withdrawn him

Oh well back to the drawing board. How about a vanilla monk?
 
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I dont know how i got such a violent reputation..i am a mild mannered book reading insurance salesperson.....

ummmm....right....

...my druid in JA's game has been cursed, accused of being a heretic, is saddled with an evil artifact, is responsible (in part) for the death of thousands of innocents and loosed an elder god into the Four Lands....by accident.

....And he's not even "technically" a druid.

...I'd say JA has a "thing" for druids :D

....All that said, I totally love playing Jaroth, I'm just being a tease :)
Ya know, I was suspicious when i read mild mannered and insurence saleman typed in the same sentance. Then I read Canaan's post here and I reaelized what was wrong and that was: insurence saleman was the clue ... the only things worse then they are would be car sales men and lawyers!
 

Marshal William Ferret

Code:
Name:      William Ferret
Race:       Human
Player:     Neurotic
Classes:   Marshal 7
Hit Points: 8 + 6d8 + 7* 1(CON)
Experience: ??
Alignment:  Lawful Neutral
Speed:      Walk 30 ft.
Languages:  Nortern Illum, Northern Gaulic

------------------------ Description -----------------------
Height: 5' 10"          Weight: 170lbs.	Gender: Male	
Eyes:   Brown		Hair: Brown	Skin: Tanned
Quirks: Military demeanor
Speech style: 
Quotable: My word is my bond.
Flaws: honorable
-------------------------------------------------------------

Stat    Score   Mod
STR      14      (+2)    6
DEX      10      (+0)	 2
CON      12      (+1)	 4
INT      13      (+1)	 5
WIS      10      (+0)	 2
CHA      18      (+4)	13 +1@4th
----------------------------
Total:			32

Skills: 6*4+6*6 = 60
-------------------------- Skills --------------------------
Skill                   Total   Rnk     Stat	Msc
Bluff			12	 8.0	  4	   0
Climb			 3	 1.0	  2	   0
Diplomacy               21       8.0      4        9 (from Bluff, Sense Motive 

and Nobility, skill focus)
Handle Animal            9       5.0      4        0
Intimidate              11       8.0      1        2 (from Bluff)
Knowledge(Nobility)	 6	 5.0	  1	   0
Listen                   2       2.0      0        0
Perform (Oratory)        5       1.0      4        0
Ride                     5       3.0      0        2 (from Handle Animal)
Sense Motive		 8	 8.0	  0	   0
Spellcraft		 3	 4.0/2	  1	   0
Spot                     1       1.0      0        0
Survival                 2       1.0      0        0
Swim                     3       1.0      2        0
-------------------------------------------------------------
				 56
Never outnumbered (Intimidate 8)  2 (skill trick)
Timely Misdirection (Bluff 8)     2 (skill trick)                                               

-- ToDo:
Group Fake-out (Bluff 8)
Social Recovery (Bluff 8)
Dismount Attack (Ride 5)
-------------------------- Feats ----------------------------
All armor, all weapon proficiencies (except tower shield)
Skill Focus (Diplomacy) (Marshal)
Lucky Start(1st level)
Protection Devotion (human)
Unbelievable Luck (3rd level)
Mage Slayer (6th)
-------------------------------------------------------------
-------------------------- Auras ----------------------------
Auras (4 minor/2 major)
Determined Caster - +4 to overcome spell resistance
Master of Opportunity - +4 to AC vs. AOO
Over the top - +4 to damage when charging
Motivate Dexterity - +4 to dex checks, dex skill checks and initiative

Motivate Attack - +2 to all attack rolls
Resilient Troops - +2 to all saves
-------------------------------------------------------------


-------------------- Special Abilities ---------------------
Grant Move 1/day - as standard action grant move action to companions within 30'

   Total  / Touch / Flat Footed
AC: 18		10	18
w/ shield 20	10	20
 
Initiative:   +1 (+5)
BAB:          +5
Melee to hit:  +7
Ranged to hit: +5

[SIZE=1][B]Add +2 for major aura unless otherwise noted[/B][/SIZE]
Fortitude:    +6 = +5 +1(CON)
Reflex:       +4 = +2 +0(DEX) +2 (Unbelievalbe Luck)
Will:         +6 = +5 +0(WIS) +1(Mage slayer)
 
Unarmed attack:
to hit:       +7
damage:       1d3+2
critical:     20/x2
 
MW Morningstar
to hit:		+8
damage: 	1d8+2 (Bludgeon and Pierce)
critical:	20/x2

+1 Keen Falchion of Resounding (Sudden stunning)
to hit: +8
damage: 2d4+3 (Slash)
critical: 18-20/x2

Helm of Tactics		 2000 (1 lb)
Horn of Resilience	 5000
Falchion +3		11375 (8 lbs)
--------------------------------
			18375

Signet ring (cold iron)   10
MW Coldiron Morningstar  316  (6 lbs)
Masterpiece Full plate 	2500		+8AC ACP:5 35% (50 lbs)
triple thick (DR 2/-), light (-10% weight), double fortified (20%)
Darkwood Shield, heavy wooden 107 gp	+2AC ACP:0 15% (10 lbs)

Acid flask		 10	1
Alchemy Fire		 20	1	
Antitoxin		 50	
Smokestick		 20	1/2
Tanglefoot bag		 50	4
Thunderstone		 30	1	
Sunrod			  2x5	5x1
-----------------------------------
			3016 gp

Explorer's outfit: 10 (8lbs)
Heavy warhorse 400
Chain Shirt Barding 400 (+4 AC 100lbs  ACP: -2 normal speed
------------------------------------
			3826 gp



[sblock=History]
William was in the army as long as he can remember. His father was successful general leading armies of the Light, cleaning and reclaiming northern reaches of the Valley. After several successful campaigns he became too powerful for some nobles and through subtle machinations in the Valley, George Ferret was declared persona non grata.

Undettered, he made his home in Northlands, living with his wife and her relatives. Soon, his talent was recognized and he once again started leading soldiers, this time units of The Brotherhood. He earned small keep for his victories and was content.

It lasted until one early spring he started campaign on the eastern border when horde of humanoids descended upon Ferret Keep and slaughtered everyone inside, including his wife. His son, William was traveling with him for some time as aide de camp, liutenant in Brotherhood, learning his craft from the best.

Where his father was loud and boisterous, leading by tactical knowledge and physical might, William was quieter, leading by example and diplomacy. He was never one for cavalry charges, but he lead his unit dependably.

George Ferret was broken upon hearing the news of his wife's death. This second crumbling of his life was too much and he lead his army north on vengeance rampage. They traveled fast and light, slaughtering everything they encountered. Until, one day, they crashed into tribal war of orcs. Which prompty turned upon humans in their lands. George made valiant stand, but the outcome was preordained. Finally, the peril removed cloud of wrath and he ordered the troops to fall back as fast as they can. The put William in charge, gave him horn and helm, asked for volonteers and charged one last time into the mass of orcs.

William wanted to stay, but his orders were clear. Save as many as you can. Get back into Northlands. Thus, he turned and retreated fighting orcs whole the way to the border. He never fails to feel the pride of seeing black and green flag charging toward the Horde and loss of his mother. But his burning desire to make a name for himself leads him to take risky missions in small teams.

Thus, when the opportunity to kill more humanoids and reclaim more land, he eagerly took his orders and went to meet his new freelance companions.

OOC: I'm thinking he'd be representative of the Brotherhood in the party
[/sblock]
 
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