George Wilder
Male Human
Wizard/Barbarian 1
Wizard/Fighter 4
XP: 10 000/15 000 (Level 6)
HD: 1d12 (12) + 4d10 (40) + 15 (67 hp)
Init: -1
Speed: 40'
AC: 14 (-1 (Dex) + 5 (Exalted Armour))
BAB/Grapple: +5/+8
AB: Quarterstaff +10 (1d6+7)
Special Attacks: Exalted Strike +1 (Magic), Rage 1/day
Special Qualities: Endure Elements, Sustenance
Skills: (40 (Barbarian/Wizard: Level 1) + 32 (Fighter/Wizard)
Concentration: 8 (+11)
Climb: 6 (+9)
Diplomacy 0 (+4)
Intimidate: 8 (+10)
Jump: 4 (+7)
Knowledge (Arcana): 8 (+12)
Knowledge (Nature): 8 (+14)
Listen: 4 (+6) (+8 when in contact with Grey)
Sense Motive: 0 (+2) (+4 when near Grey)
Spellcraft: 8 (+14)
Spot: 0 (+2) (+4 when in contact with Grey)
Survival: 8 (+10) (+12 in above ground natural environment) (Always Know North)
Swim: 6 (+9)
(+1 Bonus on all Cha Based Skills)
Feats
1st - Sacred Vow*
Human - Vow of Poverty*
Ascetic (1) - Nymph's Kiss*
Fighter (1) - Weapon Focus (Quarterstaff)
Wizard (1) - Spell Focus (Good)
Ascetic (2) - Righteous Wrath*
Fighter (2) - Power Attack
3rd - Eschew Material Components
Ascetic (4) Traktha*
Fighter (4) Weapon Specialisation (Quarterstaff)
Wizard (5): Purify Spell
Familiar (B): Alertness$
$ When in contact with Grey
* Indicates Exalted Feat
Saves: Fort: +7 Ref: +0 Will: +6 (+1 on all saves vs Spells & Spell-Likes)
Str 16 Dex 8 Con 16 Int 19 Wis 14 Cha 12
Alignment: Chaotic Good
Items:
Quarterstaff
Guard's Uniform (Lowest Rank)
Gold Ribbon
Rage: HD: 1d12 + 4d10 + 25 (77 hp), AC 12 (10 - 1 Dex - 2 Rage +5 Exalted Armour), Grapple: +10 AB +12 (Quarterstaff 1d6+10) Str 20 Con 20, Fort: +9 Will +8, Evil Foes struck must make a DC11 Will Save or be Shaken until George is defeated or withdraws (An opponent that saves vs this effect cannot be affected by it in that encounter). Rage lasts for 8 rounds.
Traktha Tatoo - This realistic almost living depiction of a bear's had sits on George's shoulder and serves as a strange kind of spellbook, the spells he has researched with its aid seem to be different to those of a normal arcane spellcaster.
Spells Known:
0 - All
1 - Magic Missile (Standard),Mage Armour (A brown bear-shaped force overlays the recipient deflecting blows),Shield (The air in front of George hardens forming a shield),Expeditious Retreat (The recipient almost falls to all fours and moves along quickly),Jump (The muscles of the legs harden and bulge and the legs become furry),Charm Person (George can call on a small fraction of Shenyalla's charm to make people better disposed to him, George prefers not to do this unless he has no choice), Alarm (Spirits are summoned to watch over the area and to inform George of intruders) ,Endure Elements (The recipient grows an insulating layer of fur),True Strike (Standard),Enlarge Person (The person grows larger and more bearlike) ,Feather Fall (A breeze blows up under the recipient carrying them gently down)
2 - Resist Energy, Detect Thoughts, See Invisibility, Blur, Invisibility, False Life, Cat's Grace, Scorching Ray
3 - Dispel Magic , Lightning Bolt, Haste , Daylight
Spells Per Day (4/4/3/2)
Prepared
0- Read Magic, Prestidigitation, Detect Poison, Arcane Mark, Resistance
1- Feather Fall, Alarm, Expeditious Retreat, Magic Missile, Mage Armour
2- Resist Energy, Detect Thoughts, Invisibility, See Invisibility
3- Dispel Magic, Lightning Bolt, Haste
Familiar:
Grey (Dog)
Small Magical Beast (Augmented Animal)
HD: 5 (33 hp)
Initiative: +3
Speed: 40 ft
Armour Class: 18 (10 (base) + 3 (dex) + 4 (natural) + 1 (size))
BAB/Grapple: 5/+1
Attack: Bite +9 (melee) 1d4+1
Special Attacks: Deliver Touch Spells
Special Qualities: Scent, Low-Light Vision, Improved Evasion, Share Spells, Empathic Link, Speak With Master
Abilities: Str 13 Dex 17 Con 15 Int 8 Wis 12 Cha 6
Skills: Concentration +9 Climb +7 Intimidate +6 Jump +9* Knowledge (Arcana) +7 Knowledge (Nature) +9 Listen +5 Spot +5 Spellcraft +9 Survival +9* (+11 in above ground natural environments) Swim +7
Feats: Alertness, Track (B), Weapon Finesse (B)$
Saves: Fort: +6 Ref: +2 Will: +5
Alignment: Chaotic Good
*+4 Racial Bonus on Jump Checks, +4 Racial Bonus on Survival when tracking by scent.
$Familiar Bonus
Grey is a small city dog, grey in colour, who acquired George while staying in Karanarr.
Appearance:
George is a tawny bearded bear of a man, standing 6 feet and 6 inches tall, with a very broadly build, weighing in at 240 pounds. His face shows his 25 years clearly. He wears his dark brown hair long decorated with a plain gold ribbon, during the recovery of equipment George was overjoyed to regain the simple piece of cloth explaining it was a gift from a lover. The other immediately distinctive feature on George is a bear's head tatoo, over a smaller birthmark that looks almost like a bear's head.
Personality: Despite his intimidating appearance and independent nature, George is a friendly fellow when you get to know him, quiet willing to give others even the shirt of his back if he thinks it will assist them. However seeing others being enslaved or mistreated has been known to cause George to fly into a rage, his bearlike appearance makes George truly fearsome when he in a rage, however despite his fearsome appearance, something allows George to keep much of his mind in his rages and he never injures the undeserving or inflicts blows more painful than deserved.
Background :
George was born in the small frontier town of Lowver, a distance south of the Ice Mourne Mountains, to Namir, a woodsman and his wife, the toGwn wizard, Sashia. George was a somewhat wild child and often made his way into the woods around the town, despite repeated warnings not to, however George rarely seemed to encounter any trouble in his wanderings that he couldn't think his way out of, almost as if someone was looking after the small boy. One of the two strangest encounters George had in his wanderings was when he was 13 years of age, and was on one of his many journeys through the woods, as he walked he encountered a band of men, that had come into the village the previous week, George however did not like the feeling he got from them, and he was soon to be proved right in his suspicions, for when the men came upon him wandering alone in the woods they attempted to catch the boy, for they were slave traders of one of the nations further south. George fled as fast as he could from the wicked men, but they pursued him, only the intervention of a bear saved George, while racing through the forest George encountered a large bear, George was terrified unsure of what to do, however when the bear ignored George and attacked the slavers in a fearsome rage, much to George's surprise, and as it did so George found a similar rage overcoming himself, and he threw himself into the combat with true zest, however George was still small, and the bear was responsible for driving the slavers off. After they fled the bear stared at George for what seemed to be an hour before it wandered off into the woods, leaving George to make his way back to Lowver. From that day George grew like a weed, his height and girth increased dramatically, and he was soon the tallest and broadest child in the village, however his increased size made him clumsy, and he lacked the natural grace of the bear, he had seen fight with such efficiency. Worried by his encounter with the slavers and determined never to let such a thing happen again, George begged his mother for magic lessons, and attended the training sessions for the town guard, despite being deemed to wild to trust as a guard. George took to both lessons, and he learned quickly.
While he trained George, had to learn to be careful of his strength, and clumsiness lest he injure one of the other boys, and because of this George favoured the simple staff over a potentially deadly sword, in addition the care he had to take to avoid injuring the other boys, taught George a great deal of respect for people, despite the fact he was something of a loner, he was always ready to help any of the others train, and would frequently be found helping visitors to the town. When his parents gave him money, George would usually spend it to buy food for others who weren't as well off as George, since his mother was relatively wealthy from her magical abilities. As he grew George took this care for others with him, and never charged anyone more than they could afford, for any help he could give them with his developing magical ability and he always used the money he made to help those worse of than himself.
The strangest encounter George ever had, came when he was 16 years of age, he finally met the source of his mysterious protection. As he was wondering through the woods as he still often did, gathering components for spells, and herbs for the village druid, he saw a woman so beautiful, he could not find words to describe her and felt almost blinded by her presence. He was beyond stunned when she approached and greeted him, introducing herself as Shenyalla. Until stuttering and stammering he remembered to introduce himself. Shenyalla revealed to George, that he had the potential to be a Traktha, a chosen of the spirits, she had watched over him as a child, and believed he had the potential and so had protected him from harm that would have been beyond his ability to encounter. When the bear had saved him, she had known that he truly had the potential to be favoured by the spirits, and had watched him to see if he had the necessary temperate and strength of character to serve them. As he had grown over the last 3 years he had shown he was of appropriate personality, and now it was time for him to show the strength of character necessary, if he was willing. George, greatful for the protection he had recieved and willing to help such noble beings readily agreed and Shenyalla lead him through the ritual of two vows, one to serve good without hesitation, to help any who would need help, and to put good before all other things, and told him that he must make a second vow, but which vow was his choice, George chose to undertake the vow of poverty, to put the needs of others above his own, and to forsake all but his basic means in order to give to others what he could thus spare, since it seemed a natural thing to do to George, his love of his forest wanderings had taught him a great deal about being self-sufficient and giving up luxuries to aid others seemed like the right thing to do. As he completed the oath Shenyalla told him she had faith in him, and kissed him on the mouth. Leaving George stunned as she vanished into the forest.
To honour his vows, George returned to his parents, and announced his intention to leave home, and use his skills to do what good he could. This began 5 years of wandering the Lowver region, and doing what he could to help those he encountered, during the 5 years George ranged north from the Icemourne Mountains, south to the edges of civilized society, doing what he could with spell and staff to help any he could, it was during the second year of these wanderings, and with a meeting with slavers like the ones who had almost taken him as a boy, leading a troop of captured people, that George once more succumbed to the rage he had felt that day many years ago. George fell upon the slavers and in his rage he slew the leader, causing the others to flee. Feeling guilt at the taking off a human life, even such as the slavers, George was distraught and after freeing the slaves. He wandered back to the Lowver woods, where he once more found Shenyalla. Explaining what had happened and fearing he had betrayed the spirits, George begged for answers. Shenyalla listened to George's tale, and told him that his rage was the blessing of the bear, it was not a curse but a blessing, and as a blessing he had the ability within himself to control it. This began six months George spent wondering a region close to Lowver, where he watched the bears, and saw how the lived, and met some of the wild tribes, that still wandered the region, from them he learnt much of controlling the rage, and from his studies of the bears he learnt, that the rage was not an evil thing merely a facet of his nature, something to be put to use when evil threatened. During this period George encountered Shenyalla frequently and the two spent time talking, Shenyalla taught George much of the lore of the wilderness and it's creatures and the two grew closer. However once George learnt to control his rage, it was time for him to broaden his wanderings again to upheld his sacred vow. During the next three and a half years George continued his wanderings over the area, though he returned not infrequently to Lowver, both to watch over the time, that he had grown up in, and to give what aid he could to its people, and to see Shenyalla. At the conclusion of the 3rd year, on the day of George's 21st birthday, he once more encountered Shenyalla, and she told him he had proven himself truly worthy of being Traktha.
Shenyalla took George to see a druid she had met before, a fellow called Saxon, who she said also had the potential to be a Traktha, although he was favoured by wolves. George remembered hearing of a wandering druid with an albino wolf companion during his travels and wondered if it was the same person. When they were introduced it turned out that he was indeed the same druid. Shenyalla had informed the druid of his potential Traktha status in return for giving George the tattoo that would formally confirm George's status as a favoured. Saxon's demeanor was a casual one, and though he was relatively inexperienced in the matter he was glad to give George the tattoo in exchange for the information. Saxon spent a long time getting the tattoo right as he had no formal training in the matter, and George's considerable patience assisted greatly in the matter. While he worked on the tattoo, Saxon and George exchanged the unexagerated versions of their stories that had been floating about the region, and the two adventurers got to know person behind the name they had heard during tavern talk. The tattoo came out surprisingly well, much to their relief. The two became fast friends, and though their paths were different it was always a pleasure when they saw each other on the road, taking such opportunities to share interesting news over drinks.
That night Shenyalla made it clear to George, that he was favoured by the spirits, or at the very least by her. And so began another three years of wandering and helping those he could, although George usually stayed close enough to Lowver that he could visit Shnyalla at least once a week. Over this time period something strange happened to the tattoo George had recieved, George is unsure if it is a blessing of the bear spirits, an effect of spending so much time closely exposed to Shenyalla's natural magic or a gift from Saxon, but concentration on the tattoo allowed George to call his spells to mind, as if his spellbook was in front of him, and it seemed to enhance his ability to research spells, the formulae for new spells would flow together as easily as if they were a gift of nature itself.
During the first month of his fourth year of wandering since he had become Traktha, George heard a rumour that a druid with an albino wolf companion had been sentenced to the terrible Hopeless Isle for murder. Disbelieving that Saxon could possible have done anything so wrong, George determined to head south to the 'civilized' lands and investigate what had happened. George first made his way back to Shenyalla's grove to explain what he believed he must do, although he was loathe to part with her. Shenyalla had grown fond of George and was unwilling for him to depart, but understood that in this case the cause of good required investigation into what had happened to his fellow Traktha, after one last night together George set off south, wearing a simple golden bow in his hair, a keepsake from Shenyalla, that she usually wore. On George though the ribbon looked far less glorious and far more silly.
George made his way south to Karanarr, the city where he had heard Saxon was sentenced over the course of a month. His rural upbringing left George ill-prepared for the ways of the city, but his intimidating build, kept most cut throats away from him.
George immediately set about trying to discover what had happened to Saxon, however George's direct methods of inquiry made him some enemies amongst the cities officials. And his obvious connection to the bear spirits, did not endear him further, in the wake of the wolf-related murders. During his time in Karanarr, George was feeling lonely and out of place, however as he wandered the city trading his magical ability for a place to sleep at night, he encountered a stray dog, who followed him around. George was kind to the dog, and fed and watered it, and named it Grey. After about a week George found he had developed a strange bond with Grey, and that Grey was far more intelligent than a normal dog would be.
Someone decided that the potential murderer should be removed from the city as soon as possible, so it was to George's horror when he was arrested by a city guard and told he was believed to be responsible for a murder, that left the victim looking like they had been mauled by a bear. With Saxon's trial fresh in the minds of the city, George was soon sentenced to Hopeless Isle , in the third month of the year. Leaving Grey alone in Karanarr, much to George's despair.
Upon arriving on Hopeless Island George was thrown into a small cell and left alone for 11 day, as was always done to new inmates. Afterwards George found himself thrown into a cell with an elf and his friend Saxon. After explaining how he got here to Saxon and relieved to hear off Saxon's innocence, George was introduced to the elf, who was called Peregrine. Peregrine seemed nice enough, and like Saxon and himself, Peregrine was also innocent. One day Peregrine showed George his mentor's resting place, which jogged a memory in George's mind, their was no cemetary on Hopeless Isle, which given the death rates of the miners and surfacers seemed very strange.From then on George found his dreams beset by green images and symbols.
Months went by and Hopeless Island seemed to be beyond escaping from, however, Peregrine, Saxon and the new cellmate Braedon proved themselves capable of setting up an escape, Braedon opened the door to their cell, Peregrine knew the island perfectly and managed to sneak them into the Archives where George was overjoyed to find Shenyalla's ribbon in his box, although his quarterstaff had been removed, although George retrieved another staff from the storage. .
That night as they raided the Archive Saxon had a vision that revealed a way to escape the island, the arch of stone that marked the entrance to the island, and turned those who tried to escape to stone, would only effect the guilty. So the four cellmates made their escape immediately fleeing towards the arch and past it the docks. George made use of his invisibility spell to cloak them from sight as they fled as the guards and miners looked for them. As they fled from the island George saw several strange rocks on Hopeless Isle and was amazed to see they contained the green symbols from his dream, however he decided he had no time to think on it and continued fleeing. Peregrine was the first through the arch leaping through it in a joyous display and landing unharmed on the other side. The four then made it to the docks where they stole a boat and escaped to the mainland.
On the mainland George was as overjoyed as Saxon when Mzarem appeared to greet Saxon brining Grey with him.
1. What is your full name?
George Wilder
2. Where is your place of residence? Give a description of the place you live.
As an adult George spent his time wandering the area around Lowver journeying from the city's of the south to the chilling Icemourne Mountains in the north. If there was a place George truly considered home during this time, it was Shenyalla's grove near Lowver, and he spent much of his time there.
3. Where were you born? Where did you grow up?
George was born and spent his youth in Lowver, a small frontier town located in a forest, south of the Icemourne mountains, althought it snowed in Lowver it did so only in the winter. His parents were relatively well off and George grew up in a good house for a frontier town, although he spent a lot of his time wandering the woods.
4. What are your father and mother's names? Are they still living?
Sashia and Namir Wilder. George's parents were living when he last bid them farewell before heading south to look into what had happened to Saxon.
5. What are your siblings names? Are any deceased? For sisters, are they married? To whom?
George was an only child.
6. Any other relatives of note?
Not that George knows of.
7. How do your relatives view you?
Those of his kin he met, thought George was a little wild and very impetuous. George's grandmother wasn't very pleased with George's tendency to give away any wealth he came across.
8. What is your current marital status?
Although he and the nymph Shenyalla are lovers, they are not formally married, although as far as George is concerned he has the same duty to Shenyalla he would have if they were married.
9. What is your occupation? What made you choose your present occupation?
George is a wanderer, doing what good he can in the Lowver region, and for several years a broad area around it. George's occupation was a result of the vows he made in becoming Traktha, to uphold and serve the good at all times, and to own no more than he needed, so that others less well off than he count benefit.
10. How important is success in your occupation? How successful are you?
George mainly wandered the region using his magical skills and stout staff to deal with problems for the locals. George in particular dislikes the slavers that occasionally enter the area from the south. George tends to be fairly successful in dealing with the problems he encounters though he is sometimes hindered by his lack of grace.
11. How old are you? What is your birth day? 25 years old.
Born (I don't know how chronology works here so i'll just use numbers) 4th day of the 4th month.
12. Describe your general personality. What do you count as your own personal honor & morals?
George is a friendly fellow, quiet willing to give others even the shirt of his back if he thinks it will assist them. He does however have a very independent streak. George will not use his strength of either body or mind to enslave another.
13. Do you have any fears or phobias?
George is somewhat fearful of the potential rage with in him.
14. List some good qualities about you. List some bad qualities/vices/weaknesses.
George is very giving, and will help others without thought of reward, he's also willing to endanger his life for the sake of those in need of aid. George can be impulsive, and stubborn in the certainness of his own correctness, George can also sometimes over think things.
15. Is there anything you absolutely will not do?
Murder, Dominating another, keeping anything that would aid another more.
16. What is your greatest triumph? Failure? Describe any personal tragedies.
George's greatest triump is in his opinion becoming Traktha. George's greatest failure was his inability to find any proof of Saxon's innocence before being sent to Hopeless Isle. A personal tragedy of George's was taking the life of a slaver leader during his wanderings, although George understands that such things are sometimes necessary, he still feels guilty about doing so in a rage, and without considering if it was the only option.
17. What are your interests?(sports, music, art, hobbies)
George has an interest in knowledge of nature, and the arcana of spellcasting. He frequently collects herbs in his travels to give to apothecaries in the towns he passes through.
18. Who has had the most direct influence on your life?
Shenyalla has shaped a great deal of George's life since he was 16.
29. Who is your best friend? Who is your worst enemy?
George was a solitary wanderer apart from his relationship to Shenyalla, if he had to choose a closest friend he would probably name Saxon. George has no personal worst enemies he knows off though he is doubtless unpopular with the slavers, and returns this dislike in full.
20. What do you do to relax?
To relax George usually meditates or wanders in the woodlands.
21. How were you educated? Did you go to a village tutor? Monastery? University? Apprenticed?
George gained his basic knowledge of wizardry from his mother, and his fighting skills training with the town guard.
22. What skill do you feel you do best? What skill would you like to improve on?
George feels he is best at intellectual skills, he'd like to improve his physical agility though, he feels his lack of grace compared to the bears he so admires is a great failing on his part.
23. What skills do you have that you think are profitable? What skill(s) would you like to learn?
George has few skills that could be used for profit, except maybe serving as a guide or bodyguard or giving magical aid. George would like to learn more of other languages.
24. What is your religion? How do you view your religion? How important is it to you? How do you view other religions?
George is a follower of nature and its spirits, in particular he has a close bond with the bear spirit. George believes faith is a personal thing and believes that what others believe is their own choice as long as they bring no harm to others.
25. Have you ever considered your own death? What sort of afterlife is in store for you?
George knows he will die one day but he has no idea what will follow.
26. Any fears about traveling? Do you get seasick?
George has no fear of travelling, having spent 9 years of his life as a wanderer. George is quiet comfortable swimming in water, although he has never been on a prolonged sea trip.
27. What are your long term goals?
Saxon's long term goals: Protect nature, be Traktha to the best of his abilities and help as many as he can.
28. What are your short term goals?
Return to Shenyalla and make sure she knows he is still alive.
29. What are you willing to do to attain these goals?
George is willing to do anything that brings no harm to the undeserving to achieve his goals.
30. What is the most important thing to you?
Freedom. George despises seeing others enslaved.
31. What is your height and weight?
6'6", 240lb
32. What do you consider your most valuable physical asset?
His spellcasting ability (if that can be counted as physical) followed by
his physical strength and toughness.
33. What sort of clothing do you typically wear? What quality is it?
Clothing size (S, M, L, XL) = XL
(before imprisonment) George wore a simple hooded travelling robe like those that many druids wore, and carried a simple oaken staff. He also wears Shenyalla's golden ribbon in his hair.
34. Hair color, length, and style-
Georges hair is a light brown, and is worn long, hanging down to his mid back. George also has a tawny-coloured beard, which is fairly unkempt.
35. Eye color-
His eyes are a hazel colour although more green than brown.
36 Handedness-
Right handed
37. How attractive do you consider yourself to the opposite sex? How attractive are you really?
George believes he must be somewhat attractive since Shenyalla apparently loves him. George is a well-built man in his mid-20s and would be fairly attractive if he took better care of his appearance and made an effort to seem less intimidating.
38. Any birthmarks or scars? For scars, how did you get them?
A bear's head shaped birthmark under his Traktha tatoo. A few other scars from his wandering and his battles.
39. Do you have any tattoos? Where? Why? What do they look like?
George has a bear's head tatoo that seems almost alive on his upper right arm. It confirms George's status as Traktha and favoured of the bears.
40. Do you wear jewelry? What?
George does not wear anything decorative apart from Shenyalla's ribbon.