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Recruiting Closed: MLeibrock's and Scotley's Wrath of the Righteous mid level game.

This is my pretty cheesy background with extremely liberal references to my source material for this character, hehehe...

[sblock=Background]The first Randlay to join the Mendevian Crusades was Jack's grandmother, a fearsome and indomitable woman from Galt who helped hold the line against the demon army as the first ward stones were being constructed. After the Second Mendevian Crusade came to and end she returned home to find that the fiance she had left behind had waited for her for those long years and they settled down to start a family.

By the time the Third Crusade started, the Randlay elders had left Galt, sensing the coming political storm, and founded a new home in Eastern Mendev on the shores of the Lake of Mists and Veils. It was unfortunate that they had fled a figurative witch hunt only to wind up in the middle of an actual one, but the family endured.

Jack was born in the time between the Third and Fourth Crusades. When the latter finally was called it was Jack's father turn, as well as the rest of the second generation Randlays, to take up arms to beat back the demon hordes. His father was a brave warrior, but it cost him his life in the second year of the Crusade. A powerful demon by the name of "Zerg" slew Jack's father while he bought his company time to regroup. It was a noble sacrifice, but one that left a bitter taste in the mouth of the young Jack, fourteen years old at the time. That name stuck with him ever afterward, his hatred of it such that whenever he thinks of or sees any demon the name rages across his mind. All of the demons are his nemesis Zerg to him.

Jack's aunts and uncles, several of which even survived the Crusade, made sure that he was looked after. But without his fathers income, he did not have the same opportunities to train and arm himself that he might have had.

Some time after his father's death, the second most defining thing in Jack's life occurred. He had a dream. A dream of clashing armies, but not ones like those he knew. Men fought in bulky metal armour, and used some kind rapd fire projectile weapon he had never seen, yet perhaps reminiscent of stories he had heard about strange Numerian technology. The foes they fought were like demons, yet somehow they were not. Innumerable deaths were inflicted on both sides, but these warriors gave as good as they got: maybe even better, combing heavy armour with heavy artillery, a tactic rarely endorsed by any military teacher Jack had known. With this dream a feverish idea was implanted in the mind of Jack Randlay: he would pioneer a new style of fighting, one like that from his dream. It would not be cheap, so the young would-be Crusader had to learn the skills necessary to craft his own armour and weapons. The full-plate worn by knights would be his stand-in for the strange armour he had seen, and a repeating heavy crossbow was the best approximation of the weapons he could come up. A rare and special weapon, it was hear that the skils he had painstakingly learned might be of the most use.

The Fourth Crusade ended a couple of years before Jack was ready, though by then he was more than old enough to join. Eager to test his methods in real battles with the demons, Jack was in Kenabres on his last night before joining the cause. And what would you know: opportunity knocked. Hard.[/sblock]
 

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Fenris, I've got an Urban Ranger, who's got a lot of the rogue skillmonkey role down. That's not to say an actual rogue wouldn't also be useful. :)

I think Leif is planning a sorceror as well...but again, it's hard to ever claim a group hasn't got -enough- arcane firepower. :)
 

OK, subject to last minute changes (of course) as he's still got a little money left to spend and the rest of the party isn't complete, here's a stat block for 'Keva.

[sblock=Vakeva Kiihko]Vakeva Kiihko
Male Dwarf Monk (Zen Archer) 6/Champion 1
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 19, touch 19, flat-footed 17 (+2 Dex, +7 untyped)
hp 61 (6d8+23)
Fort +9, Ref +8, Will +11; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), hard to kill
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Offense
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Speed 40 ft.
Melee dagger +6 (1d4+2/19-20) and
. . unarmed strike +6 (1d8+2)
Ranged raivo (+1 holy adaptive composite longbow) +12 (1d8+5/×3+2d6 vs. Evil)
Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids, ki strike, magic, mythic power (5/day, surge +1d6), zen archery
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Statistics
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Str 14, Dex 14, Con 14, Int 12, Wis 22, Cha 10
Base Atk +4; CMB +6; CMD 25 (29 vs. bull rush, 29 vs. trip)
Feats Craft Magic Arms & Armor, Deadly Aim, Deadly Aim [M], Improved Precise Shot, Improved Unarmed Strike, Master Craftsman, Perfect Strike, Point Blank Master, Point-Blank Shot, Precise Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits grounded, spark of creation, stolen fury
Skills Acrobatics +10 (+14 jump, +16 to jump, +12 on balance-related checks), Climb +6, Craft (bows) +15, Knowledge (history) +8 (+10 on checks that pertain to dwarves or their enemies), Knowledge (religion) +8, Linguistics +3, Perception +15, Profession (Wilderness Guide) +10, Survival +8, Swim +6; Racial Modifiers lorekeeper
Languages Abyssal, Common, Dwarven, Infernal, Varisian
SQ ac bonus, fast movement, high jump, ki archery, ki arrows, ki defense, ki pool, rock stepper, slow fall, unarmed strike
Combat Gear arrows (blunt, silver) (20), arrows (cold iron, durable) (100), extend metamagic rod (lesser), pearl of power (1st level); Other Gear raivo (+1 holy adaptive composite longbow), dagger, efficient quiver, masterwork artisan's tools, backpack, masterwork, bedroll, coffee (ground) (5), coffee pot, hammock, mess kit, survival kit, masterwork, dwarven trail rations (10), waterskin (2), 568 gp, 4 sp, 5 cp
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Special Abilities
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AC Bonus +7 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Flurry of Blows +4/+4/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Grounded +2 trait bonus on balance-related Acrobatics checks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
High Jump (+6/+26 with Ki point) (Ex) +6 to Acrobatics checks made to jump.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Master Craftsman (Craft [bows]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Perfect Strike (2d20) (6/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spark of Creation Cost to create magic items is reduced by 5%.
Stolen Fury +2 trait bonus to CMB vs. Demons
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
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- Vakeva Kiihko ('Keva to his Friends)
- Born in Lastwall
- Age 50 to 83: Fought the Belkzen Hordes
- Age 84 to 178: Wilderness Sabbatical, learning to be a Priest (Monk) of Erastil, live off the land and make his own bows & arrows
- Age 178 to 253: Guided Adventurers and Worldwound Refugees through the wilderness of Ustalav and Belkzen to Lastwall
- Age 253: Captured by Demons on the Ustalav/Worldwound border and subjected to torture
- Age 253 to 256: Escaped from Demons, made his way across the Worldwound to Mendev.

After he'd spent over 30 years fighting the Orcs in Lastwall, Vakeva found himself growing more and more world-weary and cynical. He left the crusades against the orcs and went into self-imposed isolation in the wilderness. There he eventually felt called to the service of Erastil. He spent the next 20 years (or so) coming to peace with himself, learning to live off the land, and growing his connection to 'Old Deadeye.'

When he was ready to reenter the world, Erastil's calling led him to serve against evil in a different way - by providing aid to those too weak to fight, showing them to safety, and fighting where he could.

~~~~~~~

In his ascenscion, 'Keva was blessed with renewed vigor. After 169 years of service to his God, he was growing old and frail. When he was captured and tortured, it took it's toll on his already battered body.

The fall into the bowels of the earth from Kenabres and the subsequent escape of the group almost did him in . . . But Erastil saw fit to bless 'Keva with renewed vigor, and charged him with the mission to fight the invasion.[/sblock]
 
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Mowgli, neat! How the heck did you get 22 Wisdom though? @_@

And a +1 Holy Adaptive weapon is 19,000gp, plus the cost of the masterwork weapon. Our starting budget is 16,000...
 

He's Venerable Age (+3 to all mental stats), with the Longevity Mythic Power (no penalties to physical stats for age).

Invested two feats and a trait (Master Craftsman, Crafts Magic Arms and Armor and Spark of Creation) as well as six skill points (Craft Bows) so that he could craft the bow himself (9215 GP)
 






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