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This Character is played by Vernon
Gavyn Merrick Rice
Combat stats: AC 25, 29 against visible missiles, 21 flat-footed, 14 touch; HP 136
Masterwork Composite (+2) Longbow: +23/+18/+13 Range (1d8+8; 19-20/x3); Rapid Shot: +23/+23/+18/+13 Range (1d8+8; 19-20/x3)
Enchanted Axe: +17/+12/+7 (2d4+7; 20/x3); Two-hand Power Attack (1): +16/+11/+6 (2d4+10; 20/x3)
Name: Gavyn Merrick Rice
Birthday: January 6, 1257
Age: 30 (31)
Height: 6' 1"
Weight: 205 lbs
Hair: Shoulder-length Brown
Class and Level: Fighter 6 / Ranger 3 / Knight 3
Alignment: Lawful Neutral
Experience: 70,791 of 71,000
Language: Welsh, Saxon, Aquitanian (fluent); Norman, Norse, Frank (capable)
Strength: 16 (+3)
Dexterity: 18 (+4)
Constitution: 18 (+4) [+3 enhancement bonus]
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 10 (+0)
Hit Points: 136 (3d12+6d10+3d8+34+[11 enhancement])
Armor Check Penalty: -2 (-2 Armor, -0 Weight, -0 Other)
Speed: 30 feet
Armor Class: 25 (+4 Dex, +6 +2 Brigandine Armor of the Dunedain, +3 +2 Masterwork Buckler, +2 Bracers of Armor) or 29 against visible missiles (+4 deflection Bracers of Armor)
Fortitude: +13 (+9 base, +4 Con)
Reflex: +13 (+7 base, +4 Dex, +2 Magic)
Will: +8 (+6 base, +2 Wis)
Melee Attack Bonus: +15/+10/+5 (+12/+7/+2 BAB, +3 Str)
Range Attack Bonus: +16/+11/+6 (+12/+7/+2 BAB, +4 Dex)
Masterwork Composite (+2) Longbow: +23/+18/+13 Range (1d8+8; 19-20/x3)
Rapid Shot: +23/+23/+18/+13 Range (1d8+8; 19-20/x3)
+2 Masterwork Longsword: +17/+12/+7 (1d8+5; 19-20/x2)
Two-hand Power Attack (1): +16/+11/+6 (1d8+8; 19-20/x2)
Two-hand Power Attack (2): +15/+10/+5 (1d8+10; 19-20/x2)
Enchanted Axe: +17/+12/+7 (2d4+7; 20/x3)
Two-hand Power Attack (1): +16/+11/+6 (2d4+10; 20/x3)
Handaxe: +15/+10/+5 Melee (1d6+3; 20/x3)
Ranged Weapon Mastery (Piercing): +2 to attack/damage & +20' range increment
Precise Shot: Do not incur the normal -4 penalty when firing into melee
Rapid Shot: One extra ranged attack each round with -2 attack on all
Far Shot: Ranged increment for projectiles x1.5, thrown weapons x2
Point Blank Shot: +1 on ranged attack and damage within 30 feet
Master Archer: +2 to attack and +1 to damage rolls with bows
Weapon Specialization: +2 to all damage rolls with the bow
Power Attack: Subtract base attack bonus, add to damage
Weapon Focus (Bow): +1 on attack with bows
Improved Critical (Longbow): Doubles the critical threat range of chosen weapon
Shield Block +1: Shield AC improves by +1 against one designated foe when using a shield
Mounted Combat: Once per round roll a Ride check against opponent's attack roll to negate hit against mount
Fighting Challenge +1: Receive +1 bonus to attacks, damage, and will saves against declared challenger for 5 rounds
Knight's Code: Breaking the Knight's code results in the loss of 1 Knight's Challenge or -2 to attacks and saves
Knight's Challenge: Usable ½ Knight level + Charisma modifier times per day (minimum 1)
Favored Enemy (Humans): +2 vs humans on Bluff, Listen, Sense Motive, Spot, Survival, and Damage
Endurance: +4 bonus on checks or saves to resist nonlethal damage
Improved Rapid Shot (No Wasted Learning): Ignore the -2 penalty from Rapid Shot
Wild Empathy: 1d20+2 to improve the attitudes of animals as per Diplomacy
Track: Use Survival checks to follow checks across most kinds of terrain
Bulwark of Defense: An opponent that starts in a square that you threaten treats all the squares that you threaten as difficult terrain
Skill Synergy: +2 bonus on Knowledge (Nature) checks with 5 ranks in Survival
Skill Synergy: +2 bonus on Survival checks made in above-ground natural environments with 5 ranks in Knowledge (Nature)
Torque of Sustenance: Doesn't require food or water and only needs 2 hours of sleep per night
Acorn of Acuity: +5 bonus on Survival checks and can speak with animals 1/day
Ring of Spiderskin: Gain +1 to AC, +1 to Poison saves 1/day for 60 minutes
Welsh: Recieve a +1 to all attacks and damages with the longbow
Magical Headband: Constant effect of Detect Magic
Naga skin Boots: Grants Lightning Reflexes, +2 reflex saves
Skills (12 + 3 + 3 + 3 + 3 + 7 + 7 + 3 + 7 + 3 + 3): 54/54
Gather Information: +4 (+4 rank; +0 Cha)
Hide: +12 (+10 rank; +4 Dex; -2 armor)
Intimidate: +4 (+4 rank; +0 Cha)
Listen: +4 (+2 rank; +2 Wis)
Move Silently: +11 (+9 rank; +4 Dex; -2 armor)
Knowledge (Nature): +10 (+6 rank; +2 Wis; +2 survival synergy)
Profession (Hunting): +4 (+2 rank; +2 Wis)
Profession (Sailing): +4 (+0 rank; +2 Wis; +2 DM bonus)
Ride: +7 (+3 rank; +4 Dex)
Spot: +10 (+8 rank; +2 Wis)
Survival: +17 (+8 rank; +2 Wis; +5 Special; +2 knowledge synergy)
Possessions (96 lbs):
Light Load: 0 lbs - 76 lbs
Medium Load: 77 lbs - 153 lbs
Heavy Load: 154 lbs - 230 lbs
Weapons (19 lbs):
13 lbs, 00 gp: Arrows (264)
04 lbs, - - gp: Masterwork +2 Longsword
03 lbs, 06 gp: Handaxe
- - lbs, - - gp: Masterwork Magic Axe
03 lbs, 600 gp: Masterwork Composite (+2) Longbow
03 lbs, - - gp: Drow Handaxe
01 lbs, - - gp: Drow Dagger
01 lbs, - - gp: Fine Quality Knife (2)
Arrows ( lbs):
00 lbs, - - gp: Magyar arrows (237)
00 lbs, - - gp: Clothyards (0)
00 lbs, - - gp: Masterwork Clothyards (0)
00 lbs, - - gp: Masterwork +2 Clothyards (6)
00 lbs, - - gp: Hunting Arrows (1)
00 lbs, - - gp: Masterwork Hunting Arrows (3)
00 lbs, - - gp: Masterwork +2 Hunting Arrows of Urok Bane +2d6 (8)
00 lbs, - - gp: Masterwork +1 Flaming Arrows +2d6 (6)
00 lbs, - - gp: Masterwork +1 Arrows of Climbing (0)
Attire (36 lbs):
25 lbs, - - gp: +2 Brigandine Armor of the Dunedain
08 lbs, 10 gp: Explorer's Outfit (good boots)
05 lbs, - - gp: Masterwork +2 Buckler
00 lbs, 05 gp: Signet Necklace
- - lbs, - - gp: Torque of Sustenance
- - lbs, - - gp: Ring of Spiderskin
- - lbs, - - gp: Magical Headband
Miscellaneous (30 lbs):
25 lbs, - - gp: Drow Chain
03 lbs, 205 gp: Darkwood Buckler
02 lbs, 100 gp: Smokestick (4)
01 lbs, 110 gp: Everburning Torch
00 lbs, 00 gp: Alchemist's Mineral Acid
00 lbs, 01 gp: Flint & Steel
00 lbs, 08 sp: Signal Whistle
00 lbs, 00 gp: Silver Dunedain Coin
00 lbs, - - gp: Vial of Poison (2)
00 lbs, - - gp: Acorn of Acuity
Sack with Coins & Loot ( lbs):
Total GP Value: 2379.8
Loot: small rough cut dark blue gems (4)
- Forgo the +2 bonus you receive when flanking
– Never strike a flat-footed opponent
– Never do lethal damage to a helpless opponent
Gavyn Merrick Rice was born in 1257 in the small town of Horwyth, near Cardigan Bay. His father, Gwynfor Rice, a retired archer of the army, taught him how to use the bow and protect himself. Although many would have given great gifts to be taught by Gavyn's father, the boy couldn't stand it.
He grew up on tales of Archer Wiggin, Morgan of the Marsh and Dylan of Ofkum,(Welsh or as Gavyn would consider himself Cymru or Bossonian heroes) and Gavyn was certain none of them ever had to do push-ups in the cold rain. His father was a strict man and forced Gavyn to undergo rigorous training day in and day out. He was often deprived of sleep and food, forced to complete tasks of strength and skill before he was allowed to rest. This regimen did not sit well with young Gavyn and the neighbors heard more than one shouting match and bouts of fisticuffs over the years of his youth.
He rarely had time to associate with the others, but during the days he spent hunting the hills and forests he met a young woman Audra, the daughter of the village weaver. She too felt restless and impatient with her lot in life. She vowed never to become a weaver. She wanted to travel and sail and fight! She always saw herself like the warrior queens of old.
Audra and Gavyn would spend several days at a time in the forests hunting and playing. Audra was the first woman Gavyn was intimate with and their time together are some of his fondest memories. She inspired him by leaving first. Gavyn knew she was leaving, he was the only one she told. She slipped out one night and left with a band of gypsies. Gavyn hasn't seen her since.
A few years after puberty, and two weeks after Audra left, Gavyn packed up some meager supplies and left without a word to anyone. He traveled to Harlech and met up with two other lads like himself, Gorfydd and Lanfyr, who had left home for looking for adventure. The three of them traveled to Black Pool in Eire and hired on with a viking jarl, Eingar Redwind. Eingar and his crew went to Vinland and Gavyn fought a people the vikings call Skraelings. On that trip he also learned about sailing and hunting seals and whales. He gained a healthy respect for polar bears, two of which him and everyone else ran from.
After the Vinland excursion, they sailed back to Norway and took part in two battles with Halfgrim the usurper and his trollish allies. That expedition failed and Eingar returned to Black Pool.
Gavyn stayed in Black Pool for a year and then sailed home to Harlech. He was in Harlech for less than week when he and his friends took ship to Castille with the local Baron William Fitzalan to fight the saracen. Gavyn enjoyed his time in Castille but soon grew tired of the Baron's demands for discipline. He left and the three of them took up what he thought would be an easy job guarding honey wagons for the halfling Harl Littlestout. Litte did he realize the dangers of the honey trade. Gavyn parted company with his friends, who decided to return to Castille rather than fight bandits.
That became his life, traveling from job to job, moving across the land like the gypsy's and tinkers. Now, a dozen years later, Gavyn has signed up with the Griffon's of the Army of Lorraine. He wasn't excited about war, but he had nothing inside to drive him.
He sailed from Koln under Corporal Fenya in the Arrow to Schwanburg castle on the Rhine. The merceneray group joined with the Red Wolf's army and helped take the castle. After the battle, Gavyn met a forest gnome named Betchel while hunting through the forest during two weeks of recovery time.
Gavyn and a small team were sent to Nijmegen under Critias to learn of the garrison's strength. There Gavyn saved Betchel's life from the Red Cord gang, a racist group of murderers and torturers. The men were nearly discovered in Nijmegen but were able to make it back to Schwanburg, commandeering an enemy ship on the way there with Gavyn working the stern.
Gavyn was sent out again with two other men, Osred and Ermac. They were to scout the area north of Schwanburg. Soon they found themselves skirting the camp of an army of thousands of the Black Legion ready to march on Schwanburg. Ermac was sent back on his own to warn the castle. Gavyn and Osred stayed to try and trouble the massive army.
The two were rescued by Critias and a force of 100 mercenaries sailing north on the Black Water to Zwolle in the Arrow and the enemy ship that they'd captured at Nijmegen. They sailed around the army to Zutphen, meaning to warn the small fort of the army and to send the rest of the mercenaries back to Schwanburg. The fort was actually being run by the Dark Sun and corrupt templars, though, and Gavyn, Critias, and a smug wizard Razzul barely made it out alive.
The mercenaries split then, with Gavyn, Razzul, Osred, and a few others heading north under Critias on orders from Lt Blackthorne to get reinforcements from Sir Beafort in Zwolle. The rest were sent back to Schwanburg.
It took nearly two weeks for the group to make it through the swampland to Zwolle. They took on and defeated an army or lizardmen, known as trogs, and their black drake idle. Gavyn considered it a sense of pride that an arrow from his bow struck the drake in the neck, dealing the killing blow. Critias was critically injured during the battle and Gavyn found himself uncomfortably in command of the small team of mercenaries.
They were tested once more before getting out of the swamps by a band of drow warriors. Gavyn was knocked out by poison during the battle and when he woke he found that the men had only barely fought off the enemies, losing one of their own during the fight. Gavyn crushed an argument a few minutes later between the smug wizard and Bayden MacGregor, somehow earning a good degree of respect in doing so.
Once at Zwolle, the mercenaries were forced to wait in an almost prison-like area where hundreds of other soldiers were to stay. After being looked over for and cured of diseases and other maladies, which almost all of the group had, they were allowed to move into the Griffon mercenary headquarters in Zwolle.
After getting cleaned up for the first time in a month, Gavyn spoke with Sir Rafael, recounting his story and relaying Lt Blackthorne's plea for reinforcements. The mercenaries weathered in Zwolle with only a bit of trouble from drow imposters to disrupt their rest. Gavyn purchased a small hunting pup, though he felt strange looking after the animal. The ranger was promoted to Lieutenant in the Griffon Company.
The Griffons, led by Gavyn, sailed down the Black Water to crack an enemy blockade and take Zutphen with a force of only fifty men. Luckily Bayden was able to recruit another hundred highlanders (including a useful dwarf seige expert, Nulfi) and the new force took the blockade. Gavyn took a small force disguised as uroks into Zutphen immediately after, hoping to destroy the fort's gate and possibly lure some of the enemy out and into an ambush.
The ensuing battle didn't go as planned. Gavyn, a Jute named Damal, Brother Conlan, and a couple others went to cut off the head at the manor house while the others (a few Griffons along with Nulfi and Hector) went off to lock up the gates. The ranger's group ran into a covey of pwerful mages in the gatehouse, and the skirmish there alerted the entire castle. Nulfi and Hector's group did little in the way of secrecy, too, and were quickly discovered.
The overwatch group, with Gavyn's friend Osred, were ambushed by enemies and unable to come to the aid. Somehow, though, the split recon group in the castle did enough damage to scare the baron into sending his herald out with a white flag of surrender. The Griffons had the entire enemy forces marching out of the gate by nightfall.
Over the next few years, Gavyn assumed an uncomfortable control and leadership of the castle while trying to escape into the forest at every opportunity to learn from Osred the ways of the forest and true rangers. The pup he purchsed in Zwolle grew up over time, and the ranger named him Colwyn. The ranger was still a loner, and it was something he couldn't really make compatible with his leadership roles.
Given to Elberich:
+1 Scottish Dirk: +16/+11/+6 Melee (1d4+4; 19-20/x3)
01 lbs, 2302 gp: +1 Scottish Dirk (Enchanted)
5/16/2009 4:20:10 PM
This post last edited on 5/23/2009 7:44:47 PM
10/2/2009 12:56:47 PM
Loot from magyar patrol at the cave south of Zutphen...299393
1. 23 silver pieces
2. 208 copper pieces ( mostly from the magyar)
3. 9 gold( found on Sir Hayne)
4. Two suits of half plate, the other suits are ruined,
but could be used for parts.
5. Two heavy flails, two heavy broadswords, five daggers
three heavy wooden shields, fourteen scimitars, sixteen
240 arrows along with hornbows,(unusable
by most untrained individuals)
Three cure light wound scrolls 1d8+5 (St. Jordain)
Two cure moderate wound scrolls 2d8+8 (St. Jordain)
8. Hayne's heavy flail is enchanted
9. Scroll with Comprehend Languages, Detect Undead, and
Protection from Chaos. (8th level, St. Jordain)
10. Scroll with Hide from Undead, Sanctuary, Augury, and
Detect Undead. (8th level, St. Jordain)
11. Scroll with Find Traps, Locate Object and Remove
Paralysis. (6th Level, St. Kargoth)
12. A bright, emerald green ring, magical for certain found
among the shaman's things.
13. A thin bracelet of human hair, interwoven with peacock
feathers and soaked in bull's blood, found near the
shaman's fox form.
A golden disk on a chain with a bear image on one side.
knight 1 1d12(4) = 4
This post last edited on 10/6/2009 7:17:00 PM
2/24/2011 11:37:15 PM
HP: 1d12 (12)
Feat: improved critical
Skills: 2, Spot +1, Listen +1
Class Abilities: Bulwark of Defense
Ability Increase: CON 18
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