Oliver the Ranger
Mar 12, 2014 6:06:44 GMT
Post by joo on Mar 12, 2014 6:06:44 GMT
Basic Information
Statistics
Animal Companion
See Background.
Possessions
Held by Bron'n:
Left in Damerus House:
Starting Moves
Advanced Moves
Compendium Class Moves
Bonds
Kestrel went to great depths to bring me back from the realm of the dead. I owe her my life, and will repay her kindness with loyalty.
Kestrel has changed during our journies, and I am sure now that she is kind-hearted. She has my trust.
Kestrel's behaviour sometimes makes me suspicious of her motivations. I'll have to be wary of her. (Resolved)
Kestrel has a private agenda, but I sense she bears me no malice. I shall trust her. (Resolved)
Kestrel is on a quest relating to her dream. I will help her with this. (Resolved)
I still do not understand Kestrel, but I can respect that overall she is striving to do good. (Resolved)
Grimalkin seems wild and confused, like a lost animal. I will try to show her compassion and understanding, in order to help her. (Resolved)
Nikolai is a vampire! I do not know what to think about this, but I shall have to be wary of him. (Resolved)
I sense that The Headsman is a good and selfless warrior, for which he has my respect. (Resolved)
The Headsman lost his hand while fighting alongside me. If at all possible, I will help to make amends. (Resolved)
I feel that Nikolai would betray me if it suited his ends. I cannot trust him entirely. (Resolved)
Nikolai saved my friend Kestrel from annihilation: I owe him my thanks. (Resolved)
Cor Cy Ael is insane, but our fates are yet connected. I must be wary of him. (Nullified)
Norman is a friendly and joyous soul. I will journey with him for a time. (Nullified)
Norman showed me kindness in the hour of my need. I shall repay him, if he ever needs it. (Nullified)
I think Grimalkin is kind and good at heart. I shall honour her. (Nullified)
The Headsman lost his hand while fighting alongside me. If at all possible, I will help to make amends. (Nullified)
Nikolai is wilful and ambitious, but he listened to reason at the last. I think I can trust him. (Nullified)
Personality
Oliver spends much time in the wilderness, alone save for the sporadic company of his owl friend, Wendy, and whatever other animals he might meet, but when he does associate with other people, he has an earnest and cheerful demeanour: he often accommodates the manners and ways of life of other people in order to better fit in among them, and learn more about the world; except when it comes to cruelty against living things, where he feels more inclined to protect the innocent victims and fight, if necessary, against those who would do such evil deeds.
Background
Leafhollow
Oliver was born in the isolated Halfling settlement of Leafhollow: a small town that had grown up at the point where a disused road passed close by a stream running down from nearby mountains. There was little farmland, and the halflings of Leafhollow held a reverence for nature typical of their kind, not clearing any of the surrounding woodland (as Men or Dwarves might have done), but surviving mostly on the meat, fruit, berries and roots provided by their woodcrafty hunters and foragers. Freshwater fish were also to be caught from mountain streams, but in small enough supply to be regarded as a rare delicacy.
A few hundred years into the town's existence, after the old road was rebuilt in places, and its traffic increased, there was trade with merchants passing through: the halflings sold cured meat and furs and leather, and herbs with useful properties not to be found elsewhere, and they bought grains, cloths, spices and metal tools, and some of them spoke to the outsiders and learnt strange crafts from them, like metalsmithing, and the brewing of liquors and potions. The older townspeople, who had lived happily before all of this outside influence, shook their heads and warned that it would come to no good.
Oliver Bumblebarrel
It was not long before the growing wealth and status of Leafhollow attracted the attention of bandits, and several raids were attempted; but the attackers found themselves outmatched by the halflings' cunning and their skill in the trees, and all of the attacks were thwarted with few Halfling losses, save for the most recent one in Oliver's memory: he was a boy at the time, not allowed to go out with the others to fight; but he watched as the bandits broke through the defences, their helmets and mail shirts stopping most of the halflings' hunting arrows. He watched as his older brother Osric was pierced by a bandit sword and fell limp and bleeding to the ground, before Oliver's mother pulled him away to flee out into the hills.
But as those who were not fighting fled, they heard the sudden beat of hooves, and a horn blast followed by mens' voices crying out in challenge; and they turned and saw a band of mounted warriors charging at the bandits. The warriors were fewer in number, but brave and well-armed, and soon the bandits turned and fled before them. The warriors rallied a militia of the remaining defenders, including Oliver's father, and gave chase, and it was said that they found the bandit lair and laid waste to it. Oliver's father returned with a gash across his face and a bloodied knife, but his manner was grim, and he said nothing of what had happened, refusing healing until his son Osric was buried, which he and Oliver did with their own hands.
The warriors, it turned out, were a band of adventurers who had chanced to arrive in Leafhollow just in time to save it. They were travelling North on some quest for the Prince of a foreign land, but they stayed in Leafhollow for a week to protect against any further attacks and give advice to the halflings in their defence. There were no attacks for years afterwards, but the halflings learnt something of the craft of war in that short time, and Oliver's father taught the same to his son when he was older. Oliver himself became a skilled hunter, and he could have lived comfortably in Leafhollow; but the events of his youth had left a mark on him, and he felt a restless desire to see more of the world, which, he thought, could not be so bad a place if there were heroes like the ones who had saved Leafhollow. Despite his parents' strong objections, Oliver set out one day along the road to the South, seeking the grand civilisation he had only heard stories about.
Wendy
Some years after leaving his home town of Leafhollow, Oliver found himself lost in an unfamiliar wilderness. He had to hunt or forage to survive, but the plants here were unfamiliar (many of them were poisonous, he'd heard), and he did not know well the ways of the animals. As the day's light was fading, though, he came upon an owl lying injured on the forest floor. Forgetting his own troubles, he nursed her back to health, sharing the last of his food with her, and named her Wendy.
Knowing something of falconry, he went to hunt with her the next evening, and he gradually trained her to spot and flush out game for him to shoot with his arrows: together, they were able to catch prey too large for the owl to handle by herself, and too sly for him to catch by himself. Both taught each other something of hunting. With her help, he survived the wilderness, and found his way back to civilisation; but he didn't bind her, and she flew away then, not to be seen for a few days, until, to Oliver's surprise, she found him again while he was making a solitary camp, and perched by him as if she were at home, preening herself and occasionally stealing small pieces of his food. Oliver laughed, and did not begrudge her, for he was glad of the company, and since then she has ever been his companion in wild places.
Name | Oliver Bumblebarrel |
Race | Halfling |
Age | 26 (as a Human aged ~19) |
Class | Ranger; Monster Hunter (compendium) |
Look | Sharp Eyes, Messy Hair, Travelling Clothes, Lithe Body |
Alignment | Good - Endanger yourself to combat an unnatural threat. |
Statistics
Dexterity | 18 (+3) | Level | 10 | |
Wisdom | 18 (+3) | Experience | 11/17 | |
Charisma | 14 (+1) | Damage | d8 | |
Intelligence | 13 (+1) | Hit points | 14/18 | |
Constitution | 10 (+0) | Armour | 3 | |
Strength | 9 (+0) | Load used | 10/11 |
Animal Companion
Name | Wendy | |||
Armour | 0 | Species | Tawny Owl | |
Ferocity | +2 | Strengths | Keen Senses, Stealthy | |
Cunning | +2 | Training | Hunt, Search | |
Instinct | +1 | Weaknesses | Aloof |
See Background.
Possessions
Masterwork composite shortbow | (1 weight, near, far, +1 damage) |
Arrows | (1 weight, 1 ammo) |
3 Arrows of Tracking | (0 weight) |
Shiny dagger | (1 weight, hand, precise) |
Sickle sword of Fasina | (1 weight, close, precise, +2 damage) |
Halfling-sized chitin armour (worn) | (2 weight, 3 armour, worn) |
Child's summer travelling clothes (worn) | (0 weight) |
Pouch of ashes | (0 weight) |
Pouch of stargaza | (0 weight) |
Dungeon rations | (1 weight, 5/5 uses) |
Adventuring gear | (1 weight, 3/5 uses) |
Poultices and Herbs | (1 weight, 2/2 uses) |
Grey snake antivenom | (0 weight, 4/5 uses) |
Healing potion | (0 weight) |
37 gold coins and 15 silver coins | (0 weight) |
10 diamonds worth 1000 coins each | (0 weight) |
Token of the Wanderer | (0 weight) |
Skull of the Scholar | (1 weight) |
Held by Bron'n:
Dungeon rations | (1 weight, 5/5 uses) |
Left in Damerus House:
Knife | (1 weight, hand) |
Scimitar | (1 weight, close) |
Bundle of arrows | (1 weight, 1 ammo) |
Leather armour | (1 armor, 1 weight) |
Tube of blank scrolls, ink and quill | (1 weight) |
Small spade |
Starting Moves
Halfling | When you defy danger and use your small size to your advantage, take +1. |
Animal Companion | You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. (See above). |
Command | When you work with your animal companion on something it’s trained in...
|
Hunt and Track | When you follow a trail of clues left behind by passing creatures, roll+WIS. ✴On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. ✴On a 10+, you also choose 1:
|
Called Shot | When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.
|
Advanced Moves
A Safe Place | When you set the watch for the night, everyone takes +1 to take watch. |
Camouflage | When you keep still in natural surroundings, enemies never spot you until you make a movement. |
Follow Me | When you undertake a perilous journey you can take two roles. You make a separate roll for each. |
Blot out the Sun | When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets. |
Smaug's Belly | When you know your target's weakest point your arrows have 2 piercing. |
Familiar Prey | When you spout lore about a monster you use WIS instead of INT. |
Hunter's Prey | When you spout lore about a monster you use WIS instead of INT. On a 12+, in addition to the normal effects, you get to ask the GM any one question about the subject. |
Special Trick (Fighter's Through Death's Eyes) | Choose a move from another class. So long as you are working with your animal companion you have access to that move. When you go into battle, roll+WIS. ✴On a 10+, name someone who will live and someone who will die. ✴On a 7-9, name someone who will live or someone who will die. Name NPCs, not player characters. The GM will make your vision come true, if it’s even remotely possible. ✴On a 6- you see your own death and consequently take -1 ongoing throughout the battle. |
Compendium Class Moves
You'll Make a Fine Pair of Boots | After slaying a monster, with time and safety you may use part of its remains to craft a weapon, armor, or any other kind of equipment. Work with the GM to decide what tags and fictional effects the item should have, based on the monster being used. Items crafted from weak monsters should be equal to or slightly better than what you might find in town. Legendary, or extremely powerful creatures, should yield items almost matching the power of magical enchantments. |
Bonds
Kestrel went to great depths to bring me back from the realm of the dead. I owe her my life, and will repay her kindness with loyalty.
Kestrel has changed during our journies, and I am sure now that she is kind-hearted. She has my trust.
Kestrel's behaviour sometimes makes me suspicious of her motivations. I'll have to be wary of her. (Resolved)
Kestrel has a private agenda, but I sense she bears me no malice. I shall trust her. (Resolved)
Kestrel is on a quest relating to her dream. I will help her with this. (Resolved)
I still do not understand Kestrel, but I can respect that overall she is striving to do good. (Resolved)
Grimalkin seems wild and confused, like a lost animal. I will try to show her compassion and understanding, in order to help her. (Resolved)
Nikolai is a vampire! I do not know what to think about this, but I shall have to be wary of him. (Resolved)
I sense that The Headsman is a good and selfless warrior, for which he has my respect. (Resolved)
The Headsman lost his hand while fighting alongside me. If at all possible, I will help to make amends. (Resolved)
I feel that Nikolai would betray me if it suited his ends. I cannot trust him entirely. (Resolved)
Nikolai saved my friend Kestrel from annihilation: I owe him my thanks. (Resolved)
Cor Cy Ael is insane, but our fates are yet connected. I must be wary of him. (Nullified)
Norman is a friendly and joyous soul. I will journey with him for a time. (Nullified)
Norman showed me kindness in the hour of my need. I shall repay him, if he ever needs it. (Nullified)
I think Grimalkin is kind and good at heart. I shall honour her. (Nullified)
The Headsman lost his hand while fighting alongside me. If at all possible, I will help to make amends. (Nullified)
Nikolai is wilful and ambitious, but he listened to reason at the last. I think I can trust him. (Nullified)
Personality
Oliver spends much time in the wilderness, alone save for the sporadic company of his owl friend, Wendy, and whatever other animals he might meet, but when he does associate with other people, he has an earnest and cheerful demeanour: he often accommodates the manners and ways of life of other people in order to better fit in among them, and learn more about the world; except when it comes to cruelty against living things, where he feels more inclined to protect the innocent victims and fight, if necessary, against those who would do such evil deeds.
Background
Leafhollow
Oliver was born in the isolated Halfling settlement of Leafhollow: a small town that had grown up at the point where a disused road passed close by a stream running down from nearby mountains. There was little farmland, and the halflings of Leafhollow held a reverence for nature typical of their kind, not clearing any of the surrounding woodland (as Men or Dwarves might have done), but surviving mostly on the meat, fruit, berries and roots provided by their woodcrafty hunters and foragers. Freshwater fish were also to be caught from mountain streams, but in small enough supply to be regarded as a rare delicacy.
A few hundred years into the town's existence, after the old road was rebuilt in places, and its traffic increased, there was trade with merchants passing through: the halflings sold cured meat and furs and leather, and herbs with useful properties not to be found elsewhere, and they bought grains, cloths, spices and metal tools, and some of them spoke to the outsiders and learnt strange crafts from them, like metalsmithing, and the brewing of liquors and potions. The older townspeople, who had lived happily before all of this outside influence, shook their heads and warned that it would come to no good.
Oliver Bumblebarrel
It was not long before the growing wealth and status of Leafhollow attracted the attention of bandits, and several raids were attempted; but the attackers found themselves outmatched by the halflings' cunning and their skill in the trees, and all of the attacks were thwarted with few Halfling losses, save for the most recent one in Oliver's memory: he was a boy at the time, not allowed to go out with the others to fight; but he watched as the bandits broke through the defences, their helmets and mail shirts stopping most of the halflings' hunting arrows. He watched as his older brother Osric was pierced by a bandit sword and fell limp and bleeding to the ground, before Oliver's mother pulled him away to flee out into the hills.
But as those who were not fighting fled, they heard the sudden beat of hooves, and a horn blast followed by mens' voices crying out in challenge; and they turned and saw a band of mounted warriors charging at the bandits. The warriors were fewer in number, but brave and well-armed, and soon the bandits turned and fled before them. The warriors rallied a militia of the remaining defenders, including Oliver's father, and gave chase, and it was said that they found the bandit lair and laid waste to it. Oliver's father returned with a gash across his face and a bloodied knife, but his manner was grim, and he said nothing of what had happened, refusing healing until his son Osric was buried, which he and Oliver did with their own hands.
The warriors, it turned out, were a band of adventurers who had chanced to arrive in Leafhollow just in time to save it. They were travelling North on some quest for the Prince of a foreign land, but they stayed in Leafhollow for a week to protect against any further attacks and give advice to the halflings in their defence. There were no attacks for years afterwards, but the halflings learnt something of the craft of war in that short time, and Oliver's father taught the same to his son when he was older. Oliver himself became a skilled hunter, and he could have lived comfortably in Leafhollow; but the events of his youth had left a mark on him, and he felt a restless desire to see more of the world, which, he thought, could not be so bad a place if there were heroes like the ones who had saved Leafhollow. Despite his parents' strong objections, Oliver set out one day along the road to the South, seeking the grand civilisation he had only heard stories about.
Wendy
Some years after leaving his home town of Leafhollow, Oliver found himself lost in an unfamiliar wilderness. He had to hunt or forage to survive, but the plants here were unfamiliar (many of them were poisonous, he'd heard), and he did not know well the ways of the animals. As the day's light was fading, though, he came upon an owl lying injured on the forest floor. Forgetting his own troubles, he nursed her back to health, sharing the last of his food with her, and named her Wendy.
Knowing something of falconry, he went to hunt with her the next evening, and he gradually trained her to spot and flush out game for him to shoot with his arrows: together, they were able to catch prey too large for the owl to handle by herself, and too sly for him to catch by himself. Both taught each other something of hunting. With her help, he survived the wilderness, and found his way back to civilisation; but he didn't bind her, and she flew away then, not to be seen for a few days, until, to Oliver's surprise, she found him again while he was making a solitary camp, and perched by him as if she were at home, preening herself and occasionally stealing small pieces of his food. Oliver laughed, and did not begrudge her, for he was glad of the company, and since then she has ever been his companion in wild places.