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Veirvar the Griffon Pilgrim by Passy

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Oct 21st, 2016
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  1. Race: Griffon
  2. Class: Pilgrim
  3. Gender: Male
  4. Name: Veirvar
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  6. Backstory:
  7. Despite the somewhat nice demeanour and a rather proper upbringing, it could seem as though this griffon is a bit of misfit in the social circles he spent most of his life in. Having shown potential for the arcane in his early years, he was taken to a monastery to be raised in piety and taught compassion. With these two virtues as guiding ones and white magic at paw, he was to bring relief to the generations to come. Although the latter would still hold true and the former weren't completely lost on the griffon in question, the path he ultimately chose was a different one. Since the ardent flame of his nation's ambition would not be quenched in the quiet prayers and the longing of his muscle never find solace in a cleric's routine, the griffon's overseers gathered to counsel in the matter of the perplexing fellow. It was decided that a change in the direction followed was due, lest the youth finds one himself, possibly less noble than preferred by the heads of the monastery. Given the fact that the griffon's interests left him more fit than most clergy and that after years of fostering his innate talent he now channeled divine, it was deemed he would become a sanctified warrior - a paladin. Given this prime chance to re-define oneself, the now teenage griffon took to the training involved with all his heart. Alas, it was not meant to be. Given the racial affinity with the sky, one could understand finding the customary plate armor as naturally cumbersome as exploring new horizons exciting. Though quaint, one could even wave a hoof at preferring ranged weaponry over the melee arsenal, as paladins of this kind have emerged in the past already. The irredeemable fault of this griffon that made him never be truly accepted as a paladin, originated elsewhere entirely. The root of the problem lay within his very mindset. He would obey his superiors - smite foes and kill them without hesitation, if needed. He would go out of his way to deal with them. However, he would not hate them - not as much as the others did, even when faced with the loss of close ones. Be it due to the teachings received at the monastery or owing to an element of his own psyche, he could not muster what others had no trouble with and what came to be seen somewhat as iconic for a paladin, if not a requirement for fulfilling one's duties even. After all, could one truly bring the fury of the gods upon the wrongdoings of the wicked in a calm and collected manner? Though the griffon's behavior upon the battlefield could not be simply classified way, when paired with the remaining of his combat preferences, he fell short of the archetype so much that his peers would hardly identify themselves with him. Hence, when the time came that he became far too experienced to be called a paladin-in-training anymore, yet he still wouldn't win recognition from his superiors, a serious discussion between the two sides took place. There was no ill will on neither of them, but the conclusion reached stated firmly that there was little place within the order for one such as him, not as an official representative, at least. However, that didn't mean the bonds were to be severed completely, for feeling kinship nonetheless, the griffon took some official oaths that day. Though they weren't as strict as the ones of a full-fledged member of the organization, they were substantial. Among the more important ones were hunting down enemies of the organization and giving assistance to its members if such a need ever arised. The means of fulfilling those obligations were largely left to him though. With that done, the griffon left the ranks of his companions and set out to take on the world in his own way.
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  10. Racial skills:
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  12. Griffon Flight: Griffons can fly, and have a +1 bonus to divebomb attacks from high altitude. This is about as taxing as running at full speed.
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  14. Surveyor: passive; You have keen eyes when flying on high. While flying give either you or an ally +1 for ranged attacks
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  17. Class skills:
  18. Marksman Shot: recharge 3, requires ranged weapon, weapon; autocrits (any success is critical), benefits from Trick Ammo
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  20. Lifelink: Weapon, recharge 3 after effect ends; Shoot a special ammo life-linked to you or someone in your party. For every wound of damage inflicted on the affected target, restore one wound or hit on the linked ally. The link lasts 3 turns.
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  22. Wrath: recharge 2, spell, ranged; damage all nearby foes with a powerful blast, ensuring they cannot attack you on the next round; renders targets helpless on 9+ and can kill weak enemies on a crit.
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  25. Talent:
  26. Air-bound threat
  27. Take off when recovering from helplessness, +1 to ranged attacks, but only when flying
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  30. Weapon:
  31. Longbow (ranged)
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