Weoxgyld son of Weoxhrothsten, son of Weoxhroth

Weoxgyld son of Weoxhrothsten, son of Weoxhroth
Jotunkin (elemental heritage lightening), Adept (The Gift), Captain 3
I have chosen to list my details in the order used on the character sheet
Class: Captain 3 (will probably pick up some Force of Nature later)
Gender: M Age: 302 (he looks about 30) Height: 14’ 11” Weight: 1442 
Eyes Silver/Grey, Complexion: Light purple, Hair: Blue/black
Action Dice 3xd4
STR 14 +2
DEX 13 +1
CON 13 +1
INT 13 +1
WIS 12 +1
CHA 13 +1
 
Skills: Max ranks:6        Advance:+7/lvl
*=origin skill
Athletics 5/6=4+2-1ACP if in fittings
Impress 7=6+1 (aloof error 1-3)
Intimidate 7=6+1
*Investigate 7=6+1
Medicine 2=1+1
Notice 2=1+1
Resolve 7=6+1
Ride (Watercraft) 2=1+1
*Search 4=3+1 AD to boost & still fails, you gain the die back after the action is resolved.
Sense Motive 3=2+1 (aloof error 1-3)
Survival 2=1+1
Tactics 6=5+1
 
Interests
Homleland
Native Tongue: Giant
Language Common
Study: Jotunkin Sagas (Poetry/history/proper behaviour)
Alignment Gozreh
 
Coin in Hand 0s Panache 2 Prudence 1
Appearance: 7= 1+2Annie+1Cha +2 Eloise+1gear Money saved/earned: 20%
Income: 20s
 
Non-combat abilities
Fey (+0 XP): The NPC has a deep supernatural connection to the wilds and is as much a spiritual embodiment of a natural force or location as a creature of flesh and blood. Natural animals refuse to attack the NPC and often flee from it unless they’re trained to hunt fey or they’re attacked by the NPC or its teammates. A fey doesn’t age but must eat, sleep, and breathe.
Free Hint:Once per session
Improved Stability
Hearty Appetite
Natural Elegance
Free hint
Heroism
Practiced Search
Aloof: Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.
Path of Water 1st step
Pathfinder Basics Aquatic +2 swiming x2 time can hold breath
 
Combat
Reach 2
Defence:14=10+1+1-1+3 for shield
Initiative 2=1+1
Vitality: 30 Wounds 19
Unarmed 3=1+2   Fortitude 3=2+1
Melee 3=1+2      Reflex 1=0+1
Ranged 2=1+1   Will 2=3+1-2(lightning)
Proffs:
Unarmed
Edged
Blunt
Hurled forte
Daunting Shot
Weapons:
Damage includes +1 for Crunch and +1 for STR
Three giant scale Javelins
To hit forte +3, 1d10+3 lethal Threat 19-20 range 30’x3, M1h, 2Hard, 12Lb (4 each) Error 1-2
Giant Sized Tower Shield 160s
To hit +3, 1d6+3 subdual, Threat -, Guard +3 L1h, 3Hard, 36Lb  Error 1-2
Unarmed
1d4+3 subdual, lethal, or electrical
 
At home
Giant scale Leather Shield (treat as a hide shield)
To hit +3, 1d4+3 subdual Threat 20 Guard +2 M/1h 3soft 24Lbs Error 1-2
Armour
Thick Hide ability = DR2 partial armour does not stack.
Giant size light fittings stylistically I imagine bronze. Does not add to above (helmet, bracers, and greaves)
 24Lb
+1DR, —Resistances, –0DP –1ACP —spd –4disguise +1Const —Comp
 
Combat Abilities
Turn Animal 1/combat
Cadre: grant a basic combat feat (currently I have none)
Elemental Heritage Lightning: electrical resistance 5, convert unarmed damage to electrical
Improved Stability
Thick Hide and crunch
Contempt: Once per round, you may make a free attack against a standard character. You may use this ability a number of times per combat equal to your starting action dice.
Battle planning: Crush Them! (+2 Melee and unarmed attack checks)orNo Prisoners! (+2 lethal damage rolls)
 
Gear and Prizes
Light 350, heavy 1050, lift/drag 2100
Legend 3, Reputation 29,
Prizes
A Varrissian Ring of Defense (+1 Defense) on Paiter
Gear
Weapons total:             48Lbs
Armour:             24Lb
Giant bed roll cold resist 4, - soft2             12Lb
Tinderbox             0.5Lb
Grooming case +1App,             2Lb
Sheaf of paper             0.5Lb
Common ink             0.25
Scribes kit            2
Rations x2            10
Raft left on beach.
Total             109.25 without raft Light Load.

Spells

Spells
From ‘The Gift’ casting level 1, spell points 0, spellcasting bonus 1 (not used)
Spells known 2, Save DC 11.
The Gift: Casting is automatic, uses/scene = starting action dice=3
 
Flare 0 ½ action close 20’ sphere instant Fort neg, - flash -1 magic penalty to attacks for d6 rounds
I imagine this as a flash from a burst of electricity, a lightning flash
Polar Ray 0 ½ action close personal 15’line instant Ref for ½ - freezing air 1d6 cold damage.
Path of Water 1st Step
Create Water at will 0 ½ close – instant – 2gallons
Water Walk at will 0 ½ personal/touch – 1min/CL – walk on water.
 
Description
Weoxgyld (Ve-oaks-gild, with a soft ‘e’)
Concept: Warrior/Philosopher
“Long have been the days of dreaming in my father’s hall. Seasons of poetry, philosophy and camaraderie in swordplay.  We were an insular people distaining the petty histories of folk. Then came the ship wrecked man. His tales revealed how out of date our dusty tomes of lore were. He described a world of life and vigour, but also full of small cruelty. I feel as if I have woken from a long sleep. We are a mighty people but we should not wait for dire times before using that might”
 
It’s a D&D world so I thought I’d try a classic D&D image. Basically a classic AD&D storm giant in style at least but not festooned with all the powers. This philosopher/warrior has stirred from the isolated halls of his people. The windswept coastal starting location is good for this character. 
 
First, you notice Weoxgyld is an imposing figure by human standards. Every inch of his 14’11” body is immaculately groomed. His full head and beard of wavy blue-black  hair is combed. His body sculpted by rigorous training and moderation. His rich booming voice rings with trained oratory kings envy.
The second thing you notice is his odd colouring. His violet skin is blemish free. 
His culture is a largely of ‘Norse’ but with ‘Greek’, and ‘Celt’ influences this much will be evident from his dress and gear. He currently is dressed in a navy, azure, and grey striped tunic belted at the waist and sandals. He carries a light leather travelling shield and set of 8’ javelins. He carries the little ‘coin’ he has left as a hack silver bracelet.
Those who have met him before have found him polite, formal, and patronising. Perhaps a little too formal, once you have probably smelt the ozone and seen static spark through his hair, a hint of the anger reined in and smouldering. Beyond this you’ll have to get to know him properly during play.
Note: his Charisma would be higher except for his size, odd colouration, the fact you have never seen behind the formal mask, he acts according to his culture’s often odd standards of polite behaviour, and sometimes you sense pent up fury.
 
Paiter Whitshoal: human privateer (retired), somewhat less formal than his master. Imagine a middle-aged swashbuckler type.
Description: Paiter’s head is beginning to bold and his rich clothes are threadbare in places. Paiter seeks security, the riches of his youth lost he hopes to remain in good standing with his employer and friend, Weoxgyld. By extension he tries to get on with the other PC’s. Paiter has a likeable informal manner and can hold his own in a sword-fight. He is not above using his dry sense of humour to poke good natured fun at his friends or ‘stiff’ employer. Paiter has a weakness for carousing and roguish company. He is reckless enough to get into dangerous situations but careful and agile enough to survive them. After any strenuous activity though he will complain of sore muscles and bruised bones “I’m getting too old for this”. Disposition: Supportive of Weoxgyld, intrigued by the other PC’s.
Background: Born to a rich merchant family Paiter’s early life was one of book-learning for which he had little interest or talent. At 19 he boarded one of his father’s ships as an unannounced passenger and took command three days later. His younger sister came to run the Trade House and Paiter became a rogue trader and dashing explorer with only token connection to the family and company. At 25 almost broke and bored of trading and travel he petitioned for a letter of Marque and began an even more exciting life as a swashbuckling privateer. At 28 his ship was wounded in battle and limped away only to sink three days later in a storm. He was found by Weoxgyld’s younger brother and spent the next 12 years in the safe but boring surrounds of the storm giant hall. He was very anxious to leave with Weoxgyld as the giant’s ‘native guide’ in the outer world.
Medium Folk Walker (0xp)
STR 12 +1
DEX 12 +1
CON 10 0
INT 10 0
WIS 13 +1
CHA 14 +2
(8xp)
Initiative III/2, Attack IV/2+1 STR or DEX, Defence III/3=2+1ring, Resilience III/2,1,1, Competence I/+1 (14xp)
Health II/1 (2xp): Vitality 10, Wounds 10
Skills: Acrobatics II/3+1=4 Bluff II/3+2=5 Haggle III/4+1=5, Impress III 4+2=6, Ride (watercraft) III/4+1=5, Sense Motive II/3+1=4 Prestidigitation III/4+1=5 (21xp)
Interests (0xp): Native Language Common, Language giant, Geography: seas and ports, Pirate Lore, Jotunkin Sagas.
Abilities: Uncanny dodge I (2xp), Tally Ho! (2xp), Bookworm I:  research checks in half time (2xp),Tomb Raider: each time you fail an Athletics or Search check and don’t sufferan error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.(2xp)
Gear [comp]: Backpack [5D], Bedroll [5D], Hunting horn [7D same as whistle], Cutlass with +2AP [10W+2 Armour Piercing I imagine this as a pointed hardened end]. (3xp)Non-player character: Personal Lieutenant Coin: 3sp Very strong nutmeg and wrymwood liquor (50s as intoxicating poison) Oil pint, Bandages, Spirits (Gin), Smelling Salts
Total 60xp
Prizes
A Varrissian Ring of Defense (+1 Defense)