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Messages - Wolfrin Fenris

#181
Tales of the Guild (IC) / Re: Roots....
January 19, 2014, 06:55:37 PM
Wolfrin nodded at her words, sensing the truth within them. Her explanation made sense, the evidence was present, but more than that, Wolfrin wanted to believe her.

"Very well. I believe your explanation," he responded. What's more, I will help you catch this necromancer. I do this for two reasons. The first should be obvious, I would not allow such a foul personage to reside within the forest and threaten the creatures within. The second reason I will help you is to show my loyalty", he explained while striding closer to the woman in a non-threatening manor. Stopping 5 feet away from her, and maintaining his disarming attitude, he bent over slightly, removing his left boot.

Straightening, he held the boot up sideways in front of him for her to see. "For I am of the guild as well, though I have had little interaction with other members as of yet. I joined very recently," he explained with a slightly crooked smile. 
#182
Tales of the Guild (IC) / Re: Roots....
January 19, 2014, 12:57:20 AM
"Hold. I come as a friend, I'm chasing a necromancer who fled towards this area." The woman said as she raised her hand toward one long gash on an arm. Suddenly her hand began to flow softly and the glow spread from there. Instantly upon seeing the glow Wolfrin re-evaluated the woman.

He was not over alarmed by the display of power, clearly healing magic by the soft white light and the effect it was having on her wounds, but he did ease Wolf's Fang slightly from its scabbard, readying it to draw and strike if necessary. While healing magic was not overly worrying, few where the clerics, Or perhaps a paladin he mentally corrected himself, who wandered the forest with only healing magic.

"Time is precious, you wouldn't have happened to sense anything? These woods are vast, it may be sign of good fortune for you to find me, you may very well point me in the right direction." she continued.

She was on edge, he could tell, and that eased his mind slightly. Any devious character caught in this sort of situation would probably try to pretend as if there was no tension in the air, in order to lower their opponents guard. "I have indeed sensed something.....Unnatural. However how can I know it was not you I sensed? How did you receive those gashes?" He questioned.
#183
The Roster (OOC) / Re: Wolfrin Fenris
January 18, 2014, 10:03:29 PM
Level 2
[spoiler]
QuoteWolfrin Fenris
Level 2 Male Half-Elf Fighter/Druid
True Neutral

STR:18 (+4)
DEX: 15 (+2)
CON: 14 (+2)
INT: 13 (+1)
WIS: 17 (+3)
CHA: 11 (+0)

Size: Medium
Skin: Pale
Eyes: Grey-blue (Turn Golden when accessing druidic powers)
Hair: Silvery-White.

Fighter/Druid Hit Die: d10
Hitpoints: 12 (level 1) + 7 (level 2) = 19
Hitpoints per level: 1d10 +2 (con)
Level Adjustment: +0

Speed: 40 ft.
Armor Class: 10 +0 (none) +2 (dex) +2 (defensive fighting) +1 (dodge) = 15
Armor Class: 10 +0 (none) +2 (dex) +2 (defensive fighting) = 14
Armor Class: 10 +0 (none) +2 (dex) = 12
Touch Armor Class: 10 +2 (dex) +1 (dodge) = 13
Touch Armor Class: 10 +2 (dex) = 12
Flat Footed Armor Class: 10 +0 (none) = 10

Armor Check Penalty: -0 (none) = -0

Fortitude save: +2 (fighter/druid 1) +1 (fighter/druid 2) +2 (con) = +5
Reflex save: +2 (dex) = +2
Will save:   +2 (fighter/druid 1) +1 (fighter/druid 2) +3 (wis) = +6

Cold Resistance: 0
Fire Resistance: 0
Electricity Resistance: 0
Sonic Resistance: 0
Spell Resistance: 0

Sleep: Immune
vs Enchantments: +2

BAB: +2
Attack (melee, katana +1): +2 (BAB) +4 (str) +1 (weapon focus katana) = +7 (18-20 x2)
Attack (melee, dagger): +2 (BAB) +4 (str) = +6 (19-20 x2)
Attack (missile): +2 (BAB) +2 (dex) = +4
Attack (missile, composite longbow +1): +2 (BAB) +2 (dex) = +4 (x3)
Attack (unarmed): +2 (BAB) +4 (str) = +6
Attack (defensive fighting): -4
Damage (Wolf's Fang - katana +1, 1h): 1d10 +4 (str)
Damage (Wolf's Fang - katana +1, 2h): 1d10 +6 (str)
Damage (Alanas Memoir - composite longbow +1 (max 4 strength)): 1d10 +4 (str)
Damage (dagger): 1d4 +4 (str)
Damage (unarmed): 1d4 (non lethal) + 1d4 (strength damage)

Equipment:
Wolf's Fang (Katana +1)
Alanas Memoir (Composite Longbow +1 (max 4 strength)),
Winter Wolf Skin
Leather Boots. (Guild symbol branded into the leather on the outside of either boot.)

Equipment Cost:
Katana +1, masterwork, keen: 150 (base) + 300 (masterwork) + 250 (keen) = 700
Composite longbow +1, darkwood, masterwork: 500 (base) + 300 (masterwork) + 250 (enhancement +1) = 1050

Spell DC: 10 +3 (wis) + spell level

Grapple check: +2 (BAB) +4 (str) = 6

Light load: 100 lb. or less 
Medium load: 101?200 lb.
Heavy load: 201?300 lb.
Lift over head: 300 lb.
Push or drag: 1500 lb.

Languages: Common, Elven, Sylvan, Druidic.

Special Features:
Immune to magical sleep (Half-Elf)
Low-light vision (Half-Elf)
Enchantment resistance (Half-Elf) - +2 vs Enchantments
Animal Companion (Druid 1) - Winter Wolf
Nature Sense (Druid 1) - A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Druid 1) - A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person. (Synergy +2 bonus)
Spontaneous Casting (Druid 1) - A druid can channel stored spell energy into summoning spells that she hasn?t prepared ahead of time. She can ?lose? a prepared spell in order to cast any summon nature?s ally spell of the same level or lower. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature?s ally IV (also a 4th-level spell).
Woodland Stride (Druid 2) - Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.


Feats:
Weapon Focus (Level 1) - +1 Bonus on attack rolls with selected weapon.
Exotic Weapon Proficiency (Katana) (Fighter 1) - No penalty on attacks with specific exotic weapon.
Combat Expertise (From Flaw) - May take penalty to attack to increase AC.
Dodge (From Flaw) - +1 Dodge bonus to AC against selected target.
Defensive Strike (Fighter 2) - If an opponent attacks you and misses while you are using the total defense action, you can attack that opponent on your next turn with a +4 bonus on your attack roll. You gain no bonus against an opponent that does not attack you or against an opponent that attacks and hits you.

Traits:
Child of Nature - You have been blessed by the God of Nature to be as comfortable in the wilderness as you are at home.

Benefits: You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

Uncivilized - You relate better to animals than you do to people.
Benefit: You gain a +1 bonus on Handle Animal checks and wild empathy checks.
Drawback: You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather information checks.
Roleplaying Ideas: Characters with this trait are likely to feel awkward in many social situations; that might be expressed as shyness and quiet behavior, or it might be expressed through an overly exuberant need to participate in conversations.

Flaws:
Love of Nature - You do not wish harm upon any natural creature
Drawback: When attacking a creature with the animal, plant, or vermin type, you may only make attacks that deal nonlethal damage.
Benefit: Bonus Feat

Honorable Fighter - You do not like fighting opponents who are armed with lesser weapons.
Effect: Whenever you are wielding a weapon and attack an opponent who is not wielding a weapon, you take a -5 penalty to attacks. If your opponent has natural weapons like fangs and claws, ignore this penalty.
Roleplaying Ideas: "Pick up your sword. I will not fight an unarmed man."
Benefit: Bonus Feat

Skills
20 skill points at level 1
5 skill points per level after
(*)Denotes a Fighter class skill
(**)Denotes a Druid class skill
Strikethrough denotes untrained skill

Total skill points: 25
Unused skill points: 0
Max skill ranks in a skill: 5

Ranks used
2 Craft
1 Profession (animal handler)
1 Profession (guide)
4 Survival
5 Knowledge (Nature)
1 Heal
4 Concentration
1 Sleight of Hand
5 Handle Animal
1 Spellcraft
_________
25 total

Appraise INT: +1 (int) = 1
Balance DEX: +2 (dex) = 2
Bluff CHA: +0 (cha) -1 (uncivilized) = -1
(*)Climb STR: +4 (str) = 4
(**)Concentration CON: +2 (con) +4 (skill ranks) = 6
(*)(**)Craft (Fletching) INT: +1 (int) +2 (skill ranks) = 3
Decipher Script: +1 (int) = 1
(**)Diplomacy CHA: +0 (cha) -1 (uncivilized) +2 (half elf) = 1
Disable Device: +1 (int) = 1
Disguise CHA: +0 (cha) = 0
Escape Artist DEX: +2 (dex) = 2
Forgery INT: +1 (int) = 1
Gather Information CHA: +0 (cha) -1 (uncivilized) +2 (half elf) = 1
(*)(**)Handle Animal CHA: +0 (cha) +1 (uncivilized) +5 (skill ranks) = 6
(**)Heal WIS: +3 (wis) +1 (skill ranks) = 4
Hide DEX: +2 (dex) = 2
(*)Intimidate CHA: +0 (cha) = 0
(*)Jump STR: +4 (str) = 4
Knowledge (arcana) INT: +1 (int) = 1
Knowledge (architecture): +1 (int) = 1
Knowledge (dungeoneering): +1 (int) = 1
Knowledge (geography): +1 (int) = 1
Knowledge (history): +1 (int) = 1
Knowledge (local): +1 (int) -2 (child of nature) = -1
(**)Knowledge (nature): +1 (int) +1 (child of nature) +5 (skill ranks) +2 (Nature Sense) = 9
Knowledge (nobility and royalty) INT: +1 (int) = 1
Knowledge (religion) INT: +1 (int) = 1
Knowledge (the planes): +1 (int) = 1
(**)Listen WIS: +3 (wis) +1 (half elf) = 4
Move Silently DEX: +2 (dex) = 2
Open Lock DEX: +2 (dex) = 2
Perform (?) CHA: +0 (cha) = 0
(**)Profession (Animal Handler) WIS: +3 (wis) +1 (skill ranks) = 4
(**)Profession (Guide) WIS: +3 (wis) +1 (skill ranks) = 4
(*)(**)Ride DEX: +2 (dex) = 2
Search INT: +1 (int) +1 (half elf) = 2
Sense Motive WIS: +3 (wis) = 3
Sleight of Hand DEX: +2 (dex) +1/2 (skill ranks)  = 2.5
(**)Spellcraft INT: +1 (int) +1 (skill ranks) = 2
(**)Spot WIS: +3 (wis) +1 (half elf) = 4
(**)Survival WIS: +3 (wis) +2 (child of nature) +4 (skill ranks) +2 (Nature Sense) +2 (Synergy - Above ground) = 13
(*)(**)Swim STR: +4 (str) = 4
Tumble DEX: +2 (dex) = 2
Use Magic Device CHA: +0 (cha) = 0
Use Rope DEX: +2 (dex) = 2

Spells Known
Level 0
Light - Object shines like a torch.
Purify Food and Drink - Purifies 1 cu. ft./level of food or water.
Stabilize - Cause a dying creature to stabilize.
Guidance - +1 on one attack roll, saving throw, or skill check.

Level 1
Wood Wose - Nature spirit does simple tasks for you.
Speak with Animals - You can communicate with animals.
Hawkeye - You gain +5 on spot checks and fire ranged
weapons better.

Spells Per Day
Level 0: 4, unlimited casting
Level 1: 2 +1 (wis)
Level 2: +1 (wis)
Level 3: +1 (wis)
Level 4: +1 (wis)

Planned Progression
1: Fighter/Druid
2:  Fighter/Druid
3:  Fighter/Druid
4: Druid
5: Druid (for wild shape ability)
6: Fighter (for lvl 4 requirement for some nice fighter feats)
7: Nature?s Champion
8: Nature?s Champion
9: Nature?s Champion
10: Nature?s Champion

Additional Info
Wolf?s Fang: Katana Blessed by Wolfgar, giving the blade a gold appearance in the process, ensuring the weapon will never break, the blade never dull, the shine never fade.

Wolf?s Fang History: Wolf?s Fang, received and named by Fenris when completing his coming of age Trials. Wolf?s Fang is a Katana, a style of sword made only by the Tribe of Lunos, in Kirin. Blessed in a ceremony at the end of the trials, the sword is dedicated to Wolfgar.

Special Abilities:
Unbreakable (+1), any damage done to the weapon is ignored.

Alanas Memoir: Darkwood Longbow

Alanas Memoir History: Hand made by Sylfaen Stardancer, Sylfaen cast the Ironwood enchantment upon this bow every day for 10 straight years until the enchantment sank into the very fabric of the wood and became permanent. Two Elven words are carved into the wood just above the handle, that translate into common in the form of " Never Forget."

[/spoiler]

Wolf Animal Companion
[spoiler]
Quote
Buddy

No picture.

Background
?


QuoteBuddy
Buddy
Neutral

STR: 13 (+1)
DEX: 15 (+2)
CON: 15 (+2)
INT: 5 (-3)
WIS: 12 (+1)
CHA: 6 (-2)

Size: Medium
Type: Animal

Hit Dice: 2d8+4
Hitpoints per level: 1d8 +2 (con) +2 (raised from birth)
Hitpoints: 26
Initiative: +2
Speed: 50 ft. (10 squares)

Armor Class: 10 +2 (natural) +2 (dex) = 14
Touch Armor Class: 10 +2 (dex) = 12
Flat-footed Armor Class: 10 +2 (natural) = 12

Fortitude save: +2 (con) +2 (lv 1) +1 (lv 2) = 5
Reflex save: +2 (dex) +2 (lv 1) +1 (lv 2) = 5
Will save: +1 (wis) = 1

BAB: +2
Attack (melee, bite): +2 (BAB ) +1(str) +1 (weapon focus) = +4
Damage (melee, bite): 1d6 +1 (str)
Space/Reach:5 ft./5 ft.

Grapple: +2 (BAB) +1 (str) = 3

Special attacks: Trip
   
Feats:  Track, Weapon Focus (bite)

Special abilities: Lowlight vision, scent

Special features:
Raised from birth (+2 HP per each HD, 3 more ability points as compared to a regular wolf of his race).
Link
Share spells

Skills:
Total skill ranks: 2
Skill ranks at level 2: 2
Skill points per level: 1
Unused skill ranks: 0

Hide DEX: +2 (dex) +1 (skill rank) = 3
Listen WIS: +1 (wis) +2 (skill ranks) = 3
Move Silently DEX: +2 (dex) +1 (racial) = 3
Spot WIS: +1 (wis) +2 (racial) = 3
Survival WIS: +1 (wis) = 1

Tricks known:
Attack
Come
Down
Fetch
Heel
Guard
Track

[/spoiler]
#184
The Roster (OOC) / Re: Wolfrin Fenris
January 18, 2014, 09:32:34 PM
[dice]Rolled 1d10+2 : 2 + 2, total 4[/dice]
#185
Finished Transactions / Re: Flander's Fletching!
January 18, 2014, 09:00:39 PM
#186
Finished Transactions / Flander's Fletching!
January 18, 2014, 07:16:04 PM
As you step into the shop, your assaulted by the multitude of items lining the walls and covering the four tables set in the middle of the room.

On the walls are various Bows and Crossbows, on the tables sit arrows and bolts of all kinds, and in buckets in the corners and propped up against the walls are javelins, throwing knives, thrown axes and more.

Turning from a table where sit a plethora of feathers, string, wooden shafts for arrows, woodworking tools, and more, a man see's you entering.

A broad smile lines his face as he welcomes you, "Welcome friends! Come on in! Feel free to browse, Everything you see is for sale, and if you don't see it here, I might have it in the back, and if I don't have it in the back, I can make it special order for you! Whatever your need is just keep in mind,  if you like to keep a distance, always stay close to Flander's Fletching!

QuoteYou may sell items to this shop if it's something you think they would buy. The shopkeepers use their own discretion if they want to buy it and think they can still make a profit. The price that they will always accept is roughly 30% of the items price. There may be cases where they pay for higher. It's more advisable to trade with players.
#187
Tales of the Guild (IC) / Re: Roots....
January 18, 2014, 05:32:48 PM
As Wolfrin delved deeper into the forest, following Buddy, he began to hear the sounds of battle, the cacophony of steel on steel ringing and echoing throughout this part of the forest. All around this area the creatures were silent, not a bird call could be heard, no squirrels chittered and wrestled amidst the trees.

Suddenly the noise stopped. Wolfrin strained his ears, hoping to catch the sound again, or give some clue to the direction to continue. Buddy slowed to a stop and began sniffing the area, searching for a trail to follow. Despite all efforts Wolfrin could hear nothing that would lead them towards the previous commotion. The forest around them lay almost deathly silent, and Wolfrin began to feel as if something unnatural was suppressing the forest.

Wolfrin shook his head to clear if of the possibilities running through his imagination. He would simply need to learn more before jumping to any conclusions. To that end, rather then his ears, he followed Buddy's example, turning to his sense of sight in an attempt to find a trail. Buddy had been scanning the ground and the undergrowth, so Wolfrin instead looked to the tree's and low hanging branches. Slowly turning circles, Wolfrin examined the area, looking for any type of disturbance or clue.

Just as he was about to give up he spotted something. It was minute, and he was sure he had passed over the area twice already and missed it both times. He looked to a low hanging branch over a rabbit trail, noticing several leaves bent the wrong direction, and one small twig snapped. Approaching the area, he also noticed a slight scrape along the trunk of a tree further down the trail, the bark peeled away. Gathering that someone had been traveling along this small rabbit trail, Wolfrin motioned to Buddy.

The waist high wolf approached, sniffing the ground. Almost immediately he began growling, a deep and intimidating sound. Before Wolfrin could begin to wonder what could set his companion off in such a way, for Buddy was a fairly even tempered friend, Buddy bolted down the trail. Wolfrin broke in to a run behind him, and though he ran as fast as he could, he could hardly keep his friend within his sight.

Suddenly Wolfrin noticed Buddy had come to a stop, and he did likewise skidding to a stop just past his friend. They had entered a small clearing, perhaps only 20 yards in diameter. Dotting the clearing were piles of what appeared to be human bones, Swords and axes still grasped by bony hands. Then his eyes noticed the woman standing only a short distance across the clearing, staring back at him in turn. She was human, he noticed, and tall for a human female, though fit and still slender. She wore armor with metallic golden hued plates that overlapped each other, covered only slightly by a cape draping her shoulders, and a scabbard strapped to her left side. She was holding a great sword, enormous for her frame.

Hazel eyes locked with Wolfrin's own silver orbs and something tugged at the back of his mind. However, not having time to follow it, he demanded of the woman, "What are you doing here?!"
#188
The Guild of Galas'nor / Re: [IC] The Assaulted Caravan
January 18, 2014, 12:23:38 AM
"Of course"

Wolfrin held his arm to his side quickly flashing a hand signal. To the left of them, about 10 yards away, the undergrowth momentarily rustled and then Buddy emerged from the tree line, slowly padding his way across the field towards Wolfrin and Annia.

"I would be glad to help in any way possible. Murder is not nature's way." He looked down at his companion, silver eyes meeting golden. Turning back to Annia, Wolfrin stated, "We will see what we can learn."

Wolfrin slowly walked up to the wreckage with Buddy at his side. His eyes scanned the charred wreckage, noting the burn marks on what remained of the carriage. Nothing was whole anymore, the wheels of the cart had various broken spokes, the tongue lay at an odd angle, and nothing remained of whatever merchandise this cart had carried except splintered box's. There was not much to learn from, no clue's left behind in the wreckage.

His eyes next scanned the blood that dotted the cart and ground around the cart. Wolfrin was fairly certain Buddy could track down the murderers from the blood train and Buddy's keen scent, however, he did not give the signal to him right away. Something seemed wrong with this picture, other then the heinous crimes likely committed. Wolfrin had known bandits in his life, and often heard tales from his father of Fenris' own encounters. The merchant was carrying cargo, likely valuable, and nothing was left of said cargo, so bandits certainly could be behind the assault on the caravan, but bandits weren't usually concerned with covering their tracks. And these devils, bandits or otherwise, had done a fine job of that.

Finally it clicked in his head. They had done a superb job of cleaning up all the evidence, they hadn't left anything, besides the blood stains, that could be of any use. Anything. There's no bodies. Not only of the merchant or driver, but of guards, or even the animals that had pulled the cart. Perhaps the lack of evidence could tell them something after all?

Satisfied that he would find nothing more from the wreckage, Wolfrin decided to see if the months of training Buddy would result in more than just dinner. Wolfrin pointed toward a fairly large blood splotch and spoke a single word, "Track."


[spoiler]
Handle animal skill check to get Buddy to use known trick, "Track"
[dice]Rolled 1d20+9 : 10 + 9, total 19[/dice]
[/spoiler]

If Successful [spoiler]
"Buddy, understanding the command approached the indicated spot and began sniffing.

Skill check for Buddy to track scent
[dice]Rolled 1d20+5 : 6 + 5, total 11[/dice][/spoiler]
#189
Tales of the Guild (IC) / Roots....
January 16, 2014, 07:45:41 PM
This is a Freeform role-play open to Wolfrin and Annia.

Wolfrin cupped a handful of dirt, pulling it away. Another handful followed, and another, until a small hole had been formed. In went the small sapling, and Wolfrin softly pushed the dirt in around the roots patting it down and smoothing it out. Straightening, he looked down at the sapling oak, barely 10 inches tall. One day, he knew, this sapling would dwarf him, would dwarf even those tress around it. Its roots were strong, and with the proper nourishment, it would thrive.

Perhaps I too, should set down roots, that I might thrive?

Shaking his head, he turned to retrieve the small water flask he had. Seizing it, he turned back to the sapling and began to pour water above its roots, wanting to truly be a part of the growth of something so wonderful. His mind however was not at peace. It is not my way. How could I ever hope to make a home in a place like this? I know nothing of this land, even now, and I have a duty to fulfill. I have no right to rest. I will not fail my father or Wolfgar!

Sighing, he finished emptying the flask around the base of the fledgling oak. He set off towards the small stream near where he made camp this night to refill his flask when he was aware of his friend approaching. "Well Buddy, how went the hunt?" He looked at the wolf, his animal companion he had taken to calling 'Buddy' ever since he had found him. His conversations with Buddy were always a little one sided, but he knew that he would never have a companion, animal or otherwise, that he could trust as much as Buddy.

Buddy looked up, golden eyes meeting silver, and Wolfrin knew the feelings were mutual. However, almost immediately Wolfrin noticed that Buddy carried no rabbit, not squirrel, nor any dinner for the night. Curious, Wolfrin met his friends gaze once more, and that's when he felt it. Something, some message, some hint in the wolfs bearing, some instinct was telling him something was out of the ordinary. Why else would he return without food?

Wolfrin nodded to Buddy, and the wolf wheeled around, trotting off into the trees. Wolfrin followed close behind anxious to see where Buddy would lead him.
#190
Wolfrin had just finished a meeting with a guild member, one who had claimed knowledge important to his quest. The lead had been a dud however, and Wolfrin, never one fore cities or people, and having his hope just be crushed was hurriedly progressing to the door when said door burst open.

"I am looking for a few brave souks willing to go on a little errand for me to the desert kingdom of Shadar!" his voice boomed jollily as he stroked his goatee. "I have made an important purchase and now need reliable escorts to get it back here unharmed and as you all know the guild is the best!" This the man, presumably a merchant by his words, proclaimed after entering, a small quivering man by his side. "Anyone going of course will be rewarded greatly!"

Wolfrin thought it over momentarily. Never one for excessively hot climates, and not much caring for the promise of reward, Wolfrin almost continued on out the door. However, at the last moment, a thought occurred to him, "Perhaps in such a far off area I might find those with information for my quest. I'm not having any luck sticking around here..."

By the time he had made up his mind to join, another guild member, Annia Siadon if he wasn't mistaken, had already spoken up, and was not seated at one of the center tables discussing the mission.

Walking up, Wolfrin heard the merchant comment, "I have arranged for transportation for you and your team to the capital city of Izole. The morning after you arrive my man with the goods will be waiting for you in the Dancing Wind Tavern. Once you have my package you must guard it for the day until a vessel which I have charters comes to pick you all up and ferry you home waffle. It is truly a simple job even a child could do it!"

Though he seriously doubted that any mission worth hiring guild would be that easy, he approached the pair saying, " I would like to join this expedition, if you will have my talents."
#191
Fenris, hero of the Third Chaos War, was traveling around searching for The Guild of the Righteous, when he came upon a small village in Amathest, called Contralid, and stopped to rest. There he fell in love with an elven dancer working at the inn, The Travelers Destiny, he stopped to rest in.The Elven maiden went by the name of Sylfaen Stardancer, and soon after their meeting, a child was born. Fenris? love of Sylfaen overcame his vengeful desires, and so they settled down in that very village.

Sylfaen named the boy Wolfrin with his last name as Fenris, after his father. Both parents did their best to impart in their child their cultures. Fenris taught his son the ways of the warrior and belief in the god of nature, Wolfgar. While Sylfaen instructed Wolfrin in the elven language and Etiquette, and imparted her skill with a bow.

During Wolfrin?s twenty second year, an old enemy of his father found them.The Guild of the Righteous, a very prejudiced, if small guild, was after Fenris once again. Knowing there would be trouble when he learned of their intentions, Fenris went out to meet them. Battling his way through them, he fought to reach their leader, a man named Helexandrios Grimior, or Hex as known by his men. Fenris attacked him, hoping to end the guild's reign and prevent any harm coming to his family. Fenris' sword against Hex's rapier the duel went back and forth for nearly an hour, until Fenris caught Hex off-guard and the duel ended with Helexandrios Grimior's head rolling across the ground. Unfortunately for Fenris some of the guild had been dispatched to deal with his wife and son.

Knowing his family was in danger, Fenris hurried back to his home but, by the time he arrived his wife had been knocked out cold and his son was locked in combat.. Fenris rushed into the battle to save Wolfrin from a blow that would have mortally wounded him, taking the blow for Wolfrin. As Fenris lay close to death upon the floor, Wolfrin took up his fathers sword, a slightly curved single edged sword, known as a katana. Blinded by rage, Wolfrin swung wildly at first, which his opponent, he later found out to be Hex's brother Luther Grimior, easily dodged and rewarded Wolfrin with a long slice along his chest. Fenris watched this and became angry, for he knew that Wolfrin could overcome this amateur swordsman if he would just calm himself and think clearly.

Calling out, Fenris instructed his son to do just this. His father's words broke through Wolfrin's battle rage and he grew calmer, following the techniques he had been taught. As Luther lunged in with his short sword hoping to skewer the half-elf, Wolfrin spun to the side; his sword extended straight out to his side. As Luther came to a stop blood squirted from his neck, his body collapsed and his head came at a stop against one of Fenris' legs.

Kneeling by his fallen father, Wolfrin wept softly as Fenris spoke his final words. Fenris told Wolfrin to say goodbye to his mother for him, and to tell her he loved her. He told Wolfrin to take care of her, and that he loved his son. Finally he bequeathed his sword to Wolfrin, and drawing a last breath, he died, the rays of the beautiful dusk passing over him.

A year passed and Wolfrin felt he could live no longer without his father. He prayed to Wolfgar, asking him, begging him to show him the way to restore his soul. Surprisingly Wolfgar answered Wolfrin's prayers and visited him in his dreams. He explained to Wolfrin a way to regain his father, and bestowed a blessing upon Wolfrin giving him special abilities. When Wolfrin asked his god why he had been blessed in such a way, Wolfgar explained that his father had been his champion, and so too would his son.

Within a week Wolfrin was ready to go, after gathering such as he needed for his journey, and relating the experience to his mother. Wolfrin knew that Sylfaen would be just fine on her own, if lonely, but Sylfaen didn't believe the same of her son. Knowing he would take his father's sword, and with Wolfgars' blessing, she knew she had to give him something to remind him of her. She gifted him a recurve bow she had been shaping since he was ten years old. Finishing the bow a a mere two years past, she had intended to give it to him when he turned fifty, but knew that now was the time. He bid farewell to his mother, stopping only to give her one last hug.

Once gone from his village, the one he had known since birth, a tear trickled down his face as he admired the gift from his mother. Along the grip was carved two words in elven script.

"Never forget"

Resolutely, he tied the bow across his back, and drew his father's sword. He swung it to the sky, watching the sun play off it's perfect surface, and vowed he would return his father's soul.
#192
The Guild of Galas'nor / Re: [IC] The Assaulted Caravan
January 08, 2014, 04:46:34 PM
Wolfrin stood just inside the edge of the treeline, behind a large oak; the low foliage and underbrush effective in hiding him from the view of those on the road. Wolfrin had sent Buddy to hunt for tonight's meal, but rather than the rabbit he had expected his companion to return with, instead Buddy had returned with a somewhat mixed message. Though humans, elves, dwarves, and various other races were commonplace upon this road, and usually not cause for concern, Buddy's message had imparted fire. Fire and death. And so, here Wolfrin was.

What Buddy had not informed him of was the identity of the group currently investigating. Upon arriving he immediately recognized one member of the party, Annia Siadon, a fellow guild member and a curious female paladin. She was accompanied by four others, members of the guild Wolfrin assumed for he had not met many of the guild members to date.

Wolfrin had yet to take a job for the guild, had yet to really meet anyone in the surrounding lands yet. Though a solitary life was fine, for he always had his friends in the forests and other natural places, he had decided that perhaps his best bet at completing his quest lied with the Guild of Galas'nor, an so, his mind made up, Wolfrin stepped out from the tree line, slowly approaching the group.

"Well met Annia Siadon." "What brings the guild of Galas'nor out here," he questioned, with a pointed glance at the burnt and foul smelling wreckage.
#193
Wolfrin stepped up to the designated area, picking up a longbow and feeling it out. It made him slightly uncomfortable not to be using Alanas Memoir, the darkwood bow gifted to him by his mother, but he understood the need for a fair competition.

He was slightly uncomfortable, slightly embarrassed by his last attempt at one of these 'games' and he decided to get it over with before he had too much time to think. He laid out three arrows on the platform beside him within easy reach, took a deep calming breath seeking his concentration and steeling the nerves in his arm. He felt the direction of the wind with the hairs on his arm noting the wind was blowing fairly strongly to the right, and knowing he tended to shoot to the right as it was, decided to aim slightly farther to the left.

Taking one last calming breath, Wolfrin snatched up an arrow, drew, and let fly, repeating this process in rapid succession until all three arrows had been used.

[spoiler]
[dice]Rolled 1d20+3 : 5 + 3, total 8[/dice]
[dice]Rolled 1d20+3 : 12 + 3, total 15[/dice]
[dice]Rolled 1d20+3 : 3 + 3, total 6[/dice]
[dice]Rolled 1d40 : 35, total 35[/dice]
[dice]Rolled 1d40 : 3, total 3[/dice]
[dice]Rolled 1d40 : 8, total 8[/dice]
[/spoiler]
#194
Wolfrin strode through the streets of the large city, Ternadan a passerby had called it. The city was crowded but he had no trouble making his way, Buddy, his large wolf companion was close at his side, the waist high wolf softly growling at any who drew too near. Normally this would have been his way, distancing himself from the men and other races around him in favor of the open spaces of the wild and the animals he found therein, but not today. Today, he needed information.

Travelling down one side street Wolfrin's eye was caught by a contraption, a large vertical chute attached to what appeared to be an oversized blacksmith's bellows. Down dropped a very large hammer and up went a pellet within the chute, coming to an abrupt stop against a bell stationed above, setting the bell ringing, and then finally falling back into place at the bottom of the chute.

"What kind of device is that? The woodsman thought to himself as he watched another man take up the hammer. Down swung the hammer but this time, the pellet barely made it half way up the chute. Wolfrin began to understand, the result was measured by ones strength and precision when slamming the hammer. The man tending the contraption laughed good naturedly at the contestants' pitiful results, slapped him on the back, and called the next contestant forward.

Wolfrin would have left at this point, but he saw a large and very muscular man with bright red hair approach the contraption next. "Watch out guys!" , the man bellowed before he picked up the large hammer and swung it above his head with ease. Down came the hammer and up rocketed the pellet, crashing into the bell with a resounding ring that was loud even at a good distance away.

He saw the brawny red haired man walk away laughing at his accomplishment as the attendant rubbed his ears in pain. Wolfrin decided he'd like to try his hand at this game, for that is what he assumed it to be. Besides he decided, perhaps he could garner some information from the attendant. No other contestants had yet to approach the contraption by the time Wolfrin made his way up.

The attendant first looked at Buddy, wary of the sharp canines visible in the nearly constant snarl the wolf had adopted since passing through the gate. Then he noticed the woodsman standing so calmly beside the wolf, and, swallowing loudly, mustered his courage saying, "step right up and try your hand!" Wolfrin needed no more encouragement and, planting his feet, took hold of the long handle on the large hammer. All at once and with remarkable speed he brought the hammer up and over his head, the head of the hammer now behind him and almost level with his knees, then snapped his muscles forward, propelling the hammer at an extraordinary speed. His aim was off ever so slightly to the right, but it still connected with the pad rather squarely and up shot the pellet, to a surprising result...

[dice]Rolled 1d20+4 : 1 + 4, total 5[/dice]

After, in speaking with the attendant, he learned that there was an archery contest not a few streets away, that the host of that particular event was a well known shopkeeper here in the city and was always willing to speak with adventurers. Wolfrin thanked the man, and made his way back down the street, following the directions given by the attendant, Buddy once again by his side.

*Edit* I figured it would be either awesome or pitiful so I left "to a surprising result..." Sigh XD
#195
The Roster (OOC) / [Fighter/Druid] Wolfrin Fenris
January 06, 2014, 04:04:58 PM




Level 1
[spoiler]
Quote
Wolfrin Fenris
Male Half-Elf Fighter/Druid

Level Progression
Level 1
Level 2
Level 3

Age: 24
Height:  5?7?
Weight: 150
Eyes: Silver-Gray (turn Burnished Gold when accessing druidic abilities)
Wolfrin's animal companion (at level 4):



Personality

Background
Fenris, hero of the Third Chaos War, was traveling around searching for The Guild of the Righteous, when he came upon a small village in Amathest, called Contralid, and stopped to rest. There he fell in love with an elven dancer working at the inn, The Travelers Destiny, he stopped to rest in.The Elven maiden went by the name of Sylfaen Stardancer, and soon after their meeting, a child was born. Fenris? love of Sylfaen overcame his vengeful desires, and so they settled down in that very village.

Sylfaen named the boy Wolfrin with his last name as Fenris, after his father. Both parents did their best to impart in their child their cultures. Fenris taught his son the ways of the warrior and belief in the god of nature, Wolfgar. While Sylfaen instructed Wolfrin in the elven language and Etiquette, and imparted her skill with a bow.

During Wolfrin?s twenty second year, an old enemy of his father found them.The Guild of the Righteous, a very prejudiced, if small guild, was after Fenris once again. Knowing there would be trouble when he learned of their intentions, Fenris went out to meet them. Battling his way through them, he fought to reach their leader, a man named Helexandrios Grimior, or Hex as known by his men. Fenris attacked him, hoping to end the guild's reign and prevent any harm coming to his family. Fenris' sword against Hex's rapier the duel went back and forth for nearly an hour, until Fenris caught Hex off-guard and the duel ended with Helexandrios Grimior's head rolling across the ground. Unfortunately for Fenris some of the guild had been dispatched to deal with his wife and son.

Knowing his family was in danger, Fenris hurried back to his home but, by the time he arrived his wife had been knocked out cold and his son was locked in combat.. Fenris rushed into the battle to save Wolfrin from a blow that would have mortally wounded him, taking the blow for Wolfrin. As Fenris lay close to death upon the floor, Wolfrin took up his fathers sword, a slightly curved single edged sword, known as a katana. Blinded by rage, Wolfrin swung wildly at first, which his opponent, he later found out to be Hex's brother Luther Grimior, easily dodged and rewarded Wolfrin with a long slice along his chest. Fenris watched this and became angry, for he knew that Wolfrin could overcome this amateur swordsman if he would just calm himself and think clearly.

Calling out, Fenris instructed his son to do just this. His father's words broke through Wolfrin's battle rage and he grew calmer, following the techniques he had been taught. As Luther lunged in with his short sword hoping to skewer the half-elf, Wolfrin spun to the side; his sword extended straight out to his side. As Luther came to a stop blood squirted from his neck, his body collapsed and his head came at a stop against one of Fenris' legs.

Kneeling by his fallen father, Wolfrin wept softly as Fenris spoke his final words. Fenris told Wolfrin to say goodbye to his mother for him, and to tell her he loved her. He told Wolfrin to take care of her, and that he loved his son. Finally he bequeathed his sword to Wolfrin, and drawing a last breath, he died, the rays of the beautiful dusk passing over him.

A year passed and Wolfrin felt he could live no longer without his father. He prayed to Wolfgar, asking him, begging him to show him the way to restore his soul. Surprisingly Wolfgar answered Wolfrin's prayers and visited him in his dreams. He explained to Wolfrin a way to regain his father, and bestowed a blessing upon Wolfrin giving him special abilities. When Wolfrin asked his god why he had been blessed in such a way, Wolfgar explained that his father had been his champion, and so too would his son.

Within a week Wolfrin was ready to go, after gathering such as he needed for his journey, and relating the experience to his mother. Wolfrin knew that Sylfaen would be just fine on her own, if lonely, but Sylfaen didn't believe the same of her son. Knowing he would take his father's sword, and with Wolfgars' blessing, she knew she had to give him something to remind him of her. She gifted him a recurve bow she had been shaping since he was ten years old. Finishing the bow a a mere two years past, she had intended to give it to him when he turned fifty, but knew that now was the time. He bid farewell to his mother, stopping only to give her one last hug.

Once gone from his village, the one he had known since birth, a tear trickled down his face as he admired the gift from his mother. Along the grip was carved two words in elven script.

"Never forget"

Resolutely, he tied the bow across his back, and drew his father's sword. He swung it to the sky, watching the sun play off it's perfect surface, and vowed he would return his father's soul.




QuoteWolfrin Fenris
Level 1 Male Half-Elf Fighter/Druid
True Neutral

STR:18 ( 4)
DEX: 15 ( 2)
CON: 14 ( 2)
INT: 13 ( 1)
WIS: 17 ( 3)
CHA: 11 ( 0)

Size: Medium
Skin: Pale
Eyes: Silver-Gray (turn Burnished Gold when accessing druidic abilities)
Hair: Silvery-White.

Fighter/Druid Hit Die: d10
Hitpoints: 12
Hitpoints per level: 1d10  2 (con)
Level Adjustment:  0

Speed: 30 ft.
Armor Class: 10  0 (none)  2 (dex)  2 (defensive fighting) = 14
Armor Class: 10  0 (none)  2 (dex) = 12
Touch Armor Class: 10  2 (dex) = 12
Flat Footed Armor Class: 10  0 (none) = 10

Armor Check Penalty: -0 (none) = -0

Fortitude save:  2 (class)  2 (con) =  4
Reflex save:  0 (class)  2 (dex) =  2
Will save:    2 (class)  3 (wis) =  5

Cold Resistance: 0
Fire Resistance: 0
Electricity Resistance: 0
Sonic Resistance: 0
Spell Resistance: 0

Sleep: Immune
vs Enchantments:  2

BAB:  1
Attack (melee, katana  1):  1 (BAB)  4 (str)  1 (weapon focus katana) =  6 (18-20 x2)
Attack (melee, dagger):  1 (BAB)  4 (str) =  5 (19-20 x2)
Attack (missile):  1 (BAB)  2 (dex) =  3
Attack (missile, composite longbow  1):  1 (BAB)  2 (dex) =  3 (x3)
Attack (unarmed):  1 (BAB)  4 (str) =  5
Attack (defensive fighting): -4
Damage (Wolf's Fang - katana  1, 1h): 1d10  4 (str)
Damage (Wolf's Fang - katana  1, 2h): 1d10  6 (str)
Damage (Alanas Memoir - composite longbow  1 (max 4 strength)): 1d10  4 (str)
Damage (dagger): 1d4  4 (str)
Damage (unarmed): 1d4 (non lethal)   1d4 (strength damage)

Equipment:
Wolf's Fang (Katana  1)
Alanas Memoir (Composite Longbow  1 (max 4 strength)),
Winter Wolf Skin
Leather Boots. (Guild symbol branded into the leather on the outside of either boot.)


Equipment Cost
Katana  1, masterwork, keen: 150 (base)   300 (masterwork)   250 (keen) = 700
Composite longbow  1, darkwood, masterwork: 500 (base)   300 (masterwork)   250 (enhancement  1) = 1050

Spell DC: 10  3 (wis)   spell level

Grapple check:  1 (BAB)  4 (str) = 5

Light load: 100 lb. or less 
Medium load: 101?200 lb.
Heavy load: 201?300 lb.
Lift over head: 300 lb.
Push or drag: 1500 lb.

Languages: Common, Elven, Sylvan, Druidic.

Special Features:
Immune to magical sleep (Half-Elf)
Low-light vision (Half-Elf)
Enchantment resistance (Half-Elf) -  2 vs Enchantments
Animal Companion (Druid 1) - Winter Wolf
Nature Sense (Druid 1) - A druid gains a  2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Druid 1) - A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person.

Feats:
Weapon Focus (Level 1) -  1 Bonus on attack rolls with selected weapon. (Katana)
Exotic Weapon Proficiency (Katana) (Fighter 1) - No penalty on attacks with specific exotic weapon.
Combat Expertise (Bonus Feat - Flaw) - May take penalty to attack to increase AC.
Dodge (Bonus Feat - Flaw) -  1 Dodge bonus to AC against selected target.

Traits: (Choose 2 traits, remove the rest)
Child of Nature - You have been blessed by the God of Nature to be as comfortable in the wilderness as you are at home.

Benefits: You gain a  2 trait bonus on Survival checks to find food and water, and a  1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

Uncivilized - You relate better to animals than you do to people.
Benefit: You gain a  1 bonus on Handle Animal checks and wild empathy checks.
Drawback: You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather information checks.
Roleplaying Ideas: Characters with this trait are likely to feel awkward in many social situations; that might be expressed as shyness and quiet behavior, or it might be expressed through an overly exuberant need to participate in conversations.

Flaws:
Love of Nature - You do not wish harm upon any natural creature
Drawback: When attacking a creature with the animal, plant, or vermin type, you may only make attacks that deal nonlethal damage.
Benefit: Bonus Feat

Honorable Fighter - You do not like fighting opponents who are armed with lesser weapons.
Effect: Whenever you are wielding a weapon and attack an opponent who is not wielding a weapon, you take a -5 penalty to attacks. If your opponent has natural weapons like fangs and claws, ignore this penalty.
Roleplaying Ideas: "Pick up your sword. I will not fight an unarmed man."
Benefit: Bonus Feat

Skills
20 skill points at level 1
5 skill points per level after
(*)Denotes a Fighter class skill
(**)Denotes a Druid class skill
Strikethrough denotes untrained skill

Total skill points: 20
Unused skill points: 0
Max skill ranks in a skill: 4

Ranks used
2 Craft
2 Profession
1 Survival
4 Knowledge (Nature)
1 Heal
4 Concentration
1 Sleight of Hand
4 Handle Animal
1 Spellcraft
_________
20 total

Appraise INT:  1 (int) = 1
Balance DEX:  2 (dex) = 2
Bluff CHA:  0 (cha) -1 (uncivilized) = -1
(*)Climb STR:  4 (str) = 4
(**)Concentration CON:  2 (con)  4 (skill ranks) = 6
(*)(**)Craft (Fletching) INT:  1 (int)  2 (skill ranks) = 3
Decipher Script:  1 (int) = 1
(**)Diplomacy CHA:  0 (cha) -1 (uncivilized)  2 (half elf) = 1
Disable Device:  1 (int) = 1
Disguise CHA:  0 (cha) = 0
Escape Artist DEX:  2 (dex) = 2
Forgery INT:  1 (int) = 1
Gather Information CHA:  0 (cha) -1 (uncivilized)  2 (half elf) = 1
(*)(**)Handle Animal CHA:  0 (cha)  1 (uncivilized)  4 (skill ranks) = 5
(**)Heal WIS:  3 (wis)  1 (skill ranks) = 4
Hide DEX:  2 (dex) = 2
(*)Intimidate CHA:  0 (cha) = 0
(*)Jump STR:  4 (str) = 4
Knowledge (arcana) INT:  1 (int) = 1
Knowledge (architecture):  1 (int) = 1
Knowledge (dungeoneering):  1 (int) = 1
Knowledge (geography):  1 (int) = 1
Knowledge (history):  1 (int) = 1
Knowledge (local):  1 (int) -2 (child of nature) = -1
(**)Knowledge (nature):  1 (int)  1 (child of nature)  4 (skill ranks) = 6
Knowledge (nobility and royalty) INT:  1 (int) = 1
Knowledge (religion) INT:  1 (int) = 1
Knowledge (the planes):  1 (int) = 1
(**)Listen WIS:  3 (wis)  1 (half elf) = 4
Move Silently DEX:  2 (dex) = 2
Open Lock DEX:  2 (dex) = 2
Perform (?) CHA:  0 (cha) = 0
(**)Profession (animal handler) WIS:  3 (wis)  1 (skill ranks) = 4
(**)Profession (Guide) WIS:  3 (wis)  1 (skill ranks) = 4
(*)(**)Ride DEX:  2 (dex) = 2
Search INT:  1 (int)  1 (half elf) = 2
Sense Motive WIS:  3 (wis) = 3
Sleight of Hand DEX:  2 (dex)  1/2 (skill ranks)  = 2.5
(**)Spellcraft INT:  1 (int)  1 (skill ranks) = 2
(**)Spot WIS:  3 (wis)  1 (half elf) = 4
(**)Survival WIS:  3 (wis)  2 (child of nature)  1 (skill ranks) = 6
(*)(**)Swim STR:  4 (str) = 4
Tumble DEX:  2 (dex) = 2
Use Magic Device CHA:  0 (cha) = 0
Use Rope DEX:  2 (dex) = 2

Spells Known
Level 0 Choose 3 spells.
Light - Object shines like a torch.
Stabilize - Cause a dying creature to stabilize.
Guidance -  1 on one attack roll, saving throw, or skill check.

Level 1
Wood Wose - Nature spirit does simple tasks for you.

Spells Per Day
Level 0: 3, unlimited casting
Level 1: 1  1 (wis)
Level 2:  1 (wis)
Level 3:  1 (wis)
Level 4:  1 (wis)

Planned Progression
1: Fighter/Druid
2:  Fighter/Druid
3:  Fighter/Druid
4: Druid
5: Druid (for wild shape ability)
6: Fighter (for lvl 4 requirement for some nice fighter feats)
7: Custom Class
8: Custom Class
9: Custom Class
10: Custom Class

Additional Info
Wolf?s Fang: Katana Blessed by Wolfgar, giving the blade a gold appearance in the process, ensuring the weapon will never break, the blade never dull, the shine never fade.

Wolf?s Fang History: Wolf?s Fang, received and named by Fenris when completing his coming of age Trials. Wolf?s Fang is a Katana, a style of sword made only by the Tribe of Lunos, in Kirin. Blessed in a ceremony at the end of the trials, the sword is dedicated to Wolfgar.

Special Abilities:
Unbreakable ( 1), any damage done to the weapon is ignored.

Alanas Memoir: Darkwood Longbow

Alanas Memoir History: Hand made by Sylfaen Stardancer, Sylfaen cast the Ironwood enchantment upon this bow every day for 10 straight years until the enchantment sank into the very fabric of the wood and became permanent. Two Elven words are carved into the wood just above the handle, that translate into common in the form of " Never Forget."

[/spoiler]

Wolf Animal Companion
[spoiler]
Quote
Buddy

No picture.

Background
?


QuoteBuddy
Buddy
Neutral

STR: 13 ( 1)
DEX: 15 ( 2)
CON: 15 ( 2)
INT: 5 (-3)
WIS: 12 ( 1)
CHA: 6 (-2)

Size: Medium
Type: Animal

Hit Dice: 2d8 4
Hitpoints per level: 1d8  2 (con)  2 (raised from birth)
Hitpoints: 17
Initiative:  2
Speed: 50 ft. (10 squares)

Armor Class: 10  2 (natural)  2 (dex) = 14
Touch Armor Class: 10  2 (dex) = 12
Flat-footed Armor Class: 10  2 (natural) = 12

Fortitude save:  2 (con)  2 (lv 1)  1 (lv 2) = 5
Reflex save:  2 (dex)  2 (lv 1)  1 (lv 2) = 5
Will save:  1 (wis) = 1

BAB:  1
Attack (melee, bite):  1 (BAB )  1 (str)  1 (weapon focus) =  3
Damage (melee, bite): 1d6  1 (str)
Space/Reach:5 ft./5 ft.

Grapple:  1 (BAB)  1 (str) = 2

Special attacks: Trip
   
Feats:  Track, Weapon Focus (bite)

Special abilities: Lowlight vision, scent

Special features:
Raised from birth ( 2 HP per each HD, 3 more ability points as compared to a regular wolf of his race).

Skills:
Total skill ranks: 2
Skill ranks at level 1: 1
Skill points per level: 1
Unused skill ranks: 0

Hide DEX:  2 (dex) = 2
Listen WIS:  1 (wis)  2 (skill ranks) = 3
Move Silently DEX:  2 (dex)  1 (racial) = 3
Spot WIS:  1 (wis)  2 (racial) = 3
Survival WIS:  1 (wis) = 1

Tricks known:
Attack
Come
Down
Fetch
Heel
Guard
Track

[/spoiler]