by MDSnowman » Sat Aug 09, 2008 1:23 pm
Gaist the Ferocious
PL: 9 (135pp)
Abilities: STR: 26 (+8) DEX: 10 (+0) CON: 24 (+7) INT: 12 (+1) WIS: 10 (+0) CHA: 10 (+0)
Skills: Climb 8 (+12), Handle Animal 12 (+12), Intimidate 12 (+14), Notice 8 (+8), Sense Motive 8 (+8), Survival 12 (+12)
Feats: All-Out Attack, Fearsome Presence (6) [DC 16; 30ft.], Equipment, Power Attack, Sidekick (10) [5 Dire Wolves], Takedown Attack (2), Ultimate Effort [Ultimate Strength Check], Weapon Break
Powers: Growth 4 (+8 Strength, +4 Constitution; Permanent; 12pp), Super Strength 8 (Power Feats: Groundstrike; 17pp)
Device 2 [Barbed Whip; Strike 3 (Extra: Secondary Effect [+1]; Power Feats: Mighty, Extended Range [2]; Alternate Power: Super Movement [Swinging]; Power Feat: Restricted – Those who have Shed Innocent Blood; 7pp]
Combat: Attack +7 [Unarmed +8, Barbed Whip +11; 15ft. Reach] Defense 17 (14 flat-footed) Init +0
Saves: Toughness +11 (11 flat-footed) Fortitude +11 Reflex +2 Will +6
Equipment: Piecemeal Armor [+4 Toughness; 4ep]
Abilities 20 + Skills 15 (60 Ranks) + Feats 24 + Powers 36 + Combat 28 + Saves 12 – Drawbacks 0 = 135pp
Dire Wolf
PL: 5 (40pp)
Abilities: STR: 20 (+5) DEX: 16 (+3) CON: 20 (+5) INT: 02 (-6) WIS: 12 (+1) CHA: 06 (-2)
Skills: Notice 2 (+3), Stealth 2 (+5)
Feats: Attack Focus [Melee] (6), Improved Trip
Powers: Growth 4 (Permanent; 12pp), Speed 1 (1pp), Super Senses 3 (Low Light Vision, Scent, Track; 3pp)
Combat: Attack -1, +5 Melee [Unarmed +5] Defense 15 (13 flat-footed) Init +3
Saves: Toughness +5 (5 flat-footed) Fortitude +8 Reflex +6 Will +3
Drawbacks: Animal Physiology (-8pp)
Abilities 4 + Skills 1 (4 Ranks) + Feats 8 + Powers 16 + Combat 12 + Saves 8 – Drawbacks 8 =40pp
Description:
Gaist is a huge half-man, half-ogre standing eight feet tall and favors exaggerating his height with large helmets, often with horns. Sometimes these helmets hide his cruel face and beady red eyes, sometimes they don’t. Since most normal armor doesn’t fit his huge frame he likes to dress in a patchwork of other armors. Hide wired to chain mail, a few steel plates fixed to holes in the chain mail being the most common. He is never seen without his thick pelt cape, taken from a dire bear, and his whip, a barbed leather creation with dried blood on it.
Background:
You can imagine how hard life can be when your father is an ogre and your mother was a human he kidnapped for pleasure followed by a meal. Gaist’s mother, a farmer’s daughter named Collette, escaped her capture with her life, but the true weight of his ordeal became apparent months later when she gave birth to a huge and monstrous baby boy. The experience killed her, and left the child to be raised by her father who hated the child. The Farmer named the child Gaist saying that it was a name fitting a monster.
Gaist grew up unloved, and he didn’t care. He was bigger than anyone in the town by the age of twelve, and began to take what he wanted with impunity. When the farmer confronted his grandson Gaist laughed in his face. The farmer, never tolerating such disrespect struck Gaist with a shovel. Gaist, in turn, broke the farmer’s neck with his bare hands. Gaist, being smarter than he looked, knew that he could escape the consequences of bullying and petty theft, but if the local villagers thought he’d actually kill them they’d simply higher adventurers to kill him. Gaist took what he could carry and disappeared from the farm.
Gaist was right of course; when the farmer was found dead the villagers hired a wandering knight to find and kill Gaist. The wandering knight, named Lambert, tracked Gaist down and the two of them fought. Two things became obvious as the fight went on. Gaist didn’t fight like a fool and displayed intellect much greater than one would expect from an ogre, and Lambert, despite his flawless form expensive armor and weapons, was no where physically powerful enough to beat Gaist. As Gaist prepared to kill Lambert the knight stopped him. Gaist, expecting pleas for continued survival, was surprised when Lambert made him an offer. Lambert suggested that they could form a partnership, the knight would return to the town with a story of fighting Gaist, and some half genuine trophy and he would split the reward with Gaist. The young half-ogre agreed and a con was born.
Lambert and Gaist spent the next seven years traveling Beleme. Gaist would go first and terrorize a local population playing the role of the mindless ogre. Soon afterwards Lambert would appear and offer his services in slaying the beast. Lambert would ride off into the forest and come back with a story and some piece of clothing the ogre was always spied in. Lambert would get paid, split the money with Gaist and the two would laugh as Lambert was dubbed the Ogre Slayer.
Their partnership ended one day as on one of their usual jobs a local hunter insisted on joining Lambert on his quest to kill the newly arrived Ogre. Gaist didn’t know what to do when he saw Lambert approach with someone else. He simply assumed the hunter would be killed, but Lambert seemed to have something else in mind. Gaist knew that look in his partner’s eyes well; he was planning on betraying the half-ogre. So Gaist reacted violently, killing Lambert and the hunter before stealing his former partner’s possessions and running away.
Without the safety net of Lambert Gaist quickly found himself the target of plenty of adventurers. They all expected him to be a mindless beast, so he killed them easily. However, Gaist knew he couldn’t keep this up forever, and formulated a plan. Later, when Gaist was cornered by the next adventurer, he surrendered without a fight, and demanded that he be sent to prison for his deeds. Perhaps everyone was surprised by the entire situation, but Gaist escaped execution. Instead he was sent to Ghenna prison for the remainder of his life. Gaist sat, and waited, for ten years in prison.
Then one morning during meal time Gaist acted, breaking out of his cell, disabling five guards and broke into the Warden’s room, killing the old man with his bare hands. When the guards came to kill Gaist he dropped the Warden’s body and began to explain, in detail, how the Warden’s prisoner friendly policies had allowed him to escape and put everyone at risk. Gaist, explained that he felt the only person who really deserved to die was the warden. The guards backed down, and to win their loyalty Gaist gave away all of the old warden’s riches. By the time Beleme sent troops to the prison Gaist had total control.
Once the troops arrived they found the prison running more smoothly than ever before. Gaist greeted them and began to tell the royal envoy about all the changes he made to “fix” the prison. The envoy had to admit that Gaist knew what he was doing, and that he was doing a job that no one in Beleme really wanted to do. The envoy went back to the king and convinced him to commute Gaist’s sentence on the condition that he carry on the duties of prison warden. Gaist agreed, and has ruled Ghenna prison with an iron fist, making it his own private kingdom, where no one has the strength to stand up to him.
Last edited by
MDSnowman on Sat Aug 09, 2008 3:01 pm, edited 1 time in total.