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Geort Adanar

(a.k.a. The Hammer of Doom)

The crowd cheers as the gladiator steps out into the hot mid-afternoon sun. The drumming of feet and the banging of fists on wooden seats make an enormous din that echoes throughout the city. The crowd roars in appreciation, with some beginning to chant the gladiator's name in awed reverence.   The gladiator raises his hand wielding his warhammer and lets out a large bellow, and the crowd cheers. His light suit of leather is held together by clasps that shine in the sunlight, and his bald head gleams. It is almost as if a god had stepped among the mere mortals assembled here. After this address, the gladiator readies his hammer over his head, staring directly ahead towards an unopened gate at the far side of the arena.   "The Hammer of Doom, folks!" says a magically-amplified voice from the stands as the gate begins to clang open. The crowd cheers again. Whatever is behind that gate, there will be blood.

Physical Description

General Physical Condition

Geort's long days in the Arena have made him physically imposing and incredibly fit. He is incredibly tall, even among humans.

Body Features

Geort has short blond hair that appears a bit rough in places, having only begun to grow it out again after having it cut short for so long.

Identifying Characteristics

A series of small scars - a souvenir of an Arena fight - travel along his legs.

Special abilities

As a paladin of Etheric, Geort has the ability to call on Him for aid in battle, either to heal his friends or to smite his enemies.

Apparel & Accessories

When not wearing his magical chain mail, Geort tends to choose brown and black tones. He will never willing part with the symbol of Etheric that he wears around his neck.

Specialized Equipment

A strong warhammer graces his right arm, although he often grips the weapon with both hands. He wears a magical suit of chain mail that he discovered in the treasure trove of some giant spiders.

Mental characteristics

Personal history

The story of Geort Adanar begins centuries before his birth. His family were the owners of a manor in southeast Hayim when the Red Rose War broke out, forcing them to flee from the approaching army. They settled down in Gratic City, where they became merchants to the new Hayim lands. Centuries passed and Adanar Manor remained empty and The Dark Forest closed in on the ruins.   On the day of Geort's birth, the Ither River ran again for several days, rejuvenating many of the local plants and providing relief from the stale water of the aqueduct. The Adanar family took this as a sign that their newborn son would become the first to return to Adanar Manor. But as he grew up, he was uninterested in his family history and began to besmirch the family name by getting involved in a gang.   One day, the gang was betrayed by one of its members - it's still not known which one - and its members, including Geort, were sentenced to the Arena. Geort thrived, earning the name "the Hammer of Doom" and attracting the attention of a local sect of Dragon Heretics. These men then bought his freedom, earning his respect and his warhammer for their cause. There, they made him a knight in service to their corrupted god.   A week ago, Geort learned that the cultists were planning to use the local harvest festival to release a dragon on the city. Fearing for the safety of the town's citizenry and his own, he told the local guards and fled town before they could question him.

Education

He learned the Hayimic and how to do many intellectual pursuits due to his sheltered childhood.

Intellectual Characteristics

Geort tends to think of things in terms of whether or not the choice he makes will help him survive. He is beginning to protect the other members of the Drakeslayers with a similar diligence.

Morality & Philosophy

Geort doesn't tend to worry about lying or the rule of law, believing that the law isn't important for keeping people alive. At the same time, he doesn't go out of his way to break the law or treat people badly on the whole.

Taboos

Geort is a very shrewd judge of character, which means that he avoids talking to shady people whenever possible.

Personality Characteristics

Motivation

Geort, despite all attempts to leave the past behind him, is still drawn to his destiny in retaking Adanar Manor. Whether or not Etheric decides to allow him the chance to complete this task is unknown to him.

Savvies & Ineptitudes

Due to his learned background, he knows a significant amount about the history and religious practices of both his Gratic homeland and the Hayim people his family ruled over.   As the main negotiator and tough guy for The Dragon Heresy, he got very good at persuading people to do what he wanted them to do, although he wasn't afraid to knock out a few teeth to do it.   Gullible due to his background and lack of situational awareness, he has become a bit more cautious since leaving the Dragon Heretics.

Likes & Dislikes

Geort dislikes the idea of one man making all of the decisions in a group, and he often lets some of his party members make the harder choices for him.   Being very used to social interaction, he enjoys talking about himself around other people, although mostly in vague terms if he is trying to keep a low profile.

Virtues & Personality perks

Geort has many positive traits that he exhibits often:
  • A bravery that allows him to wade into the thick of the battle for the purposes of dealing damage to foes or healing his allies;
  • An adaptable and pragmatic streak that kept him alive during his time in the Arena; and
  • A self-assurance that keeps him grounded whenever he begins to doubt himself.

Vices & Personality flaws

Geort's main flaws include:
  • A tendency to use intimidation and violence to solve his problems instead of diplomacy and careful forethought; and
  • A hard-hearted nature that makes it hard for him to relate to other people's emotions

Hygiene

Geort tends to keep himself clean, but long days in the wilderness makes him more lax in this regard.

Social

Contacts & Relations

  • The other members of the Drakeslayers have fought alongside him and earned his respect.
  • He has befriended the leader of The Stalwart Shield, Art Dagesti, and his company has done work for them in the past.
  • Many people recognize him from his time in the Arena and he has drawn on that relationship on many occasions.
  • The Magistrate of Freebrook is a good friend of his due to his protection of their town.

Family Ties

Geort's family still live in Gratic City, although he hasn't visited them ever since he was arrested for fear of reprisal or misunderstanding.

Religious Views

Geort is a living embodiment of divine justice - at least, in his own eyes he is. Narcissism aside, he has very strong faith in the Four and especially in Etheric, the god of the sun.

Social Aptitude

Geort easily blends into social groups and learns how best to engage them. He has a bravery in combat, but there is a slight hesitation when talking to complete strangers. He has a very high opinion of himself, but it is kept in shape by his manners.

Hobbies & Pets

In his spare time, Geort can be found reading up on religious texts or caring for his warhammer.

Speech

His voice is a low rumble, with a distinct accent that marks him as coming from a middle-class family.

Wealth & Financial state

Geort makes a significant amount of money from his adventuring pursuits, but he doesn't spend much, as he doesn't have retainers or a business to spend it on. Therefore, he keeps much of his money on his person or stored away in banks.
Current Location
Species
Ethnicity
Year of Birth
1987 CE
Birthplace
Children
Gender
Male
Eyes
Hazel.
Hair
Very short and blond
Height
6' 6" (7 handspans.)
Weight
160 lbs. (484 IS's)
Aligned Organization
Other Affiliations
Known Languages
Geort knows the Hayimic language and the Common Gratic tongue.

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Geort Adanar

A former arena fighter turned holy paladin of Etheric.


Level 4 Human (Gratic) Paladin

Alignment: NeutralLanguages: Common Gratic, Hayimic
Gender: MaleHair: Very short, blondEyes: BrownHeight: 6' 6" (7 handspans)Weight: 160 lbs. (484 IS's)
Age: 25Size: MediumExtra Appearance: Various scars from arena fightsDeity: Etheric

Initiative: +4Speed: 5Vision: NormalPassive Insight: 14Passive Perception: 14

Hit Points: 53Bloodied: 26Healing Surges: 12Surge Value: 13
Current HP: 51Current Temporary HP: 0Current Surges Used: 10

Strength
Constitution
Dexterity
Intelligence
Wisdom
Charisma
16 (+3)
14 (+2)
10 (-)
10 (-)
15 (+2)
15 (+2)

Armour Class
Reflex
Fortitude
Will
20
14
17
16
Resistances: -Saving Throw Bonuses: -Defence & Healing Notes: -
Action Points: 1Milestones 2Additional AP Effects: -
Proficiencies: any armour, simple + military melee, simple ranged, holy symbol
Basic Attack 1: +1 Lightning Warhammer: +9 vs. AC; d10 +5 damageBasic Attack 2: Crossbow: +4 vs. AC; d8 damage
Powers:
Standard ActionsMove ActionsMinor ActionsTriggered ActionsFree Actions
Invigorating Presence (daily, utility)(III, page 169)
On Pain of Death (daily)(I, page 92)
Righteous Smite (encounter)(I, page 93)
Shielding Smite (encounter)(I, page 92)
Channel Divinity: Etheric's Golden Light (encounter)(I, page 199)
Bolstering Strike (at-will)(I, page 92)
Enfeebling Strike (at-will)(I, page 92)
Holy Strike (at-will)(I, page 92)
Exalted Armour (daily)(I, page 230)
Channel Divinity: Divine Strength (encounter)(I, page 91)
Channel Divinity: Divine Mettle (encounter)(I, page 91)
Lay-on-Hands (2/day)(I, page 91)
Divine Challenge (at-will)(I, page 91)
Lightning Warhammer #1 (at-will, item)(I, page 235)
Lightning Warhammer #2 (daily, item)(I, page 235)
Skills:
Acrobatics:
Arcana:
Athletics:
Bluff:
Diplomacy:
Dungeoneering:
Endurance:
Heal:
History:
Insight:
Intimidate:
Nature:
Perception:
Religion:
Stealth:
Streetwise:
Thievery:
+1
+2
+4
+4
+11
+4
+8
+4
+7
+4
+9
+4
+4
+7
+1
+4
+1

Feats:Etheric's Golden Light (I, pg. 199)
Quick Draw (I, pg. 200)
Healing Hands (I, pg. 195)
Hammer Expertise (II, pg. 190)
Race & Class Features:

Equipment: +1 exalted chainmail armour, +1 lightning warhammer, +2 symbol of hope crossbow and 20 bolts, holy symbol, 8 days rations, backpack, bedroll, pouch, waterskin, 5 torches, common clothing, lantern, potion of healing, and 10 flasks of oil.
Normal Load: 160Heavy Load: 320Maximum Drag Load: 800Current Weight Carried: 100.5

Valuables:
Platinum: -Gold: 46Silver: 6Copper: 0Astral Diamonds: -
Other Valuables: Voucher for Algó's Money and Gems worth 667 gp (deposited 23rd Winter's End)

Current Experience: 4170Next Level At: 5500

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