Want to friend Pteronious Sol? You need to log in or join our community, first! It's fast, free and easy.
The Sol Clan were originally a tribe of Scandinavian hunters that contracted the virus when they raided a temple dedicated to the virgins of Maras, a group of female werewolves. The males of the tribe were cursed with the affliction, leaving the females born or bitten by members of the tribe with a mere 1% chance of contracting the disease. The ancient members of the tribe were than enslaved by early Vampiric Nobles while they were lost in their wild and feral states, lost in the wilderness of the Northern Reaches of the main continent. During their enslavement many learned to take human form once more, some remaining crossed in a hybridized form and bred by their nobles to become strong, powerful watchdogs. Bred from the Northern heights, they can speak the older languages of the lands more easily than the Common tongue. Runes were still a very common form of writing for many, especially those raised in the Northlands. They were originally nomadic and are strongly versed in the languages of their regions. While they do still possess wolf-like tendencies when it comes to group oriented activities and war, they can easily assimilate into civilized culture with little effort, driven by the Norsk cultures. The Northern Tribes are acquainted with the North and Western languages, while Southern Tribes specialize in Roamni and other, sparing, romance languages. Eastern languages are difficult for the tribes to learn to speak unless they have been born and raised in these cultures, but learning a few words is not impossible. | Their diet depends on their region. Being wolves the tribe's diet consists almost entirely of raw meat. Their stomachs can tolerate some vegetation, but not in large quantities for it triggers an allergic reaction that twists their digestive system and fills it with gas and bloat. Depending on the size of the lycan, their prey can vary from rabbits and other rodents to large hoofed mammals, and even some aquatic types. Their diet is defined by their territory. In example: the more mountainous dwelling Sol Tribes prefer a diet of Mountain Goat and Boar with occasional hunts for Dragons and Lindworms which are considered important prey during the winter seasons. Tribal laws that change from clan to clan and region to region. A predominately patriarchal society lycanthropes carry the capacity to live among humans peacefully, but still hold strong to their ancient tribal customs. The fierce, tribalistic, behavior keeps their bonds to one another strong and their honor as individuals intake, but can be taken offensively by other, more 'civilized' groups. A werewolf is either born in a human form or a feral form. Other forms can develop later in their life, providing them the capacity to change with their environment, and to a more debilitating manner: change them according to their emotions. Lycanthropy is hereditary or can be transmitted by the bite, not the scratch, of another werewolf. Saliva or blood has to be transferred in order to contract the disease. Some wolves hat live among humans in their society have an obsessive habit when it comes to cleaning their hands. The power of the werewolf extends to human form, such as invulnerability, super-human speed and strength and other, minor physical resistances. The worship of their chosen Deity provides even greater strength through zealous behaviors. The majority of the members of this clan are born Lycanthrope with very few, if any remaining, infected. All, but one, member of the original Varg Clan have died: Bartholomew Sol. |
Moonstones carry the essence of the moon to the Sol Tribe. They are faithfully mined by the Tribes so that, even during times of the New Moon, they will have the moon at their side. The moonstones are solidified rays of light from the Lunar body, the Celestial Mother of all Starchildren. The lycanthrope say that these stones connect you to the moon and allow you to speak to her. | They can also use the Moonstone, along with another enchanted item, to transform during the New Moon. Moonstones are said carry the power to unite lovers and are symbols of fidelity so it is important to many tribes that use the stones to keep in contact with their kin and identify themselves. Each tribe uses a totem unique to them. They also are charms and protect seafarers during their journeys. When depleted of their power one must place the stone under the light of a Full Moon to recharge it. |
STR | 21 | INT | 14 |
DEX | 16 | WIS | 13 |
CON | 15 | CHA | 11 |
Barbarian | 20 | Huntsman | 5 |
HP | 170 | BAB | 24/+17/+11/+6 |
AC | 30 | CMB | 34 |
CMD | 42 | Fortitude | 22 |
Reflex | 12 | Will | 9 (+10 vs Fear) |
Natrual Armor | 4 | Money on him | 120GP 55CP |
Wealth | 836PP 2GP 0SP 10CP |
Dragon Roar | Enemies within 60ft are shaken | Fast Movement | Moves 40ft per second |
Improved Uncanny Dodge | Incapable of being flanked | Trap Sense +6 | +4 to dodge a trap |
Damage Reduction +5 | -4 to damage | Indomitable Will | +4 Will Saves |
Tireless Rage | No fatigue after rage | Greater Rage | +6 to Con/Str during rage |
Mighty Rage | +8 to Con/Str & Will saves +4 during rage | Combat Reflexes | Additional AoO equal to DEXmod |
Improved Initiative | +4 Initiative checks | Power Attack | -1 on melee, +50% attack |
Cleave | BAB+1 (additional attack) | Blood Bond | A Barbarian's blood bond is given +6 STR in combat and Saves +3 |
Fetish | By invoking War Fetishes STR, DEX & WIS increase +6; Speed +30 | Challenge | Targeted foe is struck with double the normal damage. |
Hunting Pack | Animal Companions gain combat bonuses | Tactician (Pack Attack) | Allows one to draw in toward an enemy without being targeted and attack with ally. |
Takedown | Allow Hunter's animal to trip or entangle (pin) an enemy without provoking attacks of opportunity. | Swift Tracker | Can track more efficiently even when rushing through an area, taking fewer penalties with skill. |
Fearless Rage | Cannot be shaken or frightened during rage | Internal Fortitude | Cannot be sickened or neausated during rage |
Increased Reduced Damage | Reduces damage by 1/– can be stacked up to three times | Superstition | Gains +2 to resiste spells (+1 for every 4 levels) |
Intimidating Glare | Shakens a foe with a fierce glare, unless they have high enough Will |