Post by Rojito on Apr 16, 2007 18:52:37 GMT -5
Name: Jalyk Mellir
Alliegence: Germany
Class: aristocrat
Level: 1
Age & Appearance
Eye Color: [glow=blue,2,30]Blue[/glow]
Hair Color: [glow=yellow,2,300]Blonde[/glow]
Complexion: tan
Weight: 150
Height: 5'8
Gender: male
Age: 18
Size: medium
Ability Scores
Str: 14+2
Dex: 14+2
Con: 10
Int: 12+1
Wis: 9-1
Cha: 18+4
Totals
Hitpoints:
8/8
AC:19 (10[base]+2[dex]+5[armor]+2[shield])
BaB:2
-Melee +4 (2[base]+2[str])
-Ranged +4 (2[base]+2[dex])
Init:2
Saves:
Ref:3 (0[base]+2[dex]+1[special])
Fort:0
Will:1 (2[base]-1[wis])
Languages:
German
Itallian
Feats:
Mounted Combat
Ride-By-Attack
skills:
Bluff: 12 (4[cha]+8[skill])
Ride: 8 (2[dex]+4[skill]+2[syn])
Handle Animal: 9 (4[cha]+5[skill])
Diplomacy: 15 (4[cha]+9[skill]+2[syn])
Intimidate: 10 (4[cha]+6[skill])
Profession: Lord 3 (-1[wis]+4[skill])
Move Silently: 3 (2[dex]+1[skill])
Heal: 2(-1[wis]+3[special])
Concentration: 2 (0[con]+2[special)
Equipment:
worn:
Chainmail +5 to armor, Max of +2 dex
Shield, spiked heavy steel +2 to armor
[glow=red,2,300]2gp[/glow]
Weapons
Lance
Attack; +4 to hit, 1d8+2* Damage,×3 Crit Piercing
*Double Damage if used on a chargeing mount
Longsword
Attack; +4 to hit, 1d8+2 Damage, 19-20/×2 Crit Slashing
Shortbow
Attack; +4 to hit, 1d6 Damage, ×3 Crit 60 ft. Piercing
20 arrows 1 gp 3 lb.
On horse:
Saddle Military
Bit and bridle
Saddlebags
other
Bedroll
Flint and steel
Waterskin
262 lb. when riding horse
Companion:
Name: Frank (150gp)
Size/Type: Large Animal
Hit Dice: 25 hp
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite -1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Background:
Only son to the family Mellir, Jalyk was raised on tales of the glory of old Germany. Jalyk had despaired of ever helping to restore the honor to his country, name, and crest.
His family estate now consisted of small lands with few farms, and barely enough room to raise decent horses, but raise horses was a passion of Jalyk's. He was born to ride. He broke and trained his own horse by the age of six. It did not take him long after that to find ways to breed into his stock the best of genes, to start to gain back the land that had been taken from his family. While not worldly known, their horses were some of the best Germany ever produced, and Jalyk made them his staple.
Upon hearing of the war against the Papal States Jalyk took the best horse from his personal stock and rode out. He would bring honor and pride back to his country, his family, and himself.
Special
- Negotiator: born a nobleman, you have learned that often words are more useful in a tense situation than the sword. This fact you have proven multiple times during the Sack of Rome, as you negotiated with the Spanish in search for the cannon, struck a deal with the priest to solve the sniper problem, and even as you stood face to face with the castle guards you had to bluff your way in. You receive a +2 charisma bonus.
-First aid: almost sacrificing your life aboard the crashing San Angelo, you healed Markus under very dire circumstances and with great bravery. Such focus in your actions and such a dramatic learning experience has resulted in greater focus of mind and skill at first aid. You gain +2 on Concentration and +3 on Heal.
- Political animal: whether discussing alliances with upset Roman nobles, calming down angry monks or pleading before the Imperial army court, you constantly try to solve matters through the word instead of through the sword. This ability also resembles your growing reputation in and around Rome and the Imperial court. You gain another +2 charisma. This ability stacks with your Negotiator ability and can be seen as an upgrade of it.
- Orders and oaths: you're mission to retrieve Yakub Kethuda and hopefully Markus' daughter Sophie have been taken up by you in a way that can be described by two words: orders and oaths. Ignoring the shattering of the entire Kethuda family, you knew you were working for a greater good. You can now state one specific Oath/Mission at the beginning of each chapter. When rolling skill checks, saving throws or attack rolls in clear pursuit of following this Oath/Mission, you get a +1 bonus.
Alliegence: Germany
Class: aristocrat
Level: 1
Age & Appearance
Eye Color: [glow=blue,2,30]Blue[/glow]
Hair Color: [glow=yellow,2,300]Blonde[/glow]
Complexion: tan
Weight: 150
Height: 5'8
Gender: male
Age: 18
Size: medium
Ability Scores
Str: 14+2
Dex: 14+2
Con: 10
Int: 12+1
Wis: 9-1
Cha: 18+4
Totals
Hitpoints:
8/8
AC:19 (10[base]+2[dex]+5[armor]+2[shield])
BaB:2
-Melee +4 (2[base]+2[str])
-Ranged +4 (2[base]+2[dex])
Init:2
Saves:
Ref:3 (0[base]+2[dex]+1[special])
Fort:0
Will:1 (2[base]-1[wis])
Languages:
German
Itallian
Feats:
Mounted Combat
Ride-By-Attack
skills:
Bluff: 12 (4[cha]+8[skill])
Ride: 8 (2[dex]+4[skill]+2[syn])
Handle Animal: 9 (4[cha]+5[skill])
Diplomacy: 15 (4[cha]+9[skill]+2[syn])
Intimidate: 10 (4[cha]+6[skill])
Profession: Lord 3 (-1[wis]+4[skill])
Move Silently: 3 (2[dex]+1[skill])
Heal: 2(-1[wis]+3[special])
Concentration: 2 (0[con]+2[special)
Equipment:
worn:
Chainmail +5 to armor, Max of +2 dex
Shield, spiked heavy steel +2 to armor
[glow=red,2,300]2gp[/glow]
Weapons
Lance
Attack; +4 to hit, 1d8+2* Damage,×3 Crit Piercing
*Double Damage if used on a chargeing mount
Longsword
Attack; +4 to hit, 1d8+2 Damage, 19-20/×2 Crit Slashing
Shortbow
Attack; +4 to hit, 1d6 Damage, ×3 Crit 60 ft. Piercing
20 arrows 1 gp 3 lb.
On horse:
Saddle Military
Bit and bridle
Saddlebags
other
Bedroll
Flint and steel
Waterskin
262 lb. when riding horse
Companion:
Name: Frank (150gp)
Size/Type: Large Animal
Hit Dice: 25 hp
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite -1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Background:
Only son to the family Mellir, Jalyk was raised on tales of the glory of old Germany. Jalyk had despaired of ever helping to restore the honor to his country, name, and crest.
His family estate now consisted of small lands with few farms, and barely enough room to raise decent horses, but raise horses was a passion of Jalyk's. He was born to ride. He broke and trained his own horse by the age of six. It did not take him long after that to find ways to breed into his stock the best of genes, to start to gain back the land that had been taken from his family. While not worldly known, their horses were some of the best Germany ever produced, and Jalyk made them his staple.
Upon hearing of the war against the Papal States Jalyk took the best horse from his personal stock and rode out. He would bring honor and pride back to his country, his family, and himself.
Special
- Negotiator: born a nobleman, you have learned that often words are more useful in a tense situation than the sword. This fact you have proven multiple times during the Sack of Rome, as you negotiated with the Spanish in search for the cannon, struck a deal with the priest to solve the sniper problem, and even as you stood face to face with the castle guards you had to bluff your way in. You receive a +2 charisma bonus.
-First aid: almost sacrificing your life aboard the crashing San Angelo, you healed Markus under very dire circumstances and with great bravery. Such focus in your actions and such a dramatic learning experience has resulted in greater focus of mind and skill at first aid. You gain +2 on Concentration and +3 on Heal.
- Political animal: whether discussing alliances with upset Roman nobles, calming down angry monks or pleading before the Imperial army court, you constantly try to solve matters through the word instead of through the sword. This ability also resembles your growing reputation in and around Rome and the Imperial court. You gain another +2 charisma. This ability stacks with your Negotiator ability and can be seen as an upgrade of it.
- Orders and oaths: you're mission to retrieve Yakub Kethuda and hopefully Markus' daughter Sophie have been taken up by you in a way that can be described by two words: orders and oaths. Ignoring the shattering of the entire Kethuda family, you knew you were working for a greater good. You can now state one specific Oath/Mission at the beginning of each chapter. When rolling skill checks, saving throws or attack rolls in clear pursuit of following this Oath/Mission, you get a +1 bonus.