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Post by Dirac Sil on Jun 20, 2008 19:37:28 GMT
Dirac Sil, 6th level Shadakine Buccaneer, XP: 15,000+ DESCRIPTION:Age: 26 years old Height: 5 foot 11 inches Weight: 150lb Sex: Male Race: Shadakine Alignment: Balance Money is power, power is control, control is freedom, and freedom is everything. To taste the air after escape or victory, to spend a day beholden to no-one beyond the bounds of pre-agreed contract, is the ultimate joy. Dirac perhaps dreams one day of money enough to purchase a vessel to return to the arms of the sea a free man, but does not quest for it - he was happy to leave the slavery of his harsh captain and travel half the world away from his fellows who would miss him and search for him. The sea calls in his dreams and not his consciousness for now. He will be the slowest to act and do harm for frivolous reasons, and the first to move and kill when necessary. He feels himself a pragmatist, yet is probably idealistic in his reluctance to do harm unless provoked, and certainly naive to believe his philosophy of money as all and adherence to a contract absolves him of moral responsibility. He has a thin, hooded face and deceptively wiry frame with the muscle structure that speaks of outdoors work. He is slow to speak his mind, but delivers it in a small jab like his weapon. His eyes are dark, dark brown and seem to move slowly, like the point of his sword, until they dart to something amiss. His body never seems to moves unless it must, yet is always in the correct place - an economy of motion. Dirac Sil's name is probably a corruption either of his previous life onboard ship, or perhaps even before that to a well off family he has long since deserted. STATS:Strength: 14 (+2) - 1 point added for 4th levelIntelligence: 11 (+0) Dexterity: 15 (+2) max +5 if mail wornWisdom: 9 (-1) Constitution: 11 (+0) Charisma: 9 (-1) Fortitude Save: +2 (2base +0Con) Reflexes Save: +7 (5base +2Dex) Will Save: +2 (2base -1Wis +1infamy)Base Combat Skill: +4 [/u] Melee: +9/+10 (+4base +2str +1alether +2 superior or +3 magical dagger) Ranged/Finesse: +7/ +10 (+4base +2dex +1alether or +3 magical dagger)[/ul] Endurance Points: 22/28 ('6',6,5,1,4,6 +0Con) Armour Class: 16/16 or 17/17 on rigging (10base +2dex +6mail or +4leather, +1 on rigging) - +1/+2 bonus on fighting defensively/total defense from acrobatics Initiative: +2 (+2dex)Max Speed: 30 foot Current speed: 30 foot Weight carriable: 58/116/175lb Load: 55lb
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Post by Dirac Sil on Jun 20, 2008 19:38:36 GMT
EQUIPMENT: Updated: 5/7/08 Carrying:1. Jewelled mastercraft dagger +3 (+2 magic, +1 master) 1d4+5 19-20/x2 crit, piercing/shashing, 10ft throw range, +2End (1lb) - not concealed, if concealed +2SOH2. Superior Chainmail waistcoat +6AC, +5Dex max, -4 armour check penalty(acro, ath, climb, escape, sleight, stealth) (25lb) Weapons: 1. Superior Falchion +2 (2d4+5 damage two hands, 18-20/x2 crit, slashing) (8lb) 2. Sap 1d6 x2 bludgeoning (2lb) non-lethal damage (concealed) 3. Mastercraft daggers x 2 1d4+3 19-20/x2 crit, piercing/shashing, 10ft throw range (2lb) - concealed, +2SOHSpecial Items: 1. Explorer's outfit (8lb) - not counted in weight, includes cool sailor's long coat thingie 2. Holy symbol (Shasarak's rune) 3. - 4. Alether neckpouch +1 attack/damage rolls 5. @200gc Jade stone - concealed6. Misc non-descript gems ( values?7. Ink vial 8. Baron's seal 9. Eagle's feather quill 10. Title deed documents 11. Baron's journal Backpack: (2lb) (17 1/2lb) Hooked on horse, currently captured! 1. Rations/1 1/2 days (@2lb) 2. Waterskin (2/3 full) (@3lb) 3. Healer's kit - 10 uses (1lb) 4. Whetstone (1lb) 5. Pouch of Caltrops - 5 foot area +0 'touch' attack, 1 End damage and half move (2 1/2lb) 6. Magnifying glass - +2 appraise checks (0lb) 7. Silk rope +2 to any checks (5lb) 8. Black clothing (@5lb?) Laumspur potion - restores 2d10EPPotion alether - +3 attack/damage for 2d6 rounds, then -2 attack/damage for one round (1/2lb) Sewing needle (+cork) Belt Pouch: (1/2lb) (1 1/2lb) In saddlebag, currently captured!182 Lune Belt Pouch: (1/2lb) (1 1/2lb) Second pouch,on person, from castle@200 Lune 'Notas', heavy horse (carrying @215+102lb) Stored in castle, currently captured!Large animal, 19EP, init+1, speed 50ft, AC13, ff12, BCS +2, hoof+3 melee (1d6+1), reach 10ft/5ft, low light vision, scent, fort +5,ref +4, will +2 str16 dex 13 con 15 int 2 wis 12 cha 6 perception +7 carry 200/400/600, drag 3000Wearing: [/i] (30lb) Attached to saddle: Superior Sword +2 1d8+4,+5 two hands 19-20/x2 crit, slashing, (4lb)[/ul] Saddlebag (8lb) (30lb) [/i] Laumspur potion - restores 2d10EP Laumspur potion - restores 2d10EP[/ul] Money Beltpouch (see above) Saddlebag (8lb) (27lb) Unnamed heavy horse (carrying 213lb) Back with RuigarLarge animal, 19EP, init+1, speed 50ft, AC13, ff12, BCS +2, hoof+3 melee (1d6+1), reach 10ft/5ft, low light vision, scent, fort +5, ref +4, will +2 str16 dex 13 con 15 int 2 wis 12 cha 6 perception +7 carry 200/400/600, drag 3000Wearing: Pack saddle (15lb)
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Post by Dirac Sil on Jun 20, 2008 19:39:19 GMT
SKILLS:
Class Features:
Weapon/armour proficiency: Falchion, spear, crossbow, dart, all one handed melee, light armour to leather. Bucaneer flair: Extra sneak attack(ex), Improved Feint(Ex) Sneak attack(Ex): 3d6 (2d6 level +1d6 flair) Sailor's Lore(Ex): Superstition (+6 check), Nautical (+6 knowledge(any) style check) Infamy: +1/-1 to NPC reaction rolls, +1 to Will and Intimidation Natural Rigger(Ex): DC on ships for Acrobatics, Climb and Escape Artist reduced by 5. Always take 10 on these despite distractions on ship. +1AC suspended on rigging.
Class Skills: Acrobatics (Dex): +7/+3 (5ranks +2Dex -4check mail) - +1AC fighting defensively, +2AC total defence Appraise (Int): +0/+2 (0 ranks +2mag glass for small/detailed) Athletics (Str): +6/+8 jumping or +2/+4jumping (4ranks +2Str +2synergy athletics -4check mail) Bluff (Cha): +8 (9 ranks -1Cha) Climb (Str): +6/+2 or +8/+4 with rope (4ranks +2Str +2 silk rope -4check mail) Disguise (Cha): -1 / +1 observed (0ranks -1Cha +2 synergy bluff) Disable Device (Int) +2 (2ranks +0Int) Escape Artist (Dex): +4/+0 or +6/+2 tying knots rope (2ranks +2Dex +2silk rope -4check mail) Intimidate (Cha): +11 (9ranks -1Cha +1infamy +2 synergy bluff) Knowledge, Geography (Int): +2 (2ranks +0Int) Perception (wis): +8 (9ranks -1Wis) Profession, sailor (Wis): +5 (2ranks +4ranks shadakine -1Wis) Profession, soldier (Wis): +2 (3ranks -1Wis) Sleight of Hand (Dex): +7/+3 (3ranks +2Dex +2 synergy bluff -4check mail) Stealth (Dex): +4/+0 (2ranks +2Dex -4check mail) Speak Language: Shadar, Southernath, Northern
Cross class skills: Diplomacy(Cha): +1 (0ranks -1Cha +2 synergy Bluff) Knowledge, Warfare (Int): +2 (4ranks CC +0int) Ride (Dex): +2/+4 (0ranks +2dex +2saddle on 'Notas')
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Post by Dirac Sil on Jun 20, 2008 19:42:02 GMT
NOTESBasicsEmployer - Master Halogan Ruiger, 'spice merchant' - Malachite Street, Sycomore District, Vanamor, Palmyrion. Real name Danthor, Dirac does not know this.Companions - Taden (scholar, sage?) has Mindfire? In Oakton with priest, Soul Spawn (NAK), Corwyn Malignus (RHS aid to senior Gnaag Nadziran, necromancer), Hawk's Bane (NAK). Background information: Mission: Interrogate Baron Ranval of Almark. Get Tear of Ishir (use korlinium scabbard). Find Sergeant Ozmeztal (drakkar)? Travels/places/people:Oakton: Oakton residents: [/b]. Seneschal, sir Matino. Never attends church, bad reputation. Dabbler in right hand magics. Has met and been attacked by group.Captain Dirko - captain of the baron's garrison, big man, built like a bull, careful about his appearance; his boots and gloves are shiny leekhon-leather with silver buckles, his tabard is embroidered with gold details, and he is clean shaven. Dead, killed by groupBaron's Solders - rough bunch, 'carefree' (rust spots/unshaven), plump - garrison troops. Solders' Sergeant - red sash, short grey hair, muscled, aware. Greeban "greasy" Grey, barkeep of "Baron's Arms", illegal Adgana dealer and maker of "Oakton Kicker" apple-based spirit. Known by Dirac before. Has man in Vanamor, man in Nahsor. Currently has two doses of Adgana for sale, can have them for 600gc (each?). Ratch - hand at the "Baron's Arms" Father Obran - priest of Ishir, had Taden under his care. 'Inflammable' Flambers - local drunk/village idiot. Old Gumders - Gumders Collier, son of Gribbins Collier, charcoal burnerin the woods at Hangman's Oak (other colliers there). Tibbin - has pigsty edge of Oakton Dwarfs - bent from work and age. Might be old mercenaries (lost body parts). Their weapons are good. Gurwyn - older dwarf, plays samor, master stonemason and knows something about baron's castle Garwin younger dwarf. Musket of the slightly younger one gleam in the firelight, with silver inlays in the stock. Village farmers - jumpy. Look like they live a hard life. Tough bunch, scarred and rugged and all of them with huge knives in their belts. You can just make out a dagger hidden in one of their boots too, an unusual detail for a farmer.[/ul] General NPC:
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Post by Dirac Sil on Jun 20, 2008 19:42:18 GMT
BACKSTORY Full character back-story: (sorry, too tired to tidy up and add to it, this was what I had so far outlined)
Meldirac Silvered-stone was the first son of a wealthy. While some suffered under the wytch-king, Meldirac's family traded in it instead in the form of slaves.
The young man had no problem with his family's business nor the empire, and enjoyed the freedom of lifestyle to its fullest. He merely found himself increasingly bored and wished to get out from under his family and carve his own way - hoping to become a buccaneer and steal their wealth and those like them to make it truely his own.
However, instead he traded his freedom to slavery under a tyrant of a captain aboard a pirate ship. The weak were plundered, and the share was horded by the captain. While 'Dirac Sil' learned many skills and honed his childhood lessons to practical applications, he needed to escape the crushing, futureless lifestyle.
(Edit: added the following bit)! Sadly, the new empire seemed a shadow old its old self, an echo of how his life now was as his need to hide from the fellows he escaped from forced him into less than ideal living conditions on land in the backwaters and nooks of the Shadakine cities.
He took the opportunity to move north across the tentarus, north away from the water, to regain what he had lost - freedom through control through power through money.
He gained some small fame in the stornlands, since his Shadiki features were unusual, his talk never without action, and his skills well honed and easily adapted to the battlefield.
However, though the money was good, the lack of real stability in dealings with princes and the lands of the stornlands Dirac move away. He gained a contract when merceneries were sought to aid against the Darklands forces, and again learned skills and gained some small reputation.
However, some small niggle was always in the back of his mind. A call back to the sea, and more a disquiet at the work he did. He passed this latter off when feeling the lands of the north seemed weak and splintered, without strength.
While he saw the Darlords of Helgedad as uncivilised, their drives of conquest with no apparent purpose beyond destruction, at least they had strength.
While Dirac had no illusions of the place of a Shadaki in the Darklands army, he still saw himself sometimes as on the worse side of the conflict, and believe that was why he was unsatidsfied dwith his work. It was almost a relief when fate allowed both the current contract lapse with victory against the Darklands, and then the Darklands dealing a major blow to turn the war back in their favour.
Instead of seeking out the front again, Dirac saw an opportunity for a much more respectablde way to turn a profit - something with some purpose, something that would allow him to return to Shadaki if the reward was indeed great...
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Post by Dirac Sil on Dec 28, 2008 12:40:33 GMT
Sig file --------------------------------------- End: 22/28 AC: 12 (no armour, +2 dex) Init: (+2) Hands: Sap, dagger
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