Falko d'Deneith's page

153 posts. Alias of Dreaming Warforged.


About Falko d'Deneith

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FALKO D'DENEITH
Male Human Monk (Monk of the lotus) 1 / Inquisitor of the Sovereign Host (2)
LG, M, Humanoid (human)
Init +4; Senses Perception +8
Languages Common, (2 other languages to be determined).

DEFENSE
AC 14(+4), touch 14, flat-footed 14 (armor (+4), dex +2, wis +2)
HP 24 (3d8 +6 Con); DR --
Fort +7, Ref +4, Will +7
Immune
Resist +1 Fear.
Spcl Def. Liberation Domain ((Su): inq lvl = rounds / day, move as if affected by freedom of movement), Snake Style (ImA, SM as AC), Mark of Sentinel.

OFFENSE
Speed 30
Melee Unarmed strike +5 (1d6+4; 20/x2) P/B
Melee Flurry of blows +4/+4 (1d6+4/1d6+4; 20/x2) P/B
Melee MWK Longspear +6 (1d8+6; 20/x2) Reach P
Melee MWK Sai, silver +6 (1d4+4; 20/x2)
Melee MWK Sai, silver, flurry +5/+5 (1d4+4/1d4+4; 20/x2)
Range Shuriken Flurry +2/+2 (1d2+4; 20/x2 inc. 10 ft, P)
Spcl Att. Touch of Serenity (DC 13) 1/day, Enforcer, Improved Grapple: +2 CMB and CMD, no AoO. Judgment 1/day.

SPELLS
Dragonmark of Sentinel
Least: Mage Armor 1/day [x]

Spellcasting
CL 2, Concentration: +4
1 (DC 13): (2+1) [ ], [ ], [ ].

Spells known
0: (5+2FC) Acid Splash, Create Water, Detect Magic, Light, Read Magic, Sift, Stabilize.
1: (3) Cure Light Wounds, Divine Favor (luck), Shield of Faith (deflection).

OTHER
Str 16+2, Dex 14, Con 14, Int 10, Wis 14, Cha 10; (25 pts, human +2 Str)
BAB +1 ; CMB +5 (+2 grapple); CMD 17 (+2 grapple)
Traits Veteran of the Last War, Fate’s Favored.
Feats H-Least Mark of Sentinel, 1-Enforcer, M1B-Improved Grapple, 3-Snake Style.

Favored Class:
All in extra known spells.

Skills Monk 4, Inquisitor 6x2, Human 4 = 20
Acrobatics (Dex) +6 = 1+2+3
Bluff (Cha) +4 = 1+0+3
Climb (Str) +8 = 1+4+3
Diplomacy (Cha) +4 = 1+0+3
Intimidate (Cha) +7 = 1+0+3+1+1 Inquisitor, Trait
Knowledge (arcana) (Int) +4+1 = 1+0+3(+1)
Knowledge (dungeoneering) (Int) +4+1 = 1+0+3(+1)
Knowledge (history) (Int) +4+1 = 1+0+3(+1)
Knowledge (nature) (Int) trained
Knowledge (planes) (Int) +4+1 = 1+0+3(+1)
Knowledge (religion) (Int) +4+1 = 1+0+3(+1)
Linguistics (Int) +2 = 2+0
Perception (Wis) +8 = 3+2+3
Sense Motive (Wis) +11 = 1+2+3+1+2+2 Inquisitor, Mark of Sentinel, Snake Style
Spellcraft (Int) +4 = 1+0+3
Stealth (Dex) +6 = 1+2+3
Survival (Wis) +6+2 = 1+2+3, +2 track
Swim (Str) +8 = 1+4+3
Use Magic Device (Cha) trained
SQ Monster Lore, Detect Alignment, Track, Domain (Liberation).

EQUIPMENT
Worn or carried gear
-Shuriken (10) (2 GP, 1 lb)
-Shuriken, Silver (10) (4 GP, 1 lb)
-Kama, Cold Iron (4 GP, 2 lbs), trip
-MWK Sai, Silver (321 GP, 2 lbs)
-MWK Longspear (305 GP, 9 lbs)
-Signal whistle (8 SP, -)
-Traveler’s Outfit (1 GP, 5 lbs)
-Quick Runner's Shirt (1,000 GP) (1/day SwA for extra move)

Pouch, Belt (1 gp, 0.5 lb)
-5 GP
Adventurer's Sash (20 gp, 3 lbs) 
-Belt pouch (1 GP, ½ lbs)
-Waterskin (1 GP, 4 lbs)
-Flint and Steel (1 GP, -)
-Trail Rations (4 days) (2 GP, 4 lbs)
-Waterproof Bag (0.5 gp, 0.5 lb) 
-Crowbar (2 gp, 5 lbs)
-Caltrops (1 gp, 2 lbs)
-Marbles (0.1 gp, 2 lbs) 
-Chalk (0.01 gp) 
-Earplugs (0.03 gp)
-2 Sunrods (4 gp, 2 lbs)
-Flint and steel (1 gp)
-Signal Whistle (0.8 gp) 
-Torch (0.01 gp, 1 lb)
-Grappling Hook (1 gp, 3 lbs)
-Silk Rope (50 ft) (10 gp, 5 lbs)
-Tobacco (1 sp, 0.2 lb)
-Smoking Pipe (5 sp)

-Potion of Air Bubble (50 GP)
-Potion of Feather Step (50 GP)
-Potion of Touch of the Sea (50 GP)
-Potion of Spider Climb (50 GP)
-4x Oil of Enlarge Person (200 GP)
-4x Scroll of Magic Weapon (100 GP)
-Scroll of Comprehend Languages (25 GP)
-4x Scroll of True Strike (100 GP)
-Scroll of Expeditious Retreat (25 GP)
-Oil of Grease (50 GP)
-Potion of Feather Fall (50 GP)
-Potion of Obscuring Mist (50 GP)
-Scroll of Align Weapon (200 GP)
-Scroll of Delay Poison (200 GP)
-Scroll of Invisibility (200 GP)
-Scroll of Knock (200 GP)
-Scroll of See Invisibility (200 GP)
-Antiplague (50 GP)
-Antitoxin (50 GP)
-5x Vermin Repellent (25 GP)
-Weapon Blanch, Ghost Salt (200 GP)
-Ambrosia (100 GP)
-Powder Bag (Flour)
-2x Smoke Pellet, Smog (80 GP)
-2x Terrap Sap, Distilled (60 GP)

DESCRIPTION
Falko stands tall and wide, but with an old body that reminds of gnarled wood. His hands are like metal clamps, showing the wear from having worked and fought for so many years under all weathers. His blue eyes seem to remain in a perplex frown. His hair has paled through the years, though it is still lush and he still wears a proud beard.

His gnarled body he keeps in a straight posture, though not without obvious efforts
fuelled by pride. Though his movements are those of a veteran, a nervousness hangs around him and makes some of his movements jerkier.

He is wrapped in a simple flowing dark brown leather cape, lined with a black velvet that seems to absorb light and sound. Underneath is a simple dark blue tunic leaving his massive arms bare. He often wears leather pants of the same shade as his cloak, and sturdy boots comfortable for walking in the deepest mud. A pouch on his side carries his precious pipe and Brelander tobacco, though he prefers Karrn when he can find it.

He talks little, but lets his broad and forgiving smile set people at ease. When he does speak, he tries to bring consensus to all present, ever including in his comments. People often mention his easy demeanour.

Overall, the man has a certain gravity to him that meshes well with the streets. A tattoo on the left side of his neck betrays his powerful and ancient bloodline, while a birthmark on his bottoms shaped like a wheel tells of an ominous fate, swayed by the elusive will of The Traveler.

PERSONALITY
Falko is at heart an idealist, but a burned one. He's worked for a better Treaty, bent the rules for it, lost everything because of it, but got nowhere with it. This has left him with deep questions about purpose. His worship of the Host is in shift, and he's found himself praying to The Traveler from time to time.

Branded a traitor, he prefers to keep a low profile when possible, dreading that someone remembers his face or worse. But no matter what he says, the fire still burns inside him; he's a man who needs a noble cause to fight for, according to the rules, or not.

BACKGROUND
Born some fifty-five years ago of Rekkenmark parents of House Deneith based in Sharn, Falko was raised under the mixed regimen of Karrnathi’s strict traditions, Deneith's neutral values and principles, Breland's good-natured openness and free spirit, Sharn's exotic sights and adventures, and Brelanders' war suspicions and xenophobia.

Torn under these multiple binds, Berthold's personality oscillated wildly during his youth, until he finally found, in his late teens, a sense of purpose. He served House Deneith with the focus of youth, never thinking of questioning orders. He made a name for himself during the Last War, serving proudly under his father's tutelage.

Years passed, his father passed, he married and had children, and yet this dreadful slow war kept going.

As the Last War reached its final climax and Cyre laid devastated under unearthly mists, Falko found himself on the verge of despair. The House provided for him, but it had only proved that it could only watch as the world torn itself apart. He traveled to Thronehold in the aftermath of the Day of Mourning, serving as a Sentinel in close protection of Brelish diplomats. To him, House Deneith was still choked by old Karrnathi traditions, and he feared for the peace process. The Five Nations could not live through another century of slaughter. Now old, cynical, and having nothing to lose, he decided to get involved.

He moved subtly in the Den of Intrigue that was Thronehold, meeting with secret emissaries of the different nascent and old nations of Khorvaire, brokering information in the hope that it would lead to peace. During these processes, as he moved from secret chaotic meetings in dark alleys to official ones in sumptuous halls, as he saw the informal shape the formal, he felt at ease, though he knew he was not true to his House’s edicts. He pushed and pushed the peace process, helping the recognition of Talenta and Mror, but he didn't cover his tracks well enough...

He woke one morning with his door brought down by enforcers. He was charged with Treason, and jailed until the signing of the Treaty. He returned to Sharn after so many years away, only to find that his family didn’t need him anymore, nor wished a traitor to stick around. As he stepped outside his house, never to return, he could hear a distant crow laughing...

LINK WITH OTHER CHARACTERS
Falko has helped Cil escape certain death during the Sharn Progrom.