About Flofer NighthawkFlofer is a lanky screw-up, and a clumsy coward, but you couldn't find a kinder soul. He was kicked out of his home by his father and his younger brother because he was not fierce enough to uphold the Nighthawk name, and becaues he was interested in music. Music!
+14 Fort (+6 base, +2 Con, +1 Trait, +5 Divine Grace)
Skills:
-6 Acrobatics (Dex +0, Class Skill, Armor Penalty -6), +1 Appraise (Int +1, Class Skill) +10 Bluff (Cha +5, Ranks 2, Class Skill +3) -3 Climb (Str +3, , Class Skill, Armor Penalty -6) +5 Craft Weapon (Int +1, Ranks 1, Class Skill +3) +10 Diplomacy (Cha +5, Ranks 2, Class Skill +3) +9 Disguise (Cha +5, Ranks 1, Class Skill +3) -6 Escape Artist (Dex +0, Class Skill, -6 Armor) +5 Handle Animal (Cha +5) +1 Heal (Wis +1) +13 Intimidate (Cha +5, Ranks 5, Class +3) +2 Knowledge, Arcana (Int +1, +1 BN, Class Skill) +2 Knowledge, Dungeoneering (Int +1, +1 BN, Class Skill) +2 Knowledge, Engineering (Int +1, +1 BN, Class Skill) +2 Knowledge, Geography (Int +1, +1 BN, Class Skill) +6 Knowledge, History(Int +1, Ranks 1, +1 BN, Class Skill +3) +6 Knowledge, Local (Int +1, Ranks 1, +1 BN, Class Skill +3)(+2 for art or music) +2 Knowledge, Nature (Int +1, +1 BN, Class Skill) +2 Knowledge, Nobility (Int +1, +1 BN, Class Skill) +5 Knowledge, Planes (Int +1, Ranks 1, +1 BN, Class Skill +3) +2 Knowledge, Religion (Int +1, +1 BN, Class Skill) +5 Linguistics (Int +1, Ranks 1, Class Skill +3) +7 Perception (Wis +1, Ranks 3, Class Skill +3) +20 Perform (Lute) (Cha +5, Ranks 8, +3 Class,+3 Skill Focus +1 Trait) +1 Profession (Wis +1, Class Skill) +8 Ride (Dex +0, Ranks 11, Class Skill +3, Armor Penalty -6, +2 to stay in saddle) +1 Sense Motive (Wis +1, Class Skill) -6 Sleight of Hand (Dex +0, Class Skill, -6 Armor) +6 Spellcraft (Int +1, Ranks 2, Class Skill +3) -6 Stealth (Dex +0, Class Skill, Armor Penalty -6) +1 Survival (Wis +1) -3 Swim (Str +3, Armor Penalty -6) +5 Use Magic Device (Cha +5, Class Skill) Traits:
Reactionary: +2 initiative Ear for Music (NG): You spent countless hours of your youth in one of your goddess’s temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene. Feats:
Skill Focus: Perform Toughness (Level 1) Weapon Focus: Longsword (Level 3) Power Attack (Level 5) Favored Class: Bard Hellknight:
• Aura of Law • Aura of Courage • Detect Chaos (Sp) 60 feet at will • Smite Chaos (2/day) (+5 atk (Cha), +4 dmg/ (level), +5 AC (Cha)) • Divine Grace (+5 (Cha) Bonus on all Saving Throws) • Lay on Hands (Heals 2d6) (7 times/day)(.5 Lvl+Cha) • Divine Health • Mercy: Fatigued • Discern Lies • Onslaught Spells: O Lvl: 2/2 - Divine Favor x2 Bard:
Spells: 0 Lvl: 6 known -/- - Summon Instrument - Mage Hand - Message - Dancing Lights - Open/Close - Message 1st Lvl: 4 known: 5/5
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
Equipment:
Arms, Armor, and Clothing: Longsword +1, 4 lbs Full Spiked Plate Armour +2 50 lbs Heavy Spiked Steel Shield +2, 15 lbs Lance 10 lbs Military Saddle 5lbs Hemp Rope 50 ft. 1915gp 84 lbs Carrying Capacity: Current Weight: 84 lbs Light Load: x < 86 lbs.
Bruce:
Heavy Warhorse: "Bruce" Size/Type: Large Animal Hit Points: 40/40 Initiative: +1 Speed: 50 ft. Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +3/+11 Attack: Hoof +6 melee (1d6+4) Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Qualities: Low-light vision, scent Saves: Fort +7, Ref +5, Will +2 Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Skills: Perception +5, Swim +4 Feats: Endurance, Run Carrying Capacity: 0-300, 300-600, 600-900 Background:
Flofer hails from the Nighthawk family, a powerful but less-than-honorable Chelaxian line that came to their power through their military prowess and ruthlessness. They have a keep in the Aspodell mountains that Nivorahkor the Nasty took by force over a century ago, killing all within. A low-born man, he established his position there, dubbing himself "Nighthawk." The first son of Lord Niilsor, Flofer was expected to take the Lordship, but as he grew older, his father came to see that he was...not a typical Nighthawk. His younger brother Narthor was always more combative than he, and thought Flofer was good with a blade, he could never match the fury and power of his brother. Flofer was clumsy, his long arms and legs always seeing to get caught on things. He loved sleeping, and he loved...music. But worst of all, he was skittish. Sometimes, a silly thing like a ghoul would scare him. This caused his father constant shame, and Flofer was often locked away in his room. To him, it was no punishment, for he had his lute hidden away there with him. Despite his brother's demands for the Lord's seat, Lord Niilsor decided to give Flofer one last chance to prove himself. He sent him to train to be a Hellknight, an honorable and time-honored tradition for the Nighthawk line's younger sons. If he proved to be a powerful and capable warrior and leader, he would inherit the throne. If not, he would at least have an respectable career that would uphold the family name. As it turns out, he did neither of these things. He did train for some time at the Temple in Egorian, but he never agreed with the principles of law over life and justice over peace. He would frequently take beatings from the other initiates during training, and retire to his quarters at night battered, but simply happy to have the chance to play his music. One night, after a long day of training he was rejoicing in his music a little too loudly... That day he had once again proven too clumsy and been badly beaten, and he had refused to execute a man caught stealing. His drillmaster came upon him to scold him for his terrible performance and cowardly ways (a regular occurrence) and found him, lost in his music. He snatched the instrument from his hands and destroyed it. The strings pinged as the instrument burst into flames, and Flofer knew he could no longer stay there. He fled the city in the dead of night and returned to his family keep on foot. Finally arriving after a week or more of travelling, he came upon the familiar black towers. His younger brother stood at the gate, his arms crossed. "A raven came. They say you are a coward, and a deserter." he smiled. "You are not welcome here! However, as you are my brother, I will give you a chance to escape. Go now!" Lord Niislor watched from the battlements, his face twisted. Flofer flapped his jaw in disbelief, then slowly turned and walked away. With the sound of dogs barking following after him, he fled to his dead mother's brother, the Mayor of Carrion Hill. |