| Full
Name |
Arkham "Scrapeknee" Ramel |
|
| Race |
Human |
|
| Classes/Levels |
Oracle (Battle Mystery) -2 |
|
| Gender |
Male |
|
| Size |
6'3" |
|
| Age |
20 |
|
| Alignment |
CN |
|
| Deity |
Gorrum, various war gods |
|
| Location |
Wanders the city, originally the 'gutter district' |
|
| Occupation |
Street Preacher |
|
| Strength |
14 |
|
| Dexterity |
13 |
|
| Constitution |
14 |
|
| Intelligence |
10 |
|
| Wisdom |
10 |
|
| Charisma |
17 |
|
About Scrapeknee
Arkham "Scrapeknee" Ramel
Male Human Oracle 2
CN Medium Humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 23 (2d8+7)
Fort +2, Ref +2, Will +3
Weakness oracle's curses (lame)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Greatclub +3 (1d10+3/x2) and
. . Longsword +3 (1d8+2/19-20/x2)
Ranged Longbow +2 (1d8/x3)
Oracle Spells Known (CL 2):
1 (5/day) Inflict Light Wounds (DC 14), Cure Light Wounds, Enlarge Person (DC 14), Cause Fear (DC 14)
0 (at will) Resistance, Create Water, Light, Purify Food and Drink (DC 13), Stabilize
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 14, Int 10, Wis 10, Cha 17
Base Atk +1; CMB +3; CMD 14
Feats Extra Revelation, Toughness +3
Traits Deft Dodger, Poverty-Stricken
Skills Acrobatics -1 (-5 jump), Climb +0, Diplomacy +8, Escape Artist -1, Fly -1, Heal +4, Intimidate +7, Knowledge (religion) +5, Perception +5, Perform (oratory) +5, Profession (soothsayer) +4, Ride -1, Sense Motive +4, Stealth -1, Survival +5, Swim +0
Languages Common
SQ mysteries (battle), revelations (skill at arms, war sight)
Other Gear Chain shirt, Arrows (20), Greatclub, Longbow, Longsword, Gorum, You have no money!
--------------------
Special Abilities
--------------------
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
War Sight (Su) Take your choice of 2 initiative rolls.
--------------------
Bonus Trait: Street Preacher Street Preacher[/I]-
You spend your days standing on a soap box on street corners preaching to the masses to reprent their ways and turn over to your philosophy/religion, whether it be a legit religion or not. You have no trouble for fear making yourself heard and even believed for that matter. You gain a +1 trait bonus to diplomacy and +1 trait bonus to resist fear effects AND intimidation.
---------------------
Background/History:"Woe betide the unprepared and the unbeliever! The gods of battle shall place the city in a great fire, and then bring the hammer down upon it. The people shall either die, or be reforged as warriors! The wealthy will find their gold meaning little when steel rules the day! Great men shall huddle in corners praying for safety while timid maids will find themselves taking on armor and growing eager for the savagery of war! " the preacher limped along the avenue, yelling and scrreaming his words. Many were scared by him, and moved on, but some few looked intrigued by his words.
The guards came, the captain gestured, "That's the one, Bastard's been disturbing the peace and talking the fall of the city for days. Bring him in." the guards moved
.........
(Years ago)
Arkham Ramel was taller than a boy in his condition had a right to be. Most lads growing up in the Gutter District who didn't eat much were stunted, but Arkham somehow grew like a weed. His parents were hard workers, but unskilled in a part of the city where jobs were hotly contested.
Then, one day, things turned around for them. His father, not normally a betting man, placed some coin in desperation on a wager...and WON. He won enough wealth to perhaps move them to a better area.
He went to his family, each chattering about how this could change everything, but the man who had lost, a corrupt town guard, was NOT happy. He told other guadsman that Arkham's father was a cheat and a a thief who should be brought in.
So later that night, three guards paid the rejoicing family a visit. Kicking down the door, they went to arrest Mister Ramel. While the good man pleaded his innocence, he paniced when he realized that if he was taken away, his family would starve. He tried to run, and in the attempt, was cut down.
Arkham moved to shield his mother, a move another guard saw as a threat. The soldier's blade shoved forward into his leg and pierced it deep.
Some sort of rage welled up in young Arkham. He seized the blade from the startled guardsman, and used the guard's own sword against him as if he'd trained in it for years! Strength and power flowed in him and with the element of surprise on his side, the boy slew the other two with surprising ease before moving to his father, healing him (How, he did not know) and collapsing into fever dreams.
Arkham dreamed of battle, of war, of savagery and chaos. Rather than scaring him, it excited him. HERE was the real power, not gold, but STEEL. Politics, magic, wealth, all were simple reflections of MIGHT, and might's simpliest and truest expression was violence, war. He did not love it, but in his dreams he came to realize the truth of it. More than that, the people would need to become strong and warriors, or they would surely die as his father had almost died. Meekness would see all dead.
He awoke to find his parents, his GOOD parents, had paid to get rid of the bodies and evidence. Arkham found the strange powers that had been graced upon him had remained, but at a price. The scar on his leg never healed, and he limped ever after.
Answering the call, as he grew older and surer in his gifts, he went out to preach the truth the battle gods had given him. The better districts didn't know this young man, and some began dubbing him 'Scrapeknee'.
It is a name he bears proudly.
People in Scrapeknee's Life:
Jonz and Elize Rammel- Arkham's parents, and some of the few people who still call him by his given name. The authorities assumed that the guards that came for them were attacked by thugs, not knowing the truth (or else Scrapeknee would have been in jail much sooner). They fear their son has gone mad except, well, his gifts at least a very real. They no longer trust the city authorities but are ever so polite to them. Scrapeknee sends them some of the coins he can now and then to help them out.
Kaster Vadayne- A mercenary captain, leader of the 'Bloodwinders' who has hired the oracle from time to time and kind of likes how he can work the men up in a fight. He and Kaster share a drink now and then and consider each other friends though each has their own priorities.
Jasayne Trumont- A merchant's daughter that Scrapeknee has 'corrupted'. that is to say, she finds his talk of battle terribly exciting and has even been learning weapon use from him. She hopes to be a warrioress one day.. She and Scrapeknee are secretly lovers though neither has promised to be exclusive.
Blotten Trumont- Jasayne's father, a merchant who sells mostly transport related goods (Wagon wheels, carriage basins, horse saddles etc).. he often tells Scrapeknee to stay away from his shop AND his daughter. He's unaware of just how close Jasayne and the Oracle are.
Eight Fingers Stol- a begger halfling and pickpocket. He sells information to people if he likes them, or they amuse him, and if the coin is good. He calls Scrapeknee a maniac and a madman to his face, but always with a smile and he has given good tips to the oracle now and then.
Madame Silk- Madame Silk runs a local brothel. Her girls are treated well, and if any customer mishandles one of her girls she spares no time in paying 'the right people' to hunt the abusers down. Some say she knows magic of some sort, but others say she just likes folk to THINK she does for the notoriety. She seems fond of Scrapeknee as he has healed injuries on the working girls with little thought of payment, though she herself has never taken him to her own bed.