The Scribbler

Amrit, The Crane of the Dusk's page

47 posts. Alias of Old Mammoth.


Race

Dhampir (Moroi-Born)

Classes/Levels

Fighter (Unarmed Fighter)/Alchemist (Chirurgeon) 9 (Gestalt)

Spoiler:
HP: 25/72, AC: 20(+1(Armour)+3(dex)+6(dodge)) (Touch 18)

Gender

Male

Size

Medium

Age

147

Alignment

N

Deity

A whole lot of

Languages

Common, Draconic, Elven, Necril

Strength 18
Dexterity 15
Constitution 12
Intelligence 20
Wisdom 9
Charisma 13

About Amrit, The Crane of the Dusk

Background:

Amrit was most likely born from a noble mother, as moroi-born dhampirs often are. This however, is pure speculation, as he was abandoned near a monastery shortly after his birth. This monastery was called "The Monastery of the Ten Noble Beasts", renowed by its focus on the martial arts. Not associated with any particular faith, the monastery offered training even for those who were not monks in camps surrounding the monastery, and even appointed those who showed exceptional skill.

The monks in the monastery did not know what kind of creature the pale child who possessed unnatural abilities and who almost stopped aging once he was in his teenage years was. Nevertheless, martial artist of all sorts sought training at the monastery, so they had long ago given up any prejudicies or superstitions they might have had. Amrit was initially trained as a monk, but it became soon apparent that he lacked the spiritual qualities necessary for that path.

He moved to one of the camps surrounding the monastery, where he was adopted by a half-elf, who served as the cook of the camp. The half-elf taught cooking to the young dhampir, who was facinated by the way that plain-tasting ingredients could be converted into delicious dishes. The half-elf saw promise in the way that Amrit experimented with spices and recipes, and started teaching him the way to mix medicines.

Time passed on, months turned into years and years into decades, and he managed to both become a skilled alchemist and master the Crane style, a martial art focused on evading your opponent's attacks and countering them with your own. Now a stunning-looking young man, with his natural intelligent he could have prospered in whatever career he would choose to embark upon, but instead opted to remain in the camp, having set his eyes onto the title of The Crane, which is possessed by the most talented user of the Crane style who has trained at the monastery or the camps surrounding it, and passed down when someone proves to have surpassed the previous owner of the title in skill.

He challenged the then-owner of the title, an old, kind monk who was called "The Crane of the Gentle River" and after an arduous battle that lasted for hours, Amrit managed to get the first hit. The old master recogonized that the combat could not proceed any other way from that point, and ceded the victory and the title to to him, who was thereafter known as "The Crane of the Dusk"

However, mere a decade after this, he heard about a terrible plague that was raging in the northern lands. Knowing that he had both a natural resistance for diseases and the skills to help the people at the plagued areas, he left behind the monastery, and set forth for the northern lands.

He wandered through northern Avistan until the plague had waned, but was reclutant to return after that. First because of being afraid to bring the disease south with him, but the more he saw the world, the more he wanted to see, and is still on the road, his natural charisma granting him a friendly welcome on most places, but his unnatural heritage preventing him from staying for too long in one place, lest overzealous undead hunters or superstitious mobs make his life difficult.

Personality:

Amrit keeps an air of aloofness with him when dealing with strangers, but with the people that he considers friends he can be downright overprotective. Otherwise, he tries to be as polite as possible, but often can not help a little snark from escaping from his lips.

He tends to call everyone younger than him "kid", which can lead to some interesting situations.

Amrit fancies himself to be a kind of Casanova, something that often does not work and when it does, causes him problems.

Appearance:

Amrit has inherited from his father a good lot of unnatural attractiveness from his vampiric father, and his unnatural paleness does little to subtract from the fact. He dresses in a heavy dark brown coat which hides the chain shirt he has learnt to keep all the time on underneath it.

The Monastery of the Ten Noble Beasts:

I made this little monastery up myself for Amrit's backstory, mostly to explain his fancy title. :P I'll describe here a few things about it so that the backstory itself might be less confusing, or something.

The name "Ten Noble Beasts", comes from the Style feats named after animals + Dragon and Ki-Rin. The basic idea was that the monastery focuses into teaching these styles, with camps set up around the monastery for the laypersons to train in. Each camp is dedicated for one particular style, and is overseen by someone really good at the style, who has the title of "The (stylename) of the (something appropiate)". Amrit is the head honcho of the Crane camp, thus his title, and since the title is held until death or defeat, the camp is currently run by less experienced martial artist.

The monastery is located in a nebulous place called "somewhere south".

Crunch:

Race: Dhampir (Moroi-Born)
Class: Fighter(Unarmed Fighter), Alchemist(Chirurgeon) 8 (gestalt)
Gender: Male
Alignment: N

18 point buy for stats

Stats*: 16,13,12,16,9,13
STR: 18 = 16 + 2 + 0
DEX: 15 = 13 + 2 + 0
CON: 12 = 12 + 0 + 0
INT: 20 = 16 + 4 + 0
WIS: 9 = 9 + 0 + 0
CHA: 13 = 11 + 0 + 0

Stat advancemets from levels 4 and 8 went to STR and CON.

Hit Points: 72/72
Init: +2

Melee: +12/+7
Range: +10/+5

AC: 17


skills:

Skill points = 4 + INT
ACP = 0 //Armour Check Penalty
Acrobatics: 5 = 3 + DEX Mod + 0 - ACP;
*Appraise: 9 = 1 + INT Mod + 0;
Bluff: 5 = 4 + CHA Mod + 0;
*Climb: 7 = 1 + STR Mod + 0 -ACP;
*Craft (Alchemy): 17 = 9 + INT Mod + 0;
Diplomacy: 9 = 4 + CHA Mod + 4;
*Disable Device: 10 = 4 + DEX Mod + 2 -ACP;
Disguise: 1 = 0 + CHA Mod + 0;
Escape Artist: 1 = 0 + DEX Mod + 0 -ACP;
*Fly: 6 = 2 + DEX mod + 0 -ACP;
*Handle Animal: 5 = 1 + CHA Mod + 0;
*Heal: 9 = 4 + WIS Mod + 3;
*Intimidate: 10 = 3 + CHA Mod + 2;
*Know(Arcana): 11 = 3 + INT Mod + 0;
*Know(Nature): 11 = 3 + INT Mod + 0;
*Know(Dungeoneering): 9 = 1 + INT Mod + 0;
*Know(Engineering): 9 = 1 + INT Mod + 0;
Know(Noble): 8 = 1 + INT Mod + 2;
Linguistics: 6 = 1 + INT Mod + 0;
*Perception: 5 = 2 + WIS MOD + 0;
Perform: 1 = 0 + CHA Mod + 0;
*Profession(Cook): 3 = 1 + WIS Mod + 0;
*Ride: 5 = 1 + DEX Mod + 0 -ACP;
Sense Motive: -1 = 0 + WIS Mod;
*Sleight of Hand: 7 = 3 + DEX Mod + 0 -ACP;
*Spellcraft: 17 = 9 + INT Mod + 0;
Stealth: 6 = 1 + DEX Mod + 3 -ACP;
*Survival: 4 = 2 + WIS Mod + 0 +3 (SF);
*Swim: 7 = 1 + STR Mod + 0 -ACP;
*Use Magical Device: 13 = 9 + CHA Mod + 0;

Class features, traits, feats:

Class features:
Fighter(Unarmed Fighter):

Harsh Training (+2 bonus on saving throws against effects that cause the exhausted, fatigued, or staggered conditions or temporary penalties to ability scores.)

Tough Guy (4 DR/- against non-lethal damage and damage while he is grappled.)

Weapon Training (+2 bonus on attack and damage rolls with weapons in the monk and natural weapon groups.)

Clever Wrestler (No penalties to Dexterity or on attack rolls while grappled, retain his Dexterity bonus to AC while pinning an opponent. Can make attacks of opportunity even when grappled and even against creatures attempting to grapple him if the opponent has the Improved Grapple feat or the grab ability.

Trick Throw (Free Dirty Trick attempt after succesful trip.)

Fighter Bonus Feats:
(1st) Improved Unarmed Attack, Crane Style
(2nd) Dodge
(4th) Point-Blank Shot
(6th) Crane Wings
(8th) Crane Riposte

Alchemist (Chirurgeon):

Bomb (5d6+3; splash 7; 11/day; Ref 17 Half)

Mutagen (80 Minutes/day)

Infused Curative[ (Cure Extracts are automatically infused.)

Poison Resistance (+4 on saves vs. poison)

Swift Alchemy (Can prepare alchemical items in half the normal time, can apply poison to a weapon as a move action.)

Swift Poisoning (Can apply poison to a weapon as a swift action.)

Infused Curative (Cure Extracts are automatically infused.)

Anaesthetic (Damage caused by a failed Heal check deals minimum damage.)

Discoveries:
Infusion
Tanglefoot Bomb
Fast Bomb
Spontaneous Healing

Alchemist Bonus Feats:
Skill Focus (Heal)
Throw Anything

Normal Feats:
(1st) Power Attack
(3rd) Persuasive
(5th) Thoughness
(7th) Rapid Shot
(9th) Combat Reflexes
Traits:
Charming
Accelerated Drinker

Racial Traits:
Darkvision 60ft
Low-light vision
Racial Skill +2 Knowledge (Noblity) and Diplomacy
Spell like ability Obscuring Mist 1/day
Undead Resistance (+2 racial bonus on saving throws against disease and mind-affecting effects)
Resist Level Drain
Light Sensitivity (Dazzled in areas of bright daylight)
Negative Enegry Affinity


Spoiler:

Weapons:
+1 Keen Nine-Section Whip (8008gp)
25 Mwk Cold Iron Shuriken (160gp)
Armor:
+1 Spell-Storing Mithral Chain Shirt (5100gp)

Other:
Belt of Physical Might +2 (Str, Dex, 10000gp)
Headband of Vast Intelligence +4 (Bluff, Diplomacy, 16000)
Cloack of Resistance +2 (4000gp)
Amulet of Natural Armor +2 (8000gp)
Wand of Inflict Light Wounds (750gp)
Alchemist's fire (3) (20gp) (Self-made)
Silk Rope 50 ft (10gp)
8 potions of Enlarge Person(200gp) (self-made)
Healer's Kit (50gp) (10 charges)
Mwk Thieve's Tools (50gp)
652gp


Saves, AC, Attacks:

AC:
(Armoured)AC: 20 = 10 + 7(Armour) +0(Shield) +2(Dex) +1(Dodge);
(Armoured)Touch: 13 = 10 +2(Dex) +1(Dodge);
(Armoured)Flat: 17 = 10 + 7(Armour) +0(Shield);

(UnArmoured)AC: 16 = 13 + 2(Armour) +0(Shield) +2(Dex) +1(Dodge);
(UnArmoured)Touch: 13 = 10 +2(Dex) +1(Dodge);
(UnArmoured)Flat: 12 = 10 + 2(Armour) +0(Shield);

Saves:
Fort: 9 = 6(base) +1(CON) +2;
Ref: 10 = 6(base) +2(DEX) +2;
Will: 4 = 3(base) -1(WIS) +2;

Attack:
Melee: 14/9 = 9/4(base) + 4(STR);
Range: 11/6 = 9/4(base) + 2(DEX);
CMB: 13 = 9(base) + 4(STR);
CMD: 25 =10 + 9(base) + 4(STR) + 2(DEX);

Extracts:

1st Level (7/day, DC 16) Ant Haul, Comprehend Languages, Cure Light Wounds, Enlarge Person, Expeditious Retreat, Polypurpose Panacea, Shield, Touch of the Sea.

2st Level (5/day, DC 17) Blood Transciption, Blur, Invisibility.

3st Level (4/day, DC 17) Beast Shape 1, Haste, Elemental Aura