Loris Raknian

Corwin Corke's page

114 posts. Alias of RobL8675309.


Full Name

Corwin Corke

Race

Human

Classes/Levels

Two-handed fighter-7 | HP 95/95 | AC 20, T 10, FF 20 | F+9 R+3 W+5 CMD 22| Init+0 Perception+8 | Brawler: 2/2 | Current:

Gender

M

Size

M

Strength 20
Dexterity 10
Constitution 17
Intelligence 10
Wisdom 10
Charisma 10

About Corwin Corke

Corwin Corke
Male Two-handed fighter-7
N Med Humanoid (human)
Init+0; Perception+8
--------------------------------------------------------------
DEFENSE
AC 20, touch 10, flat-footed 20 (+10armor)
HP 95 (1d10+3)*7 +FCB*4
Fort +9, Ref +3, Will +5
Hero Points: 1
--------------------------------------------------------------
OFFENSE
Speed 30'(20' armor)

--------Melee----------
Melee:+12 to hit
-+1 greatsword +15/+10 (2d6+11(+14)+PA/2d6+14+PA),19-20/x2, -2/+6 PA (no penalty for 1st att)
-greatclub +13/+8 (1d10+8(+11)+PA/1d10+11+PA)
-gauntlet +12 (1d3+5)
-dagger +12 (1d4+5)
-+1 trident +14/+9 (1d8+9+PA)(wielded 2-H)

-----Ranged----------
Ranged:+7 to hit
-mw composite (20) longbow +8 (1d8+5), x3, 110'
-dagger +7 (1d4+5), 19-20/x2, 10'

-------------------------------------------------------------
STATISTICS
Str 18(20), Dex 10, Con 17, Int 10, Wis 10, Cha 10
BAB +7, CMB +13(+2sunder), CMD 22 (+1 w/2H v.sunder/disarm)

---------------Traits---------------
-Bred for War(race)-+1 Intim, +1 CMB
-Armor expert(cmbt)--1ACP from armor

----------------Feats-----------------
1) Power attack: -2 to hit, +4 to damage (+6 2H)
B) Weapon focus (greatsword): +1 to hit
Bf) Dazzling display: full round to intimidate all w/in 30'
2f) Furious focus: no PA penalty for 1st attack
3) Iron Will: +2 Will
4f) Barroom brawler: 2/day, gain benefit of combat feat for 1 min
5) Weapon specialization (greatsword): +2 damage
6f) Advanced weapon training (abundant tactics:barroom brawler)
7) Advanced weapon training (versatile training:bluff & intimidate)

----------------Abilities--------------
---Racial---
-bonus feat@1st lvl
-skilled:+1 skill rank/level

---Class----
-Proficiency: All simple and martial weapons, all armor, all shields
-Bonus feats
-Shattering strike: +2 CMD/CMB on sunder & damage vs objects
-Overhand chop: x2 STR on damage rolls w/single attacks
-Weapon training: 2-handed weapons +1 to hit and damage, +1 CMD v. disarm/sunder
-Backswing: x2 STR to damage w/full attack on attacks after the first
---------------Skills-----------------
Adventuring Skills 2+INT+skilled=3/lvl +FCB*3
Bluff +7 (7"ranks")
*Climb +10 (2ranks +5STR +3class)
*Handle Animal +5 (2ranks +3class)
*Intimidate +13 (7"ranks"+3class +1trait) +2comp
*Kn:Engineer +5 (2ranks +3class)
Kn:Geography +1 (1rank)
Perception +8 (3ranks) +5comp
*Prof:Soldier +6 (3ranks +3class)
*Prof:Sailor +4 (1rank, +3class)
*Ride +4 (1rank +3class)
Sense Motive +3 (3ranks)
*Survival +8 (5ranks +3class)
*Swim +9 (1rank +5STR +3class)

ACP:-4
Languages: Common, Shoanti
Favored Class: Fighter
FCB:1)+1HP; 2)+1HP; 3)+1HP; 4)+1HP; 5)+1skill; 6)+1skill; 7)+1skill
Stat incr: 4)+1Con

---------------Equipment---------------
Combat Gear: greatsword+1 2350/8, platemail+1 2650/50, mw composite (20) longbow 900/3, daggerx2 4/2, greatclub 5/8

Other Gear: handy haversack 2000/5 {50' silk rope 10/5, grappling hook 1/4, survival kit 5/4, gear maintenance kit 5/2, blanket .5/3, bedroll .1/5, soapx10 .1/5, compass 10/.5, mirror 10/.5, sunrodx10 20/10, trail rationsx10 5/10, cold weather outfit 8/7, hot weather outfit 8/4, filter scarf 5/-, sackx10 1/5, manaclesx2 30/4, climbing kit 80/5, cooking kit 3/16, crowbar 2/5, flint/steel 1/-, alchemists firex2 40/2, acid flaskx2 20/2, alchemists kindness(20) 1/-, antiplague 50/-, antitoxin 50/-, tanglefoot bagx2 100/8, thunderstonex2 60/2}, efficient quiver 1800/2 {40 arrows 2/6, 20 blunt arrows 2/3, 10 javelins 10/20, 1 longbow 75/3, 1 quarterstaff -/4}, belt of giant str+2 4000/1, cloak of resistance+1 1000/1, eyes of the eagle 2500/-, feather step slippers 2000/1, dead man's headband 3600/1, CMW potion, fancy duds

Carrying Capacity: Lt 0-133, Med 134-266, Hvy 267-400
Current Load: Lt
GP: 323.3

Ability Descriptions where needed:

-Dead Man's Headband-+2 competence bonus to intimidate, incr. DC of fear effects by 1, +5 vs steal/sunder of hat

-Feather step slippers- 1/day, 10 mins, ignore effects of difficult terrain, can 5'

Appearance

Background:

Corwin's first few years in life were spent on a farm. His family lived and worked in a relatively remote valley in eastern Varisia. There was little room for idleness. As soon as he could walk, his father had him doing chores. His mother, a "civilized" Shoanti, likewise believed in the value of labor. Despite the hard work, those were probably the happiest years of Corwin's life. That life ended shortly before he turned 12. He was out gathering the goats from pasture when he saw the smoke rising in the sky. His farmstead had been attacked, his parents slaughtered. The only thing that he had left to remember them was an amulet his father had given him as a young man.

His drunken con-man uncle reluctantly agreed to take him in and moved him to Tamran. Uncle Ky was a miserable excuse for a human, let alone a guardian. He spent most of his time drinking, gambling, or fleecing people out of their money. Within weeks of arriving, Corwin was already working on how to escape his new situation. He figured his best option was to simply steal away on a boat down the river or across the lake. But then he heard of a place called Tymon in the River Kingdoms. Though he was small, his mother had made sure he had learned how to fight. It was said that any man who could fight in the arena could make a name and a fortune for himself. That was all the encouragement he needed.

Corwin's not even sure his uncle noticed when he left. He snuck aboard a barge carrying goods along the southern edge of Lake Encarthan. From a book of maps his mother used to show him pictures from, he knew there was a tributary of the Sellen that met the lake. From there, he could simply follow the river to Tymon. But that proved far more difficult than anticipated. He was caught by the barge's bosun two days out of port. The man admired his spirit and told him he could stay aboard as long as he worked off his passage. They would take him as far as Greengold in Kyonin, but after that, the barge would head back west.

It turned out the elves of Greengold were not interested in letting some young human scamp simply pass through their territory. He was told he was lucky they didn't kill or enslave him (in truth, they probably meant to scare him back home). Still determined, he found his way back on to the barge and worked his way back to Kerse in Druma. Despairing that he would ever reach Tymon, he lied about his age and enlisted in the Drumish Mercenary League, the Blackjackets.

He had to work extra hard to prove himself because of his size. But every task they set before him, he accomplished right along side the larger cadets. Round about this time, his growth spurt hit and Corwin began to grow. And grow. By the time he was done growing, he was well over two meters tall, towering over most of the other 'jackets. And the work suited him. He was well-trained and followed orders. He even made a pretty good living. But there was still something missing.

And that's when he started thinking about his father's amulet. There was an inscription on it, but not in a language he could read, nor could he find anyone to translate it. Eventually he came upon a scholar who informed him that he didn't think they were words at all, but some sort of directions, a map. But to what? And how did one use this map? With no one able to solve his puzzle, Corwin set out to find a group of oracles he had heard tale of, the Keeba's Eyes. Again, easier said than done. After waiting for an audience for over a month, he decided he might as well get a job and enlisted with the Plumetown guard.

That was 18 months ago. At this point, he doesn't believe they will ever see him, and he's not sure how much longer he wants to wait.