About Cyrus WrightCyrus Wright
Trackables:
Current HP: 23/23 Current Grit: 2 Judgements remaining: 1/1 Spells remaining: 2/2 Defense:
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) Max HP 23 Fort +6, Ref +5, Will +4 (+2 vs. Charms and Compulsions, +2 vs. Fear) Offense:
Speed 30 ft. (base 30 ft.) Ranged Masterwork Revolver +5 (1d8+3/x4) or Masterwork Rifle +5 (1d10/x4) Melee Shortsword +1 (1d6/19-20 x2) Point Blank Masterwork Revolver +6 (1d8+4/x4) or Masterwork Rifle +6 (1d10+1/x4) Stats:
Str 10, Dex 17, Con 14, Int 12, Wis 14, Cha 11 Base Atk +1; CMB +1; CMD 14 Racial Abilities:
Extra Skill Point/level Extra Feat Class Abilities:
Judgement: 1/day, swift action Monster Lore: Knowledge skills add WIS Mod (+2) in addition to Int Mod (+1) to ID creatures Stern Gaze: +1 morale bonus to Intimidate and Sense Motive Spontaneous Casting Eat Sin: Heal 1d8+1 from corpses you have killed. Action takes 1 minute. Full Round action for half healing Grit: 2 Grit points/day Gun Training, Revolver: Dex mod (+3) to damage when using Revolver Gunslinger Deeds Feats:
Point Blank Shot: +1/+1 within 30 feet Judgement Surge: 1/day treat Judgement at 3 levels higher Traits:
Birthmark (Faith) - +2 vs. charms and compulsions, Holy symbol birthmark Jaded (Combat): +2 save vs. Fear Skills:
Inquisitor: 6+INT+1 = 8 Gunslinger: 4+INT+1 = 6 ACP = 0 //Armor Check Penalty *Acrobatics: +6 = 1 + DEX Mod + 3 -ACP; Appraise: +1 = 0 + INT Mod + 0 *Bluff: +4 = 1 + CHA Mod + 3 *Climb: 0 = 0 + STR Mod + 0 -ACP *Diplomacy: +4 = 1 + CHA Mod + 3 *Disguise: +0 = 0 + CHA Mod + 0 Escape Artist: +3 = 0 + DEX Mod + 0 -ACP Fly: +3 = 0 + DEX Mod + 0 -ACP *Handle Animal: 0 = 0 + CHA Mod + 0 *Heal: +2 = 0 + WIS Mod + 0 *Intimidate: +5 = 1 + CHA Mod + 3 +1 *Knowledge (Arcana): NA = 0 + INT Mod + 0 *Knowledge (Dungeoneering): NA = 0 + INT Mod + 0 *Knowledge (Engineering): NA = 0 + INT Mod + 0 Knowledge (Geography): NA = 0 + INT Mod + 0 Knowledge (History): NA = 0 + INT Mod + 0 *Knowledge (Local): +5 = 1 + INT Mod + 3 *Knowledge (Nature): +5 = 1 + INT Mod + 3 Knowledge (Nobility): NA = 0 + INT Mod + 0 *Knowledge (Planes): NA = 0 + INT Mod + 0 *Knowledge (Religion): +5 = 1 + INT Mod + 3 Linguistics: +1 = 0 + INT Mod + 0 *Perception: +7 = 2 + WIS MOD + 3 *Ride: +7 = 1 + DEX Mod + 3 -ACP *Sense Motive: +8 = 1 + WIS Mod + 3 +1 *Slight of Hand: +3 = 0 + DEX Mod + 0 - ACP *Spellcraft: +5 = 1 + INT Mod + 3 *Stealth: +7 = 1 + DEX Mod + 3 -ACP *Survival: +6 = 1 + WIS Mod + 3 *Swim: +0 = 0 + STR Mod + 0 -ACP Equipment, Misc:
Languages Common, Favored Class Inquisitor (1-HP) Combat Gear Masterwork Revolver, Masterwork Rifle, Shortsword, Masterwork Studded Leather, 50 metal cartridges Other Gear Light Horse, Riding Saddle, Saddlebags, Backpack, bedroll, blanket, flint and steel, waterskin, belt pouch, candle (3), Wooden Holy Symbol, Potion of Cure Light Wounds (2) Load Light ( 38.5lbs. / 0-33 lbs.) Coin 44gp, 7sp Spells Known:
Orisons: Detect Magic, Read Magic, Light, Guidance 1st level: Protection from Evil, Shield of Faith Background:
Cyrus had a wonderful life. He was the preacher in a small village named Hemsbright, a small farming community. He had a wife and son, and under him, the Temple of Erastil was an inviting and important place in the community. Then it all was taken from him. It started in the fall, two weeks after the harvest festival. A group of bandits named The Jackals rode into Hembright looking for trouble. At first, they just roughed up a few people and stole some of the goods from the store. Then the people tried to run them out of town. Eight people died that day, including the Sheriff and the Magistrate. None of the Jackals was even hurt. Now the town was in a panic. The Jackals had left, but they were coming back soon. People began to pack their bags and leave. Cyrus couldn’t let that happen. This was his home! So the next time the Jackals came into town, Cyrus led a group of villagers to stop them. He told the Jackals the town was closed to them and suggested they find another place to go. They shot his acolyte in response. In the ensuing chaos, Cyrus managed to grab one of the bandits and take his gun. He shot the man and another of the Jackals, but seven more villagers died, including two children. Cyrus went looking for help. He journeyed to the nearby towns, asking for help in stopping the Jackals. He traveled to the local Church of Erastil and pleaded with the priests there to help him. A Paladin and two priests agreed to come back with him to defend Hemsbright. But when they arrived, they found they were too late. The entire town had been burned to the ground. On closer inspection, Cyrus found several of the homes and buildings, including the church, had been chained shut as they burned with dozens inside. Cyrus’ own home was one of these, and he found the charred remains of his wife and son inside. Cyrus demanded revenge, but the Paladin told him there was little which could be done now. The Jackals were gone and there was no trace of them. The best they could do was warn other towns and post bulletins. If the Jackals returned, then they could be brought to justice. Cyrus flew into a fury born of grief. He spat on the Paladin and called him useless. Cyrus vowed to track the Jackals himself. The priests gave him provisions and a horse for traveling, but they could do little else. The Paladin gave him a blade and an old pistol. Over the next year, Cyrus spent everyday searching for the members of the Jackals. He spent all his money to get information. Periodically, he would seek refuge at Temples of Erastil, receiving food, shelter and aid. He learned how to recognize the eyes of a man lying to him. He learned how to lie himself. And he learned how to use that pistol. Cyrus met hundreds of people as he traveled, many of them skills in fighting and firearms. He would bargain, trade, and even beg for lessons and information. As he gained skill, he also found the trail of one of the Jackal bandits. He stalked the man for months, getting closer and learning about him and his friends. Then one night, Cyrus struck. That was the beginning of the time Cyrus simple calls, The Killing. For two years, Cyrus hunted the members of the Jackals. Each time he found one, he killed them and found clues to another. The Jackals were hunted to the last man. In the end, however, Cyrus found himself alone with his grief and his revenge. And so he turned back to the Church. Far from forgetting him, the Church of Erastil had been watching Cyrus and his murderous campaign. Once again, the Church took him in. This time, they offered not only food and shelter, but atonement and a new life. Cyrus became one of Erastil’s Hunters.
Description/Personality:
Cyrus is a man without a home. The only one he knew was taken from him, and it shows in his eyes from time to time. He has found a new life as an itinerant preacher, roaming the land and bringing Erastil’s blessings to small villages and towns. Erastil’s priests, however, know the truth. He is one of their Hunters. Cyrus never asked for this life or this duty, but when his flock and his family were taken from him, Erastil gave him a new charge - to protect the faithful in any manner necessary. In his old life, Cyrus used the Book of Erastil to protect his faith. Now Cyrus protects his faith with a gun. Cyrus is a slim man of moderate height. He has some years on him, but his eyes show a far older soul, one which can judge a man simply by looking at him. He typically dresses in a gray shirt with a high neck and black trousers. The holy symbol of Erastil is embroidered on the collar of his shirt, marking him as a member of the Church. On formal occasions or while he’s traveling, he can often be seen wearing a dark, short coat. Cyrus wears his hair long and pulled back in a ponytail. He also has a moustache which is showing signs of gray. On the inside of his left arm is a tattoo of an arrow, a sign that he is an Hunter of Erastil. He is typically seen with a shoulder bag containing sermons, notes, and The Parables of Erastil.
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