Zalsus

Edgar Storm's page

100 posts. Alias of Ragnadrok.


Full Name

Edgar Storm

Race

Lizardfolk

Classes/Levels

C/G Ninja 3 | HP:23/23 | AC: 14 | Ki: 3/4 | Hero: 1/3

Gender

Male

Age

25

Alignment

Chaotic Good

Deity

Fate

Languages

Common, Draconic, Sylvan

Occupation

Roamer, wanderer, nomad, vagabond, call me what you will.

Strength 14
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 10
Charisma 16

About Edgar Storm

Stats:

Max HP: 23
Max Ki: 4 (3/4 for Lizardfolk Favored Class Bonus)
Init: +2
AC: 14
FFAC: 12
Touch: 12
CMB: +3
CMD: 15
FFCMD: 13
Fort: +3
Ref: +4
Will: +1

Skills:

Acrobatics +10 (1 Rank, 4 Racial)
Bluff +9 (3 Ranks)
Climb +6 (1 Rank)
Diplomacy +9 (3 Ranks)(Affable +2 to gather info, half normal time,)
Disable Device +6 (1 Rank)
Disguise +9 (3 Ranks)(No Trace +1 if Stationary)
Escape Artist +6 (1 Rank)
Intimidate +8 (2 Ranks)
Linguistics +4 (1 Rank)
Perception +4 (1 Rank)
Sense Motive +4 (1 Rank)
Slight of Hand +6 (1 Rank)
Stealth +7 (2 Ranks) (No Trace +1 if Stationary)
Survival +5 (1 Rank, 1 Trait)
Swim +14 (1 Rank, 8 Racial)
Knowledge: Local +4 (1 Rank)
Meticulous -2 on any Untrained skill checks

Racial Traits:

Defense Racial Traits

Natural Armor: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.

Movement Racial Traits

Swim: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks. Can also hold it's breath for 4x Con score rather than 2x Con score.

Acrobatic:Lizardfolk gain a +4 on acrobatics skill checks

Offense Racial Traits

Natural Attacks: Bite Lizardfolk gain a natural bite attack, dealing damage equivalent to that of a creature two size categories
lower than normal for their size (1d4 for Medium creatures). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Natural Attacks: Claws x 2 Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.)

Ninja Abilities:

Poison Use
At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack (2d6)
If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Ninja Trick: 1
Shadow Clone
The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as Mirror Image, using the ninja’s level as her caster level. Using this ability is a standard action that uses up 1 ki point.

No Trace: +1
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Attacks:

Katana of Storms: +6 Atk, 1d8+1+Str(2) dmg, 18-20/x2 P or S
Claw x2: +4 Atk, 1d4+Str(2) dmg 20/x2
Bite: +4 Atk, 1d3+Str(2) dmg 20/x2
Shortbow: +4 Atk, 1d6 dmg 20/x3 P
Shuriken: +4 Atk, 1d2 dmg 20/x2 P

Gear:

+1 Storm's Edge (1d8+1dmg, 18-20/x2, S, Deadly)
Shortbow (1d6dmg, 20/x3, 60ft/12sq, P)
Arrows x 20
Whistling Arrows x20
Studded Leather Armor (+3AC, +5MaxDex, -1ACP)UNEQUIPPED
Explorer's Outfit
Masterwork Backpack
Silk Rope (50ft)
Bedroll + Blanket
Waterskin
Rations x 5
Belt Pouch w/ Caltrops
Belt Pouch w/ Caltrops
Belt Pouch w/ Signal Whistle and Flint & Steel
Belt Pouch w/ Shuriken x 10
9g, 1s

Storm's Edge Abilities:

Storm's Edge is a +1 katana.

The katana, if all the pieces are present, can be reformed by leaving it out in a thunderstorm. When the storm ends, all the pieces will have returned.

1st level-
An astoundingly light and well balanced katana, that can be used with the weapon finesse feat.

3rd level-
The wielder of the katana never has their vision obscured by natural weather.

5th level-
The katana gains the shocking weapon enchanment. At 10th level, this becomes shocking burst.

7th level-
The wielder of the katana is unnaturally light, and can walk on objects that are barely solid- he gains a +10 to acrobatics, and with a DC 30 acrobatics check, can walk on water at half his normal speed.

9th level-
Magical weather no longer obsucres your vision. You can rig smoke bombs to produce fog instead of smoke, allowing you to see through it.

11th level-
The katana gains the speed weapon enchantment.

13th level-
The weapon becomes more unnaturally well balanced- it's enchantment bonus increases by two.

15th level-
The wielder's movement speed doubles. Once a day, when the wielder would be killed or knocked out by an attack, as an immediate action he can become a thin mist, and move up to twenty feet, negating the attack. Until the start of his next turn, he is under the effects of a gaseous form spell.

17th level-
The weapon's balance becomes perfect- it is now a +5 weapon.

19th level-
The katana itself can call huge, wrathful storms- once a day, you can cast call lighting storm, with rain so thick it obscures vision like create fog in it's entire range.
The sword itself takes the move action to call a lighting bolt every round.

Backstory:

Edgar grew up a poor child in a poor part of a poor city known as Graywall. He had no family save a man that called himself his father. His "father" taught him all the finer points of lying, cheating, and stealing from unsuspecting marks, and always took his "cut." He told Edgar to always make sure he stole enough for his cut and for himself, because "No one is gonna take care of you but you." On nights that Edgar came up empty handed, his "father" beat him bloody and made him sleep outside their dingy one-bedroom shack.

One day, when he was at the onset of manhood, Edgar spotted a sad, drunken looking man with a particularly fat pouch, jingling with gold and silver. Snatching it wasn't a problem for him, but as he walked away he heard some commotion behind him. Three men had surrounded the mark, and were beginning to beat seven shades of hell out of the poor man. Apparently Edgar had just stolen gold that was going to be used to pay off a gambling debt. This was the first time Edgar had ever seen the consequences of his crimes, and he couldn't bear the guilt. He ran up shouting "Wait, he dropped this!" The head thug stopped for a moment, took the pouch, counted it up, and seemed satisfied. The apparent leader told the man not to be so clumsy next time, gave him a parting kick and left. Edgar knelt and asked if he was okay. The man spit up some blood and managed to groan out "... I know you stole it... just leave..." and laid in the street.

When Edgar later told his "father" about what had happened, he damn near choked on his ale.
"You gave back the gold?! Are you stupid?! We could have been fat for a month with that kind of money!" and started to beat Edgar mercilessly. Something happened to Edgar then, he was done living under his "father's" boot, he was done with all this petty crime, and most of all, he was done trying to appease this pretender. In an instant, Edgar's dagger was hilt deep in the throat of his pretender father. With his "father" slain, Edgar put his old life behind him, vowed to never victimize another being, and set out into the world to make an honest living or die trying.

For years, Edgar traveled from town to town, doing odd jobs to earn his room and board, and during his travels, he met a man who studied the art of Ninjitsu. This man taught Edgar skills and abilities that made him formidable in battle, utilizing shadows and deception to strike at the oppertune moment. This man called himself Senpuu, and he mentored Edgar for years. Together, they hunted bandits and monsters and all other forms of evil that harmed the innocent. When Senpuu thought Edgar had learned all he could teach, he gave Edgar the surname Storm, and a magical sword dubbed Storm's Edge. He then vanished without another word.

Eventually, Edgar came across the town known as Crossroads, where the townsfolk talked about "The Wild Man." When Edgar asked about him, the townsfolk told him that he was a hunter, and expert of the wilderness, and Edgar knew this was a sign from fate that he should learn from him, and live off the land as he does. Zveris Pilvo was the Wild Man's name, though he let his friends simply call him Z. Z took Edgar under his wing and taught him the way of the hunter over the course of months.

One day when Edgar was selling pelts and meat in town, he overheard someone talking about some rich guy looking to hire bodyguards for a trip into a swamp. Edgar once again felt the winds of fate blowing, and went to seek out this rich man. He found that his name was Fray Ansel, and with him was a man named Chris Farrell, and that the mission was to venture into a swamp to harvest some flower. And the story continues...