Mage Slayer

Erik the Redeemer's page

4 posts. Alias of eddv.


Full Name

Erik "The Redeemer" Vashnarstill

Race

Half-Orc (Skilled; City-Raised)

Classes/Levels

Fighter (Lore Warden 1)

Gender

Male

Size

Medium

Age

19

Special Abilities

Orc Ferocity,

Alignment

Neutral

Deity

Irori

Strength 13
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 10
Charisma 10

About Erik the Redeemer

Background, Motives & Personality:

Background:

The Vashnartill family had always been the most curious and learned of the noble families of Kintargo and as such has one of the more colorful and varied family trees in all of Cheliax. One member of the family went to spend time in Urtir in the Hold of Blezken to extended research on the former Sky Citadel the city sits in and during that time came to fall in love with her Orc escort and in a controversial move brought the man home and had children with him. As a result, there has been a cadet branch of the family that has orc blood running in it. In a few gnerations, it will likely be quite small, but for now Erik Vashnartill is about 3/4s human and 1/4 orc which is still enough for him to present many orcish features, though much less pronounced than a first generation orc/human hybrid. In spite of his unusual parentage, however, Erik is more or less a normal scion of the family - wildly curious about history and seeking to reassert his branch of the family to prominence. As a part of this maneuvering, Erik had been assigned to work with the Sacred Order of Archivists to help preserve historical knowledge and gain influence with them. Erik had no talent for magic, but he studied hard and used his natural physical gifts to serve as some intelligent muscle on Sacred Order business.

As such, Erik's reasons for seeking out the Ravens and helping the revolution are twofold. At first, Erik didn't really mind the political changes because his craft of calligraphy and passion for history didn't usually get bothered by political turmoil. In fact, in some ways he welcomed the changes because a change in the political climate meant opportunity as the status quo was shaken up. However, once the oppressive reality set in and The Order of Archivists was crushed, Erik became really bothered by the changes and realized that the new order needed to be stopped no matter what. It is one thing to assert political will in the face of a rebellion but he was harming this city's history for no reason and his allies were all of the worst aspects of Chelish society. This city was a city of art and science, of literature and always had been. This sort of repression of good law abiding people living their lives could not be allowed to continue.

Erik in general tries to behave as though he's just a notch more refined than he actually is because he feels like people don't take him seriously thanks to the accursed tusks and pronounced forehead that accompanied the yellowish tint to his skin. He was born noble, by rights the wealth and power of the Vashnarstill family was his to command regardless of what others thought. This has put a chip on Erik's shoulder and is the source of his epithet "The Redeemer". He seeks to put things right with his family, with his house and now with his city. He believes that Vashnartill resources can be used to fight this rebellion if he treads carefully to avoid the sort of oppression that has fallen on other houses.

Crunch:
Erik Vashnarstill
Male Half-Orc Lore Warden Fighter 1
N Medium humanoid (Human - Chelaxian)
Init +6; Senses Normal; Perception +0
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Defense
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AC 19, touch 14, flat-footed 15 (+4 Chain Shirt, +1 Shield, +4 Dex)
Hp 12 (1d10+2)
Fort +4, Ref +4, Will +0;
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Offense
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Speed 30 ft.

Melee 1d20+5
Whip 1d3+1

Melee 1d20+5
Short Sword 1d6+1

Ranged 1d20+5
Shortbow 1d6

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Statistics
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Str 13, Dex 18, Con 14, Int 12, Wis 10, Cha 10

Base Atk +1; CMB +2; CMD 16

Feats:
1: Noble Scion (alternate version: Vashnarstill)
FB: Weapon Finesse

Traits:
Child of Kilargo: +1 to Knowledge Nobility/always a class skill. begin play with Noble's outfit, Signet Ring, and single additional non-magical item worth no more than 200gp (Masterwork Whip)
Reactionary: +2 on Initiative rolls

Languages Common, Orc, Infernal, Elven

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Special Abilities
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Flexible Artibute: +2 To any Atribute. Chose Dex
City-Raised: +2 on Knowledge Local, Proficiency with Whip and Longsword
Skilled: 1 Bonus Skill Point at First level, and 1 Extra Skill point at ever level after first.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Lore Warden: +2 skill points per level, must be spent on int-based skills. All Int based skills are class skills for a Lore Warden
Vashnarstill Noble Scion: +1 on all knowledge skills with at least one rank.
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Skills - 4+1(INT)+1(FC)+1(RACE)= 7
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Craft (Calligraphy) +5 (1(rank)+3(CSB)+1(INT))
Intimidate +6 (1(rank)+3(CSB)+2(race))
Knowledge (Arcana): + 6 (1(rank)+3(CSB)+1(INT)+1(Vashnarstill))
Knowledge (Local): +8 (1(rank)+3(CSB)+1(INT)+1(Vashnarstill)+2(race))
Knowledge (Nobility): +9 (1(rank)+3(CSB)+1(INT)+1(Vashnarstill)+2(Scion)+1(Trait))
Knowledge (The Planes): +6 (1(rank)+3(CSB)+1(INT)+1(Vashnarstill))
Linguistics: +5 (1(rank)+3(CSB)+1(INT))

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Equipment - 48 (light load=50) (ACP -4)
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Whip - 2
Chain Shirt - 25
Light Wooden Shield (House Vashnarstill) - 5
Short Sword - 2
Shortbow - 2
Arrows (20) - 3
Grooming kit - 2
Shaving Kit - 1/2
Scrivener's Kit - 1/2
Scholar's Outfit - 6
Gold and Ruby Brooch (heirloom of cadet branch) - 0
Signet Ring - 0
(not worn) Noble's Outfit - 10

4 gold pieces

Planned Build:

1 Noble Scion
1B Weapon Finesse
2B (Lore Warden) Combat Expertise
2B Weapon Focus
3 Whip Mastery
4B Improved Trip
5 Improved Whip mastery
6B Combat Reflexes
7 Greater Trip
8B Weapon Specialization
9 Power Attack
10B Felling Smash
11 Greater Weapon Focus
12B Greater Weapon Specialization
13 Iron Will
14B Improved Initiative
15 Improved Iron Will