Fighter

Ezekial Dune's page

1,102 posts. Alias of Skorn.


Full Name

Ezekial Dune, Zeke to his friends.

Race

Half Elf

Classes/Levels

Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Gender

M

Size

Medium

Age

22

Special Abilities

Unchained

Alignment

CG

Deity

Desna

Location

Kingmaker

Languages

Common, Elven, Varisian, Draconic, UNdercommon

Occupation

Rogue and Free booter

Strength 12
Dexterity 22
Constitution 14
Intelligence 10
Wisdom 12
Charisma 7

About Ezekial Dune

Background:

Ezekial Dune - A tall lanky half breed trained by his human mother as an entertainer and thief in the markets of Varisia. Now with his newly claimed charter he fights for a chance to carve out a new home.

Some have called him a gypsy. Others have called him bastard. The latter usually haven't fared well. His friends on the street called him Zeke. And its true he was a bastard. He claimed the sir-name Dune from the hills surrounding the watering hole of a town he grew up in. His mother tried to do right by him. But the locals were none too kind to a woman who had laid with an elf. No one ever remembered to ask her if she had been willing. His father was absent and his mother had a boy to raise on her own. She did her best. She taught him tumbling and showmanship that she had learned traveling with her Varisian people. This brought in a few coins. And she taught him that sometimes the rich had more than they needed. To help with that she taught him stealth and sleight of hand and how to open doors and windows. This brought in more coin. So he had a happy young childhood. His life was full, if his belly was not always.

It was later that he learned to fight. His mother passed away when he was 14, He became a scavenger and on his own. There were always gangs in Magnamar and, as a half-breed, he never seemed to fit in. He had to be quick to survive. He learned to fight dirty; hit them hard before then were ready. Hit them where it hurts. These were the things the street taught him. He could never openly carry a weapon. To do so was to provoke more than a beating so he learned to fight with knives. He could hide them on his person and soon become quite deadly with them. Eventually he even mastered the wicked curved Kukri.

Zeke resented all the gangs that pressured him and so became a loaner. To this day he dislikes gangs and groups of thieves acting in organization. Sure it was sometimes necessary to take things that did not belong to you, but there was simply no call for open and organized banditry. Perhaps the bandit activities in this new land also called to him as he had no greater desire than to put those bullies and brigands in their place. The charter said sword or rope and that was just fine by him for any who would not change their ways.

Appearance:

"You are tall for an elf." Ezekiel gets that a lot. He stands 6'2" and weighs in at 12 stones. Its his natural grace of movement that cause the confusion. No one that large should move that well. His olive skin, elven features, and long jet black hair, pulled back with a silver cord, that marks him as a foreigner and half breed to those who know of such things. He dresses in shades of grey for work but sports the colorful silks of his mother's people when he is at play. He possesses a number of weapons but the ones he is known for are twin kukris of light and dark metal always tucked into his belt.

Personality:

Ezekial has a good heart and is generous when he has the chance to be. He is quick to make friends but very slow to trust, as if he expects to be betrayed. Some might even say he is paranoid. He can count his good friends on one hand. He often throws the first punch, but is quick to get over a fight as well. These are survival instincts. Much of what he is has resulted from the cards dealt to him. He is a survivor and plays his hand to win. But he has two modes. When he is working he is all work. But when he is at play, all too seldom in his book, he tends to cut loose and have a very good time. He has not had an easy life. But do not pity him. That is the last thing he wants. Especially now. He is in a new land now and with the sword lord's charter has a chance to make a real home for himself.

Ezelkial Dune
Male half-elf (Varisian) brawler (snakebite striker) 1/unchained rogue (knife master, scout) 8
NG Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +19 (+23 to hear conversation or find concealed object)

--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 18 (+6 armor, +6 Dex +1 Dodge, ioun stone +1)
hp 75 8d8+1d10+26)
Fort +6, Ref +14, Will +3; +2 vs. enchantments
Immune sleep
--Evasion at level 2
Charge for sneak at level 4
Rogue's Edge at level 5
Skirmisher at level 8

--------------------
Offense
--------------------
Speed 30 ft.
Melee: +2 to hit after moving at least 10'
+1 kukri +15 (1d4+7/18-20)
+1 dagger +15(special) (1d4+7/19-20)
MW kukri +15 (1d4+7/18-20) or
cold iron kukri +14 (1d4+6/18-20) or
kukri +14 (1d4+5/18-20) or
silver kukri +14 (1d4+5/18-20) or
dagger +14 (1d4+7/19-20) or
hanbo (bludgening) +14 (1d6+1) or
Punch (bludgening) +14 (1d6+1)

Ranged:
sling +13 (1d4+1)
dagger +13 (up to 6 of them) (1d4+7/19-20)

Special Attacks sneak attack (unchained) +5d8 (daggers) or 5d4 (other), two doses of Spider poison and Centepede poison.

--------------------
Statistics
--------------------
Str 12, Dex 20(22), Con 14, Int 10, Wis 12, Cha 7

Base Atk; +7; CMB +8; CMD 25

Feats and Rogue Talents: Two-weapon Fighting, Weapon Finesse, Trap Spotter, Canny Observer, Mobility, Dodge, Spring Attack, Extra Feat, Spring-Heeled Style, Spring-Heeled Sprint

Traits& Drawbacks: brigand, reactionary, river rat, Paranoid

Skills:
Acrobatics (8) +21
Appraise (6) +6
Bluff (1) +2
Climb (1) +4
Diplomacy (9) +10
Disable Device (9) +19
Disguise (1) 2
Escape Artist (5) +15
Fly (0) +5
Handle Animal (1) -1
Heal (0) 1
Intimidate (1) +2
Knowledge (Dungeoneering) (2) +5
Knowledge (local) (6) +9
Knowledge (Nobles) (0) -
Linguistics (3) +6
Perception (9) +19/23
Profession (Driver) (1) +5
Ride (0) +5
Sense Motive (6) +10
Sleight of Hand (9) +17
Stealth (9) +21
Survival (0) +1
Swim (1) +5
Use Magic Device (0) -

Languages Common, Elven, Varisian, Dwarven, Draconic, Undercommon

SQ:brawler's cunning, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury:hampered, elf blood, hidden blade, martial training, paranoid, rogue talents (bonus feat, canny observer
trap spotter, weapon training)

Gear:

Armor:
+2 Chain Shirt
wrist sheath, spring loaded (2)

Weapons:
+1 Jeweled Rapier
+1 Kukri
MW Kukri
cold iron kukri with weapon cord
silver kukri
kukri
hanbo (1d6 bludgening)
Sap
Dagger (9) - two in spring loaded wrist sheaths
Sling and sling bullets (10)
Light Crossbow and 10 bolts

Special Dagger:

+1 dagger that gains the weapon quality of human bane if used to kill a a human with a coup de grace action. You sense that the dagger imparts a negative level on any non-chaotic wielder as long as it is carried.

consumables:
Acid (5)
alchemist's fire (4)
Spider Poison - X2
Potion of Cure Light
Potion of Shield of Faith
Dust of Illusion 1 pinch
several potions from fat lieutenant's belt.
well crafted rapier from long haired lieutenant

Other:
Belt of Incredable Dex +2
Ioun Stone +1 AC
Cat Burglar's Kit (grappling hook, masterwork backpack, Glass Cutter, silk rope (50 ft.), and Glue Paper (5))
masterwork thieves' tools
flint and steel and torches
sack
whetstone
Boots of Elvenkind
Cloak of Elvenkind

Animals
Worg Pup in training
Horse in training
Aldarion female dog of war

Coin= 5474.48

--------------------
Special Abilities
--------------------
Blade Sense +2 (Ex) +2 dodge bonus to AC vs. attacks made against you with light blades.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, thieves, bandits, etc.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs.
striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs.
striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft
step) for 1 rd.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hidden Blade +4 +4 bonus on Sleight of Hand checks to conceal a light blade.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Paranoid Aid Another DC 15 for attempts to help you.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +5d8/+5d4 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Spring-Heeled Sprint When use spring-heeled style can move up to 2x speed when spring att/shot on the run.
Spring-Heeled Style When move 10 ft gain +2 to att and add Mobility AC bonus when reload or fire ranged weapon.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
--------------------