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About Ezekial DuneBackground:
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
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Ranged:
Special Attacks sneak attack (unchained) +5d8 (daggers) or 5d4 (other), two doses of Spider poison and Centepede poison. --------------------
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:
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
Gear: Armor:
Weapons:
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:
Other:
Animals
Coin= 5474.48 --------------------
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