About Falrur AzakBack story:
During Falrur's youth he was curious about the world outside of the walls of Korvosa. During his days of schooling however he was ridiculed and bullied because he was a dwarf, different then the norm of the rest of the class. However he stayed with school because his parents were paying for it and they wanted him to be a learned dwarf to make him better than themselves in the real world because they never got that chance.
After school he would work in the shop that his parents owned and made goods for. It was a shop dedicated to three things; weapons, armor, and jewelry. He would sometimes help make some of the items by giving his parents what tools they needed or by using the bellows to heat up the fire, while other times he would simply look over the shop. Sometimes while he was looking over the shop there would be humans from all over passing through our village looking for gear or jewelry to help them with their adventures or with a romance back home. During their time in the shop however long it was he would ask them how the outside world was and even though they all had said different things about the subject they would use the same two words at least once "beautiful" and "magical". When he told his parents about leaving to go adventuring his parents assured him that waiting until he was older would be for the best. So he waited, practiced fighting, practiced making weapons and looking at rare gems and finally was able to hold his own in a fight in his teenage years against the very bullies that used to beat him up. When he came of age his parents stopped and asked him why he would like to start adventuring, his response was this "I would like venture out into the unknown, to test my strength, to see this sights few people have seen and that I have heard about all of my life! Also people here will always know me as your son but out there I am anyone and no one they don't know me and I don't know them." So his parents realizing how hard pressed and stubborn on this adventuring thing they told him that he could go as long as he promised to adhered to these rules during his travels; Rule number one. If you are going to make any items, whether it be weapons, armor, or jewelry, make them of the best quality that you can.
Rule number three: Do not attack unless you are provoked, surprised, or you or your allies get attacked, alternatively if your opponent no longer posses a threat to you or your allies stop attacking them, the only exception is when you challenge them then if they surrender stop attacking them but NEVER turn your back to them for you never know if they are lying. So after he got permission to leave he asked around Korvosa where the closest town is and most of the people that knew of the outside said Biston would be the place to start. Upon arrival he asked around looking for work as a blacksmith. The locals told him where to find blacksmiths' shop. Knowing a thing or two about creating weapons he figured that this would be a good place to work and get to know the area a little bit better. He asked Selyna Duntherhall if he could work for her. (He developed a bit of a crush on her immediately for two reasons; one she was a very talented blacksmith by what he could tell and two she works in tunnels a dwarfs natural home.) Though being a shy dwarf when it comes to that sort of thing has never asked her out, instead he finds out what her likes and dislikes are and uses that to his advantage whenever he can. (By this point Falrur has lived in Biston for 3 years just because of his crush on Selyna) Samurai class abilities:
Challenge (Ex) Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order. Iaijutsu Strike (Ex) A sword saint can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After the sword saint has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, the sword saint’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit. After making an iaijutsu strike, a sword saint takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, a sword saint cannot use this ability on the same foe more than once per day. At 10th level, a sword saint learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to –2. This ability replaces a samurai’s mount. Resolve (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways. Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns. Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw. Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source. Samurai Order:
Ronin
Edicts: Ronin follow their own personal code of ethics and honor. As such, their edicts are extremely flexible and subject to change. Each ronin should determine his own edicts, which should include at least three provisions. These edicts are subject to GM approval. Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +5 at 20th level). Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills. Order Abilities: A ronin samurai gains the following abilities as he increases in level. Self Reliant (Ex): At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result. Without Master (Ex): At 8th level, the ronin's fierce independence allows him to overcome staggering odds. The ronin can summon up this willpower as an immediate action, and can use it in one of three ways. He can use his willpower whenever an attack would reduce him to fewer than 0 hit points but wouldn't kill him, to instead be at 1 hit point and conscious. He can use his willpower after making an attack roll to confirm a critical hit in order to reroll the confirmation roll. Finally, he can use his willpower to take 10 on a skill check during combat, even if the situation or the skill would not normally allow him to take 10. A ronin can use this ability once during a combat. Chosen Destiny (Ex): At 15th level, the ronin is the master of his own destiny. Whenever the ronin makes a saving throw against a charm or compulsion effect, he may roll twice and take the better result. In addition, once per day, the ronin can treat any one d20 roll as if the result were a natural 20. He must declre the use of this ability before the roll is made. Equipment:
900G to spend (Rich Parent Trait)
Items: Katana 50G 6 lbs., Stone Coat 500G 45lbs., Masterwork Backpack 50G 4 lbs., Waterskin 1G 4lbs., Bedroll 1S 5 lbs., Tent, small 10G 20 lbs., Rope, Hemp 1G 10 lbs., Explorers outfit (free) 8 lbs., Trial Rations x 10 10G 10 lbs., Tools Artisan Masterwork (Craft[weapons]) 55G 5 lbs., Magnifying glass 100G -lbs., Whetstone 2C 1lbs., Weapon Cord 1S -lbs., Soap 5S 1lbs., Earplugs 3C -lbs. total after buying 178 gold 3 silver 5 copper weight 111 lbs. Light load -> 76 lbs. Med load -> 153 lbs. Heavy load -> 230 lbs. He has a small apartment in the town with the minimal needs along with what equipment as shown. Skills:
The samurai’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). 4 + Int mod = 4
Name: Trained(Y/N): Abilities: Ranks: Acrobatics N Dex(-1) Appraise N Int(+0) Bluff Y(+3) Cha(+2) Climb Y(+3) Str(+2) Craft weapons Y(+3) Int(0) 1 Diplomacy Y(+3) Cha(+2) 1 Disable Device N Dex(-1) Disguise N Cha(+2) Escape Artist N Dex(-1) Fly N Dex(-1) Handle Animal Y(+3) Cha(+2) Heal N Wis(+0) Intimidate Y(+3) Cha(+2) Knowledge(Arcana)N Int(+0) Knowledge(Dungeoneering)N Int(+0) Knowledge(engineering) N Int(+0) Knowledge(geography) N Int(+0) Knowledge(History) N Int(+0) Knowledge(Local) Y(+3) Int(+0) Knowledge(Nature) N Int(+0) Knowledge(Nobility) N Int(+0) Knowledge(Planes) N Int(+0) Knowledge(Religion) N Int(+0) Linguistics N Int(+0) Perception N Wis(+0) Perform______ N Cha(+2) Profession Blacksmith Y(+3) Wis(+0) 1 Ride Y(+3) Dex(-1) Sense Motive Y(+3) Wis(+0) Sleight of Hand N Dex(-1) Spellcraft N Int(+0) Stealth N Dex(-1) Survival Y(+3) Wis(+0) 1 Swim Y(+3) Str(+2) Use Magic Device N Cha(+2) Combat:
Initiative +1 AC = 18 (10+8+0+0) Touch AC 9 (10-1) HP 12 (1d10 +2 con) Fort: +4 Ref:-1 Will:+0 Melee Attack Bonus +3 ((Bab +1) 1 + (Str +2) 2 = 3) Katana Damage 1d8+2 (+3(replaces +2) if I am 2 handing it) crit threat 18-20x2 Traits:
Rich Parents (Start at 900 gold) Reactionary (+2 to initiative) |