Jakardros Sovark

Fenrir, the Weretouched's page

7 posts. Alias of Tie My Shöelace.


About Fenrir, the Weretouched

Fenrir
Neutral Male Master Inquisitive 1
Init +3; Senses Perception +5, Low-light Vision
==DEFENSE==
AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)
Vigor 12 (1d10+2)
SR 0
Fort +4, Ref +5, Will +1
Armor Chain Shirt, Light
==OFFENSE==
Spd 30 ft/x4
Melee Scimitar +3 (1d6+3) 18-20/x2, [2HD]
Melee Bite +4 (1d6+4, 1 CON Dmg) 20/x2
Melee Bite -1 (1d6+3, 1 CON Dmg) 20/x2 , [SEC]
Ranged Composite Shortbow +4 (1d6) 20/x3
Special Attacks Bite
==STATISTICS==
Str 14, Dex 16, Con 14, Int 12, Wis 13, Cha 10
BAB +1, CMB +3, CMD +16
Feats Armor Proficiency (LIGHT / MEDIUM), Shield Proficiency
Skills Acrobatices +4, Climb +3, Bluff +4, Diplomacy +5, Disable Device +7, Intimidate +4, Knowledge (local) +6/+7, Perception +5, Sense Motive +5, Stealth +6
SQ Shift
Traits Armor Expert (Combat), Friend in Every Ward (Social)
Languages Common, Something

"-- RACIAL TRAITS --
• Dex: +2, Wis: +2, Cha: -2
• TYPE: Humanoid (Shapechanger)
• SIZE: Medium
• ACROBATIC: Shifters gain a +2 racial bonus on Acrobatics and Climb checks.
• LOW-LIGHT VISION: You can see twice as far as humans in conditions of dim light.
• SHIFT: Once per day a Shifter can unleash it’s bestial side for 1 minute, gaining a +2 to Strength and a bite natural attack that inflicts 1d6 points of damage on a hit. This is a primary attack, or a secondary attack if they wield a manufactured weapon.
• Automatic Languages: Common
• Bonus Languages:

-- ARCHETYPES --
• You have selected the following Archetypes:
- Ranger Master Inquisitive (Ranger)

-- CLASS ABILITIES --
• FAVORED CLASS (Ranger) : You've gain the following bonuses: +1 Skill Point.
• FAVORED WARD : You gain a +2 to Knowledge (local), Perception, Stealth, Survival and Initiative checks and leave no trail in these communities: Dura
• WEAPONS AND ARMOR: All simple and martial weapons, light armor, medium armor and shields (but not tower shields).
• URBAN MASTERY: At 1st level, a Master Inquisitive selects his first favored ward. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level).
• URBAN TRACKING: At 2nd level, a Master Inquisitive adds half her level on Knowledge (local) skill checks made to follow or identify tracks within an urban environment.
• URBAN LORE: The Master Inquisitive adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to find things in a city.

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
• SHIELD PROFICIENCY: You can use a shield and take only the standard penalties.

-- SHIFTER FEATS --
• LONGTOOTH ELITE: Your Bite attack wounds on hit dealing 1 CON Damage while Shifting

-- TRAITS --
• ARMOR EXPERT (Combat): When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
• FRIEND IN EVERY WARD (Social): You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.


Fenrir was born in Sharn to a Human mother and a Weretouched father, and rarely ventured out of the huge city. The first time he left Sharn was ten years ago, at 22 years of age, after his father had disappeared a week earlier. His father was a “freelance” Inquisitor, though he was commonly employed by House Cannith. And as such most of his investigations were of the secret kind and he rarely talked about them. However, Fenrir wanted to follow in his father’s footsteps and at a young age began conducting his own investigations, usually on his father. Though he was caught more than a few times and was beaten for it, his father did approve of the path his son was on. Therefore Fenrir was never punished to severely to put him off of investigating.

At the time of Fenrir’s fathers disappearance Fenrir suspected that his father was investigating a black market case involving the movement of new Warforge created by a rouge sect of House Cannith. A few weeks into the investigation the trail led Fenrir to a small abandoned Cannith outpost on the outskirts of the Mournland. Where he believed his father was headed. However as soon as he opened his door stale air engulfed him and he passed out.
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When Fenrir came to he was strapped down to a table in a lab, A Warforge was nearby messing with something nearby. His vision swam in and out of focus, but he could make out that he was in a lab of House Cannith because they were the only ones (that he knew of) that used this particular model of Warforge. As the Warforge turned around he noticed Fenrir was coming to consciousness and tapped him with something. But before Fenrir went unconscious again he noticed that he had shifted while on the table, and far more than he had ever done before. His teeth seemed longer and sharper, almost razor like, and his claws (which used to be nothing more than hard nails) were actually digging into the palms of his hand when he clenched them.
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Fenrir jolted up, cold sweat covering his body, his breathing ragged. ”Damn nightmare, why are you haunting me again after ten years. I found nothing at the Cannith forge, NOTHING. So why are you tormenting me.”

After Fenrir got back from finding nothing at the Cannith Forge he found a very threatening letter from House Cannith about not sticking his nose into things he shouldn’t be. Since then however he has taken his father’s place and was hired by House Cannith several times to investigate various things for them. He also works closely with the the Dark Lanterns and typically investigates for them when they need someone outside of the bureaucracy to investigate something when red tape gets in the way, usually when it comes to dragonmarked houses and the black market, especially in the Bazaar as that seems to be where most of the criminal markets lie. Citizens and other noble houses have hired him in the past as well which has given him somewhat of a name around the city.

Fenrir lives in Highwater thanks to a few people he helped out many years ago. He lives practically rent free as long as he is willing to continue doing favors when needed for his beneficiaries. His last favor waspretty big and he hasn’t had to do anything for them for quite some time but he suspects they may be calling within the next few months. His work with House Cannith has taken him all over Sharn and has given him many contacts in the city, though most of them live a less than honest life. But he definitely feels most comfortable in Dura because of his connection to the watch and his intimate knowledge of many of the sub districts in the ward, particularly the Bazaar.