Bloodstone Swords

John Keel's page

58 posts. Alias of Xisifer.


Classes/Levels

Fighter 1 | AC 14, T 11, FF 10 | HP 10/d10 | Fort +2, Ref +2, Will +1 | Init +2 | Perception +7

About John Keel

Portrait

Fighter (Tactician):

Lawful Good Male Human
Class: Fighter (Tactician)
Favored Class: Fighter
Age: 33, Height: 6'1, Weight: 140 lbs, Eyes: Blue Hair: Black
Deity: Faradon

Initiative: +2

Senses: Perception +7

==DEFENSE==
AC: 14, touch 12, flat-footed 10 (+2 Leather Armor, +2 DEX)
HP: 10
Fort: +2, Ref: +2, Will: +1
Armor: Leather Armor
CMD: 14
Defensive Abilities: Combat Expertise

==OFFENSE==
Speed: 30ft
Melee: Short Sword +2 (1d6+1)
Melee: Nightstick +2 (1d6+1)
Melee: Dagger +2 (1d4+1)
Ranged: +3
CMB: +2 (+4 when Disarming, no AoO)
Special Attacks: Disarm

==STATISTICS==
STR 12, DEX 14, CON 10, INT 13, WIS 12, CHA 11
BAB: +1, CMB: +2, CMD: 14
Class Abilities: None
Feats: Combat Expertise, Improved Disarm
Traits:
Law Enforcer: You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of masterwork manacles. Knights of the Inner Sea

Skills: 4+1(INT)+1(Favored)+1(Human)=7
Bluff +4
Diplomacy +4
Intimidate +4
Knowledge (Local) +7 (Profession-related)
Perception +7 (Profession-related)
Profession (Guard) +5
Sense Motive +5

Languages:
Common, Orcish (good for swearing)

Currency:
25gp

Inventory:
4 sets of clothing
Adventurer's Kit
A house with furniture and supplies
Profession items
--Nightstick/Club
--Short Sword
--Dagger
--Masterwork Manacles
Tindertwigs
Cigars/Case
Steel flask of whiskey
25gp

Appearance:

Portrait
John Keel is a gruff-looking older man with a dark shadow of stubble and a nasty scar going across his face. He is almost always seen with a cigar either clenched in his teeth or tucked behind his ear. His eyes are a deep, piercing blue, and his black hair is short and unkempt.
His normal day-to-day outfit is a long-sleeved blue shirt beneath a leather jerkin, complemented by dusty black trousers. A shiny constable's badge is pinned on his breast, and a battered iron helmet is perched on his head at almost all times.
His old leather boots are shoddy and well-worn; even though the heels and soles are so tattered that they're peeling away, the tops and laces are buffed and shined meticulously. His belt carries a number of small pouches holding odds and ends ranging from tindertwigs to a small belt knife to a few spare coppers. One pouch even holds a set of tough, weathered iron manacles with lock and key.

Personality:

John Keel is a grizzled old copper down to his soul, with a pessimistic outlook on the decency of people but a deeply stubborn belief in doing what's right and using the law to help society. He's seen too much evil and wickedness in the hearts of criminals to entertain any rosy notions about basic human decency, but he believes that the law and society exist to help people and protect them. He fights fiercely for the right of everyone to live in safety, and has a special compassion for the poorest and meekest in society, those who the world has overlooked and trampled underfoot. Justice and compassion are the pillars he clings to in life, since his belief in everything else has long ago been corroded away by the scum and villainy of the world.

Background:

John Keel was a dirt-poor street kid who did his best to survive and provide for his ailing mother. Down at the bottom rungs of society's ladder, the rungs were very close together indeed, and if you didn't have food to put on the table, you at least made sure that table was clean enough to serve the King himself.

John wanted more than simply running around with the street gangs, so he signed up for the local town guard as a teenager. Under the wing of the kindly Sergeant Horace Jackrum, John learned to combine his natural cunning and street smarts with a sense of justice and decency, helping to protect others who couldn't protect themselves. He broke up bar fights and chased down pickpockets, but his constant exposure to the worst criminals in society gradually eroded away his youthful optimism.
Still, having found his true calling, John is happy to serve and protect the humble villagers of Farendale. He does his best to make his corner of the world just a little bit better, and if all he ever accomplishes is maintaining the sleepy, peaceful status quo of the village, that's good enough for him.

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OLD BUILD
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Rogue (Investigator):

Lawful Good Male Human
Class: Rogue (Investigator)
Favored Class: Rogue
Age: 33, Height: 6'1, Weight: 140 lbs, Eyes: Blue Hair: Black
Deity: Faradon

Initiative: +2

Senses: Perception +7

==DEFENSE==
AC: 12, touch 12, flat-footed 10 (+0 armor, +2 DEX)
HP: 10
Fort: +0, Ref: +4, Will: +1
Armor: None
Defensive Abilities:

==OFFENSE==
Speed: 30ft
Melee: +1
Ranged: +2
Special Attacks: Sneak Attack +1d6

==STATISTICS==
STR 12, DEX 14, CON 10, INT 13, WIS 12, CHA 11
BAB: +0, CMB: +1, CMD: 13
Class Abilities:
Follow Up
An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it.

False information is not revealed in this way if the people he questioned do not know it to be false.

Feats: Combat Expertise, Improved Disarm
Traits:
Law Enforcer: You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of masterwork manacles. Knights of the Inner Sea

Skills: 8+1(INT)+1(Favored)+1(Human)=11
Acrobatics +6
Appraise +5
Bluff +4
Diplomacy +4
Disable Device +2
Intimidate +4
Knowledge (Local) +5
Perception +7 (profession-related)
Profession (Guard) +5
Sense Motive +7 (profession-related)
Stealth +6

Languages:
Common, Orcish (good for swearing)

Currency:
25gp

Inventory:
4 sets of clothing
Adventurer's Kit
A house with furniture and supplies
Profession items
25gp