![]() About Jurin KreedThe Boy he was: Son of the wealthiest, most powerful, and evil man in Falcon’s Hollow, Jurin Kreed is a boy of eleven torn between his family and friends. In public, Jurin behaves insufferably, snarling at the other children and threatening to have his dad’s bodyguards beat them if they don’t do everything he says. People wonder why the other children don’t simply avoid the spoiled bully, but Colbrin Jabbs knows the boy has a good heart deep down, and in private would do anything to help his friends. Jurin spends many hours at the Jabbs’s house reading to his son Mikra in the afternoons. The Man he is: Son of the now deceased most powerful, and evil man in Falcon’s Hollow, Jurin Kreed is a troubled man of twenty-three still torn between his family and friends. In the aftermath of the dark events his father Thuldrin resolved to send his embittered heir to the safety of City of Oregent. There he would apprentice under the Lumber Consortium, and perhaps heal the scars upon body and soul. Under the tutelage of the Consortium Jurin demonstrated a great aptitude for mercantile law, ironically often studying cases and misconduct settlements relating to his father. However he also furthered his notoriety as a rakish bully with a perchance for duelling with steel as much as words. In private Jurin has never forgotten his childhood friends, regretting his lack of warmth and benevolence toward them before he was sent to Oregent. ⎆ Jurin: may select from the Fighter or Monk Dedication Feats. Jurin starts with 30gp instead of 15. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ABILITIES: STR 12 (+1); DEX 16 (+3); CON 14 (+2); INT 12 (+1); WIS 10 (+0); CHA 14 (+2):
ANCESTRY [HUMAN]: Two free ability boosts; no flaws. DEX & CON chosen.
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ANCESTRY: HUMAN:
HIT POINTS: 8
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ BARRISTER BACKGROUND:
Piles of legal manuals, stern teachers, and experience in the courtroom have instructed you in legal matters. You’re capable of mounting a prosecution or defence in court, and you tend to keep abreast of local laws, as you never can tell when you might need to know them on short notice. Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You’re trained in the Diplomacy skill and the Legal Lore skill. You gain the Group Impression skill feat. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ CLASS: FIGHTER:
KEY ABILITY: Strength or Dexterity. At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity. DEX chosen. HIT POINTS: 10 plus your Constitution modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter. INITIAL PROFICIENCIES: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way. PERCEPTION: Expert in Perception. SAVING THROWS: Expert in Fortitude; Expert in Reflex & Trained in Will. SKILLS: Trained in your choice of Acrobatics or Athletics. Athletics chosen. Trained in a number of additional skills equal to 3 plus your Intelligence modifier. ATTACKS: Expert in simple weapons; Expert in martial weapons; Trained in advanced weapons & Expert in unarmed attacks. DEFENCES: Trained in all armour & Trained in unarmored defence. CLASS DC: Trained in fighter class DC. FIGHTER CLASS FEATURES:
ANCESTRY AND BACKGROUND : In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ CLASS FEATS:
SNAGGING STRIKE [one-action] FEAT 1 FIGHTER
GENERAL & SKILL FEATS:
GROUP IMPRESSION (General) (Skill) FEAT 1
QUICK COERCION (General) (Skill) FEAT 1
SHIELD BLOCK [reaction] (General) FEAT 1
ANCESTRY FEATS:
HAUGHTY OBSTINACY (Human) FEAT 1
SKILLS:
ATHLETICS (Str)
EQUIPMENT:
Buckler; COIN & CURRENCY:
Copper piece (cp): 0
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