Othlo

Kyras Lorach's page

81 posts. Alias of rorek55.


Full Name

Kyras Lorach gunslinger(musket Master) 6/Inquisitor (Heretic/Preacher) 5/Monk(Zen archer)1

Race

Half-elf

Classes/Levels

HP: 74 AC:23T: 22 FF: 16/Fort +10/ Ref+11/ Will+13(15 vs enchantments/mind affecting effects)/ judgement 1/day CMB: 5 CMD:22 /init.+9

Gender

Male

Size

M

Age

22

Special Abilities

judgement 2/day

Alignment

NG

Deity

Cayden Cailean

Languages

Common, elven, goblin, Infernal, Celestial

Strength 12
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 18
Charisma 11

About Kyras Lorach

Image for Kyras

Sometimes, things get dark, and nothing seems good in the world, but, it is at those times that hopes shine forth like the sun at dawn. The light of hope guides you to the end of the tunnel, and out of the darkness. Like the old saying goes, the darker the night, the brighter the stars. -Kyras, speaking to a militia defending a town from roaming undead.
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What? Giving up already? So willing to throw away who you are? Throw away your right as a person, for what? A life of slavery? No, better for me to die fighting than curse myself to that fate. I'll not bow to anyone or anything, ever again.
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Everyone has a light that shines within them, some let it shine brighter than others, some seek to snuff out the light of others. I for one, believe that that light is something worth fighting for.
- Kyras, on reasons he fights.

backstory:
Kyras was born the son of an elf and a human, and as such was doomed to his fate. His father, an elf who traveled the lands endlessly, left his mother soon after the child was born, the pittance sum of money he left them was soon gone as life in Cheliax was not easy and his mother decided she could not care for him. She left him at a monastery at night and fled. The monks and church members, seeing an opportunity took the child in. When the child was 5 years of age he was given his first chores, cleaning mostly, at 8 they had him begin more physical tasks on top of his other chores, and at 11 they had him trained by the monks and clerics of the church. His life was a strict disciplined regiment, while they afforded him time to "play" it was meager, and he was often to exhausted from his chores or training to enjoy it. To some of the Cheliaxan's dismay his elf blood manifested in his physical form which lead to his strength being inadequate to some, however, his agility, dexterity, and natural curiosity was seen as gifts to others. He was training later in the use of a firearm, as well as the skills needed to maintain one. He was trained and indoctrinated in the church to such an extent that he become wholly obedient to them, following orders without question. At the age of 16 he was taken on his first mission to reign in lawless troublemakers on the edge of Cheliax. There he merciless followed orders to gun down every single person their, save one who was captured and then used as his first lesson in live torture for information. He would live another year like this, every exposure to these "troublemakers" cracking away at his all but brainwashed reality. He began asking what laws these people had broken to warrant death and torture. The answers were simply it was not his place to ask and that he should be satisfied knowing that those of the church had deemed it so. He began to think more, to question, but still followed orders, knowing nothing else. Soon, the clergy began taking precautions with Kyras, they began to attempt to remove some of his more gruesome memories from his mind after returning, but his mind was strong and they could only hide them away... Finally, one day while on a mission to pacify a small band of "bandits" he came across a young elf child, who cried and pleaded, she looked up, still clutching her dead mother, her eyes simply asked why. She blinked and shouted in anger, cursing them and their god, Kyras went to grab the child to take back to the temple when suddenly a Hell knight's blade decapitated her. Kyras had been part of many horrible things, but this shocked even him. When he turned wide eyed to the Knight he replied simply. "Those that are disloyal or traitorous are sentenced to death. The law makes no exceptions. Something clicked in Kyras, he stumbled as he clasped his face with his free hand, having a sudden headache. He looked up to see one of the "bandits" fleeing and raised his Musket when the woman turned to look back with fear clear on her face.

Suddenly he saw a small girl crying, blood was spattered all over her and he thought to reach out but instead he felt his arms raise up his musket and soon was looking at the child down the barrel of his musket, he let out a silent scream as he pulled the trigger and watched as the shot went clean through her head.
Then he was back in the present and an elf wearing a strange looking hat leapt from the trees above and clubbed him, knocking him down and dizzy from the blow a blade flashed but stopped just short of his throat, right above his birthmark. He went to stand but felt another strike across the back of his head and the world went black.

His dreams were far from quiet, memories of his missions came back to him, some of the horrible things he had done in the name of the "law". At those times, he had questioned little, assuring himself in the rightness of his doings. Now however, he had experience much more, memories of the church attempting to remove and in the end burying them deep in his mind. He wondered why, if they were in the right, why would they do that? Then he has back, flashes of past missions flowing through his minds eye.

When he came to his hands were tied and he was leaning against a tree across from him stood the elf holding his rifle.

"A crude,yet undeniably finesse weapon. Even more your skill with it is apparent, can't say I'm surprised."

Kyras stared at the man, then down at the ground before muttering

"They deserved it right? Even the children.... They broke the laws, and so deserved punishment... they... I..."

"No". The man replied,
"I know you can feel it, the wrongness of it. The things you've done cannot be undone, but, you can prevent future wrongs. No one should be allowed to rule another's life so, or the choices he makes. While their are consequences for all actions, and we must live with those consequences there is a difference."

The man walks over to Kyras and cuts the ropes binding his hands then hands him the musket.

Kyras looks at the firearm, then shakes his head.
"No, no, I can't. So much blood, I just want to forget". He cries as he pushes the bloodstained weapon away.

The man slaps Kyras,
"Forgetting is the last thing you can do! You can't erase the past, but you can change the future! Take this weapon and use it for good. To protect, instead of destroy."

Kyras slowly takes the musket, then looks up.

"How do you know I won't kill you? How will I know if I am doing the right thing? All I've known is the law of the church. how.-"

The man interrupts him.
"Because you came to this point by yourself, it is obvious your heart is good. You will know, I know that because, well, call it a hunch. I've made bad choices in my life, I know how those feel. This isn't one of them." The man said avoiding the question and pulling his scarf tighter around his neck.

Kyras was standing now, with his musket in hand he went to ask a question when suddenly a hell knight burst through the thicket of trees and charged the man that had just let him go. Their blades met and the knight called to Kyras.

"Kyras! Shoot him! now!" Darrien exclaimed, a man not much older than Kyras, who had been one of the few people Kyras had considered a "friend"

"I trust you to do what is right!" The yelled in response.

Kyras stood their,musket aimed at both of them for several seconds a conflict going on in his mind.

"What are you waiting for?! Kill the traitor!" Darrien exclaimed.
Finally he decided and used his musket to club his old friend in the back of the head, knocking him out cold.

They heard more shouts from the other Hell Knights and the man turned to him.

"You must go. Lead your own life, and I trust that you will make the most of it." He looks to the Musket.

"Keep that Weapon close, and always remember what has been done."
After a moments thought, the man chuckled. And here, Take this. Use it as a memento of today if you must. But make sure to keep it close. He tossed him a blue and white feathered hat and spoke again before Kyras could respond. Now run!

Kyras ran then. Still in a shock from what has happened and the resurgence of his horrible memories.

He would come to join the Andoran Military, his knowledge and expertise in firearms proving extremely valuable to new recruits. He would also be one of the first to create the "Shotgun" a close quarter firearm. He would come to function as a ranger of sorts, leading his own affairs while every so often doing assignments or missions needed for the military.

Kyras was born in Cheliax and at 2 years of age was abandoned at the front of a church of Asmodeous (talking big one, in a large city), but as luck would have it, it housed as many followers of Adbar as well. He grew up well off, but was forced to work hard doing chores and other menial tasks. He was trained by the different branches of the church as he grew. Eventually, after a series of events(involving his father and acquiring his hat) he defies the church and leaves, barely managing to escape. He eventually made his way to work as a scout, infiltrator, and soldier for the Andoran military though he has primarily given free reign to follow his own course now. Often he works as a ranger of sorts along the border, or a protector of a frontier town.

He understands the value in laws, but, having been raised in Cheliax also knows too well their shortcomings, and the evil that can be done with them. Perhaps due to his elf blood he values personal freedom above all and believes laws should never affect that. He detests those of evil, and even more so those that use laws to create evil and will hunt them out wherever he goes.

Personality: cheerful, optimistic and curious, he seeks to protect the freedom of any goodly folk and is willing to risk life and limb to do so. He rarely gets depressed or despairs but can be terrifying when angered. He regrets some of his actions when he was with the church of Cheliax and seeks to atone them and while he has mostly put it behind him it is still a sore spot for him. He has a problem following strict regiments everyday, however, he has created his own form of regime in a way. Any that know of him speak of his cheerful attitude, helpful nature, and most of all, his optimistic and driven personality.

Latest feats of Kyras:

Some of the feats that brought Kyras' to the attention of the selectors of this mission are as follows.

1. He helped insight and lead a successful revolt of a smallish frontier town on the Andoran/Cheliax border that had seen abnormally oppressive treatment(even for Cheliax). Personally slaying the Officer in charge of the small contingent sent to reign it in.

2. Managed to rally a small, under trained militia in a frontier town near the northen Aspodell mountains in less than a week in order to repel a large orc raiding party that outnumbered the defends 3 to 1. His own creation, a shotgun, allowed him to single-handedly hold the gate against waves of orcs as the captain of the militia(the only man truly capable, or so it was said) rode out and defeated the orc's cheiftian.

3. Has made a good reputation with many of the common folk(non-merchant/political leaders/highend tradesman folk) as friendly, fair, kind and helpful.

Preacher(Inquisitor):
While he doesn't "preach" Cayden Cailean's teachings as one normally thinks of preaching. He always seeks to spread his Ideals, which, are extremely close to Cailean's (I actually noticed this after I wrote the background! hah). So often while he speaks of his Ideal's on freedom, he will point to the church of Cailean as both evidence, support, and reference. Cailean is also the deity that gives Kyras his divine powers as he approves of his workings in bringing down oppressors, and being upfront and head on with his Ideals. He is also slightly impressed with Kyras's natural wanderlust and danger seeking (bit of an adrenaline junkie nowadays)

Zen Archer(monk):
Merely a representation of his training before they introduced him to gunpowder.

Crunch for Kyras Lorach:

Classes: Gunslinger(musket Master)5 unrogue1/ monk(Zen archer)1/Inquisitor 5
Race: Half-elf
Alternate racial traits: dual minded
Alignment: NG
FCB: +6hp, s
Traits: Never stop shooting, Life of Toil, Black powder Bravado(this is actually the Fortune trait, I just think it works better if you swap... makes more sense, besides Bravado is defiantly more fitting)
Drawback: Attached(Musket, it carries a lot of meaning to him.)
ability scores:
Str: 12
Dex: 20
Con: 14
Int: 13
Wis: 18
Cha: 11

Vitals:
HP: 76 [5d10+1d8+18]
AC: 23 T: 22 FF: 16 (10+5dex+4wis+2nimble+1+1deflection)
CMD: 23
Saves:
Fort: +10 (6base+2con+1trait+1resistance)
Ref: +11 (6base+5dex+1resistance)
Will: +13 (6base+4wis+2race+1resistance) +2 vs enchantments, +2 vs fear, curse, and emotion effects
BaB: +5
Grit: 4

Offense:
Move: 30ft
Melee:

unarmed strike: +10
Damage: 1d6+1

Ranged:

Musket: +12/10 50ft
Damage: 1d12+7/11 (x4) misfire: 1-2

Shotgun: +11/9 30ft cone misfire: 1
Damage: 1d8+7/11

Feats:
1- Rapid Reload, gunsmithing, point blank shot(monk), IUS, Rapid shot
3- Precise shot
4- Deadly Aim
5- Judgement Surge
6- weapon finesse
Gear: ~53 gold left.

Magic Arms, Armor and Ammo:
+1 distance Musket
MwK Shotgun,
60 bullets(Musket), 30 Metal Cartridge, 30 paper cartridges, 60 powder doses , 30 salt shot cartridges, 10 dragon-fire rounds

Magic Items:
Endless Bandoleer
Ring of sustenance

Magic Consumables:
Wand of CLW 750g (50 charges)

Misc Items:
MwK backpack, belt pouch, powder horns(5), 150ft silk rope, grappling hooks, flint and Steel, fishing hook, holy symbol, Explorers outfit, waterskin, sunrod (3), Caltrops (4)

Skills: 6+int/level (7/level)
Perception: 6 (+15)
Sense Motive: 5 (+11)
Acrobatics: 4 (+13)
Intimidate: 3 (+10)
Sleight of hand: 4 (+13)
Disable Device: 6 (+15)
Survival: 4 (+11)
Stealth: 5 (+15)
Disguise:3 (+7)
Bluff: 3 (+10)
Linguistics: 3
Climb: 2 (+5)
Swim: 2 (+5)
Diplomacy: 2 (+6)
Craft Alchemy: 4 (+10)
Spellcraft: 2 (+6)
Know. Arcana: 1 (+5)
Know. Planes: 1 (+5)
Know. Religion: 2 (+6)
Know. nature: 1 (+5)
Know. Local; 2 (+6)
Heal: 2

Spells and Domains:
Domain:
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Spells:
Spells known: 0th:6, 1st:4 2nd:2
Spells/day: 1st:5, 2nd:3
0th level spells:
Light, create water, resistance, detect magic, read magic, detect poison
1st level spells:
Divine Favor, keep watch, Protection from evil, cure light wounds
2nd level spells:
Cure moderate wounds, lesser restoration, protection from evil communal,Remove paralysis

Inquisitor Abilities:

Preacher Archetype:

Determination (Ex)

At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.

Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.

Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one.

This ability replaces solo tactics.

Normal Inquisitor

Stern Gaze (Ex)

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex)

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp)

At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Bane (Su)

At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp)

At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Spells.