Nameless Assassin

Kyrus Vincenzo's page

136 posts. Organized Play character for AbyssDancer.


Full Name

Kyrus Mehmet Vincenzo

Race

Human

Classes/Levels

Warpriest 1

Profile:
[Init 3, HP 8/11, F4 R3 W5, AC18 FF 15 T13, CMB 2 CMD 15.
Loot sheet

Gender

M

Size

M

Age

19

Special Abilities

Aura, 4/4 blessings (minor), focus weapon, orisons, sacred weapon

Alignment

N

Deity

Pharasma

Languages

Common

Strength 14
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About Kyrus Vincenzo

Combat Stats:

Init +3 (+3 DEX)
Fort +4 (+2 base, +2 CON)
Ref +3 (+0 base, +3 DEX)
Will +5 (+2 base, +3 WIS) +7 vs fear (trait)
HP 11 (8 +2 CON +1 FC)
AC 18 (+5 Armor, +3 DEX) T13 FF15
BAB +0, CMB +2 (BAB, STR), CMD 15 (10 + CMB +3 DEX) Move 20' (run x5)

Attacks:

Focus weapon: Kukri. Sacred weapon: Kukri, dagger.

Melee: Dual weilding (non-lethal: no penalty to attack, +1 damage)
-Kukri +4 (1d6+2, 18-20/x2). (BAB 0, DEX +3, Focus +1, +1 mwk, +1 trait, dual -2)
-Kukri +3 (1d6+1, 18-20/x2). (BAB 0, DEX +3, Focus +1, +1 trait, dual -2)

Thrown
-Dagger +2 (1d6+2, 19-20/x2, 10') (BAB 0, DEX +3, dual -2, +1 trait)

Traits & Feats:

────┤ Racial Traits: Human ├────
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

────┤ Weapon & Armor Proficiency ├────
Proficient with all simple and martial weapons, and with all armour (heavy, light, and medium) and shields (except tower shields).

────┤ Class Features ├────
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat
Sacred Weapon: At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type.
Aura: A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).

────┤ Other Traits ├────
Ancestral Weapon (Regional): Begin with a masterwork cold iron kukri. You gain a +1 trait bonus on attack rolls with weapons made of cold iron.
Fate’s Favoured (faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Corpse Hunter (religion): +1 attack undead.
Undead Crusader (campaign): +1 damage vs undead. +1 trait bonus on Knowledge (religeon), class skill.

────┤ FEATS ├────
Two-weapon Fighting, Weapon Finesse, Weapon Focus: Kukri (class feature).

Skills:

────┤ SKILLS ├────
Skill ranks: 3/lvl (2+1 Human), Background: 2/lvl (* denotes class skill)

Acrobatics 3 (DEX), Climb* 2 (STR), Appraise 0 (INT), Bluff 0 (CHA), Diplomacy* 0 (CHA), Handle Animal* 0 (CHA), Heal* 7 (WIS, R1), Intimidate* 0 (CHA), Knowledge (eng)* 0 (INT), Knowledge (rel)* 5 (INT, trait, R1), Knowledge (local)* 0 (INT), Perception 4 (WIS, R1), Profession/Gambler* 7 (DEX, R1), Ride* 3 (DEX), Sense Motive* 3 (WIS), Sleight of hand 4 (DEX, R1), Spellcraft* 0 (INT), Stealth 3 (DEX), Survival* 3 (WIS), Swim* 2 (STR)

Equipment:

────┤ EQUIPMENT ├────
ARMOR (200gp, 30 lbs): Mwk Scale mail
WEAPONS (64gp, 8 lbs): 1x Mwk Cold Iron Kukri, 1x Cold Iron Kukri, 2x Silvered Daggers, 2x Daggers
WARPRIEST'S KIT (16gp, 21 lbs): backpack, bedroll, belt pouch, cheap holy text, flint and steel, iron pot, mess kit, rope, soap, spell component pouch, trail rations (5 days), waterskin, wooden holy symbol.
SCROLLS (26gp, 1 lbs): Scroll case, Scroll Comprehend Languages
OTHER KIT (25gp, 11 lbs): Manacles, 50' Silk rope, Hot weather outfit (+2 FORT vs hot weather), a hammer and a pair of pitons, plus a flask of Alchemist's Fire

Encumbrance: Medium 71 lbs (L 0-58, M 59-116, H 117-175)
────┤ MONEY ├────
Gold:17gp 0sp

Blessings & Spells:

────┤ SPELL CASTING ├────
Spontaneous Casting: Channel stored 1st level spells into healing.
Spell DC: 13 (10 +0.5 lvl + 3 WIS)

Orisons:
Create Water, Light, Stabilise

1st level:
-Divine Favour (+2 luck bonus (see trait) to attack and weapon damage rolls) Durn 1 min
-Shield of Faith (+2 deflection bonus to AC) Durn 1 min

────┤ BLESSINGS ├────
Blessing - Healer: At 1st level you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead).

Blessing - Water/Ice: At 1st level, you can touch one weapon and enhance it with the power of water. For 1 minute, this weapon glows with a blue-white chill and deals an additional 1d4 points of cold damage with each strike. This additional damage doesn’t stack with the additional damage from the frost or icy burst weapon special abilities.

Backstory:
────┤ BACKSTORY ├────
Often the dividing line between a good and evil can be fine; one event, one isolated incident, pushes an individual onto a divergent path. This is the case with Kyrus Memhet Vincenzo.

In his 14th year, Kyrus was a malnourished and unlettered child. As the unwanted bastard offspring of a Riverlands merchant and a local prostitute, he was living a hardscrabble existence in a juvenile gang in Starfall, Numeria. His failure to secure a place above even that of a household slave in Starfall's society, his marginal existence, and his likely short-lived future all gave him bitter and violent outlook on the world.

Indeed, when a undead creature of the night began predating upon his fellow slum dwellers, Kyrus' first reaction was to cut and run, abandoning his peers to their fate. Instead, he sought out a travelling cleric of Pharasma, Lady of the Grave, and worked with her to locate and defeat the ghoul in its nest in a previously unknown crypt. Finding in this peril a calling, an outlet for his violence, and redemption via Pharasma's worship, he implored the priest to champion his induction to her faith.

After five years of training, Kyrus has excelled in all areas of his studies exceeding others far older in years with the ferocity and intensity of his faith. However, after one too many incidents with the other acolytes, the church has seen fit to task him with an open-ended mission to Osirion which will turn his violent nature away from the temple compound. Ahead of the lottery for the opening of the Half-Dead City, Kyrus has been instructed to attach himself to a foreign adventuring party, in order that the Lady's justice can be carried with them, confronting the curse of necromancy and the undead wherever it may be found.

Appearance:
────┤ APPEARANCE ├────
Kyrus is short and wiry, and often appears furtive or impatient. A shock of dark hair protrudes from a dark hessian hood, whilst his narrow and pinched face bears ritualised scars on his cheeks from the slum gang he ran with in his youth. Topping his scale mail are sand-coloured cloth wrappings, which extend to cover his arms and legs while his hands are hidden under light leather gloves.

Demeanour:
────┤ DEMEANOUR ├────
You can remove the boy from the slum, but not the slum from the boy. Kyrus appears watchful and tense, rarely lowering his guard and seeming most relaxed only at prayer. His conversation is polite and respectful, but terse and prone to seeking a shorter, more violent resolution to problems.

Attacks:

[dice=Kukri#1] 1d20 +4 [/dice [Dice=damage] 1d6 + 2 [/dice]
[dice=Kukri#2] 1d20 +3 [/dice [Dice=damage] 1d6 + 0 [/dice]