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About Kyrus VincenzoCombat 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)
Thrown
Traits & Feats:
────┤ Racial Traits: Human ├────
────┤ Weapon & Armor Proficiency ├────
────┤ Class Features ├────
────┤ Other Traits ├────
────┤ FEATS ├────
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)
Blessings & Spells:
────┤ SPELL CASTING ├────
Orisons:
1st level:
────┤ BLESSINGS ├────
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] |