About Leon Holloway
Str: 18; Dex: 14; Con: 14; Int: 13; Wis: 10; Cha: 12
Height: 6'4'' Weight: 195 lbs.
Leon Holloway was born to his parents, Alexis and Flynn Holloway, a little more than 20 years ago. He is their shining star of hope for restoring the family name to its previous honor, as their status among other nobles has been slipping--along with the content they once had with the upper class lifestyle in Borallas. More and more often, the family found themselves fleeing the great city of Borallas to visit other parts of the world. They sought adventure and cultural experience as a family for some time, at least until Leon began his schooling. Flynn, a man clever with his words and political phrasing, enrolled his son in the best military training school he could afford as soon as he could. Even before that, however, he trained his son himself on their back patio, where he had a sparring court developed solely for the purpose of the brutal father/son training duels they participated in daily. He was an honest believer back then that combat training is of the utmost importance for survival in such a tumultuous world as this one, and his forethought has proved invaluable to Leon.
Leon's fighting style is unorthodox and unexpected: he wields a massive bastard sword in one hand, preferring to keep his off hand free for other tasks during combat--mainly screwing with and confusing his opponents. He developed this style during those daily duels with his father, where the only swords available at the time were the longswords used by the nobleman's private guards (and the beautifully-crafted bastard sword that hung over the mantle, which had been passed down from father to son in the Holloway family for four generations). The longsword was grossly oversized for the young Leon, but out of pride he never accepted his father's offer to purchase something a little more fitting for his size, and he refused to take the one-handed sword in two hands--instead, Leon grew used to the weight and reach of a sword too big for him, and has never adapted fully to something smaller. When he finally grew into the longsword, he asked for something larger in order to continue his training in the unique fighting style he had developed.
Leon graduated from the military academy when he was 19, and since then has been serving the family as the head of security of their estate. He became known among the family guards for his friendly and fair nature, and he earned much respect in the ranks of those serving under him. Unfortunately, harsh times fell on the Holloway family, and political heresay and rumors began to chip away at their reputation as a respectable family. It didn't help when Leon was thrown in jail for a few nights after inciting a bar fight with another nobleman's son, who had rudely disgraced the Holloway family name. Leon threw the first punch, and for that he was "to blame." He still sees it as the biggest mistake he's made in his life: "I shoulda knocked him so hard the first time that he didn't get back up," he'll tell those who ask about the incident, without batting an eye at his own blasphemous disregard for political or legal sanctions. "When the family's honor is involved, rules aren't," he tells himself in situations such as those.
Favored Class: Fighter
Experience: Level 2
AC: 18, 20 w/ shield; Touch: 12; FF: 16, 18 w/ shield
+1 Mithral Kikko Armor: +6 AC, 0 armor check penalty
Heavy Darkwood Shield
Speed: 30' (6 Squares)
Masterwork Heirloom Bastard Sword:
Attack: +9; Damage: 1d10+4; Critical: 19-20/x2; Type: S
Masterwork Silver Short Sword:
Composite Longbow (+4 Str):
+2 Acrobatics (2 ability score)
+1 Appraise (1 ability score)
+1 Bluff (1 ability score)
+8 Climb (1 rank, 3 class skill, 4 ability score)
+1 Craft (1 ability score)
+7 Diplomacy (2 ranks, 3 class skill, 1 ability score, 1 trait bonus)
+0 Disable Device*
+1 Disguise (1 ability score)
+2 Escape Artist (2 ability score)
+2 Fly (2 ability score)
+5 Handle Animal (1 rank, 3 class skill, 1 ability score)
+0 Heal (0 ability score)
+1 Intimidate (1 ability score)
+0 Knowledge (engineering)
+0 Perception (0 ability score)
+7 Ride (2 ranks, 3 class skill, 2 ability score)
+0 Sense Motive (0 ability score)
+0 Sleight of Hand*
+2 Stealth (2 ability score)
+0 Survival (0 ability score)
+8 Swim (1 rank, 3 class skill, 4 ability score)
+0 Use Magic Device*
* Trained only
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
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.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Deceptive Strike: At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd.
Exotic Weapon Proficiency (Bastard Sword)
Power Attack: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Weapon Focus (Bastard Sword): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Nobleman: You are the child of a noble family. You are known in one of the six cities and have family there. Once you are arrested, your family will lose much of their fortune in related scandals. They can provide you with the following once you reunite with them. You will gain 700gp and noble robes, signet ring, 100gp worth of jewelry, the Heirloom weapon trait (Found in the Adventurers Armory), and a free place to stay.
World Traveller: Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus to that skill, and it is always a class skill for you Diplomacy.
Gear & Money:
Traveler's Outfit, 1 gp, 5 lbs?
+1 Mithral Kikko Armor, lots of gp, 13 lbs.
Masterwork Heirloom Bastard Sword, 335 gp, 6 lbs.
Masterwork Silver Short Sword, 310 gp, 2 lbs.
Dagger, 2 gp, 1 lbs.
Sap, 1 gp, 2 lbs.
Heavy Darkwood Shield, 257 gp, 5 lbs.
Composite Longbow (+4 Str), 500 gp, __ lbs.
Backpack, 2 gp, 2 lbs.
Light Load: 100 lbs. Medium Load: 200 lbs. Heavy Load: 300 lbs.