About Lorenz AerysonA character in Navior's Serpent Skull campaign. HD: 5d10 +2 (Con) +3 (Favored Class) (44 HP)
Init: 4 = +3 (Dex), +1 (Sasha)
Fortitude: 6 = +4 (Base), +2 (Con); Reflex: 4 = +1 (Base), +3 (Dex) ; Will: 3 = +1 (Base), +2 (Iron Will)
Armor Class: 21 = 10 (Base) +3 (Dex) + 1 (Dodge) + 7 (Breastplate)
BAB: +5
+1 Breastplate Armor (+7 AC, MD +4, ACP -1 (Armor Expert, Armor Training, MW Armor), Speed 30 ft, 30 lbs.) Dagger: +8 Melee or Ranged (1d4+3, 19-20 x2, 10 ft, 1 lb, P/S)
+1 bonus to the save DCs of any charm or language-dependent spells cast. (Gelik's lessons) Skills
Feats:
Iron Will (Lvl 1): You get a +2 bonus on all Will saving throws. Point Blank Shot (Human): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Dodge (Fighter): 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. Precise Shot (Lvl 2 Ftr Bonus): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Rapid Shot (Character Lvl 3): When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using Rapid Shot. Deadly Aim (Fighter Lvl 4) -2 to att, +4 to dam: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Weapon Focus - Composite Longbow (Character Lvl 5): You gain a +1 bonus on all attack rolls you make using the selected weapon (Composite Longbow). Class Abilities
Bravery (2nd Lvl)
Armor Training (3rd Lvl)
Weapon Training - Bows (5th Lvl)
Racial Abilities
Languages
Traits:
Boarded in Mediogalti: Your travels have brought you to the Jenivere through the dangerous port of Ilizmagorti, home to both pirates and assassins. Your familiarity with subtle slayings and toxins grants you a +2 trait bonus on all saves against poison. In addition, immune to giant wasp poison having undergone a long and painful process of building up an immunity to its effects. Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight?s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn?t the real thing as far as protection, but it did encumber you as much as real armor would have, and you?ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit?s armor check penalty by 1, to a minimum check penalty of 0. Encumbrance & Carrying Capacity
Equipment:
Remaining funds: 575 gp, 9 sp, 8 cp, 1 diamond (400 gp value). Worn:
Inside Pouches:
Inside Quiver:
Inside Backpack:
Appearance:
Lorenz is a sturdy young man of just under 6 feet tall. He is more slim than muscular and often moves with a quiet grace when in combat. Away from the heat and immediacy of battle, however, he is almost clumsy, knocking things over and tripping over an ill-placed bucket or coil of rope. He has a cheerful demeanor, always quick to smile with the proverbial twinkle in his light blue eyes. His black hair is long and usually tied back in a tail that's always unraveling. Background:
Lorenz is a typical human warrior with a thirst for adventure, fame and fortune. The only problem is, he has had an awful run of very bad luck for pretty much the last...well, forever.
It all began when he was fourteen and accidentally set the family homestead on fire. For the third time. It wasn't really his fault; he was trying to craft his very own sword, one he could shape and sharpen and take with him on his adventures when he was finally old enough to be on his own. It's just that he hadn't expected the sparks to fly in that particular direction and land in that particular pile of hay. It could have happened to anybody. Fed up with his enthusiastic inclinations toward utter disaster, Lorenz's father threw him out. That worked out okay though, because he managed to get some work not long after, guarding a caravan. Though he was young, he was big for his age and he did have a pretty decent talent with a blade - his father had been an adventurer himself, long ago, and had taught Lorenz almost everything he knew. It was an exciting time, getting out on the world on his own, even if absolutely nothing happened and he lost all his wages in a bad toss of dice. Then of course, the merchant got robbed on the very last day of the trip while Lorenz was trying to figure out where exactly he'd left his sword. So he got fired and was suddenly alone and copper-less in a strange town. Such was life for the next three years; he'd find a little work, enough to get him from one place to another and then get fired for some perfectly understandable mistake that could have happened to anyone, really, and find himself looking for employ again. That was how he ended up in Ilizmagorti. That too was an unfortunate story. He'd been desperate for work and he'd gotten a little too well known for his little mishaps. It was only by a stroke of great luck that he'd managed to sign on guarding cargo during a voyage to Mediogalti Island. It was his first time on a ship so naturally he had no way of knowing that he got so sea sick. He spent pretty much the entire voyage hanging off the bow discovering just how empty a stomach could get. And of course, the cargo had gotten broken into and damaged so that once he was unemployed in Ilizmagorti there was simply no way to leave again. Nor was there much work for a green mercenary with a long run of bad luck. Things were bad enough without the gambling problem he developed and his tendency to pretty much never win. He made due with his willingness to try anything at least once. On one particularly memorable occasion he accepted work as a test subject by undergoing a hazardous experiment in building up an immunity to giant wasp poison. The money was good and it was almost worth being blind and covered in painful blisters for two and a half weeks. The resulting immunity to the poison was quite gratifying. It was with the remains of that job's earnings that he was able to afford passage on the Jenevire -- one step ahead of an irate half-elven gambler he'd been unable to settle his gambling debts with -- and finally escaping the unpleasant little island. As the ocean opened up before him and his latest meal rose into his throat, Lorenz felt a moment of excitement. He was finally away from Mediogalti and on his way to new adventures and fortunes to be found. After all, he thought as he rushed for the ship's railing with his churning stomach, his string of bad luck was bound to end sometime, right? Level 2 Update:
HP: +1d10 = 5 Skills: +4 ranks (Fighter +2, Human +1, Fvd Class +1) - +1 Perform: Oratory; +1 Survival; +1 Climb; +1 Perception. BAB: +1 = +2 Base Fort: +1 = +3 Bonus Feat: Precise Shot Bravery (+1 bonus to Will saves against fear) Favored Class Bonus: Skill Rank Level 3 Update:
HP: +1d10 = 3 (+2 Con, + 1 Favored Class Bonus = +6 total) Skills: + 3 ranks (Fighter +2, Human +1) - +1 Perception, +1 Swim, +1 Survival BAB: +1 Ref: +1 Will: +1 Armor Training: ACP reduces by 1, Dex Max increases by 1, can move at normal speed in medium armor. New Feat: Rapid Shot Level 4 Update:
HP + 1d10 = 7 (+2 Con, +1 favored class bonus = +10 total.) Attribute Increase: + 1 to Strength. Skills: + 3 ranks (Fighter +2, Human +1) - +1 Perception, +1 Survival, +1 Swim) BAB: +1 Fort: +1 Bonus Feat: Deadly Aim Replace Feat: Weapon Finesse with Dodge. Level 5 Update:
HP + 1d10 = 6 (+2 Con. New total = 44) Weapon Training: Bows +1 Feat: Weapon Focus: Longbow Skills: + 4 ranks (Fighter +2, Human +1, Favored Class +1) - +1 Acrobatic, +2 Perception, +1 Survival. BAB +1 |