About MawjMajarian "Mawj" Whitesmith Description:
Hair: Brown Eyes: Blue Length: 6'3" Weight: 200lb You see a man clad in chainshirt armor and a greataxe in a scabbard at his shoulder. He is of Illuskan descent with walnut brown hair tightly gathered in a ponytail. His eyes are the color of the sky, with small flecks of silver near the iris. His skin is fair with small freckles on his nose and cheek bones. He is quite tall, with a solid frame and straight posture.
Background:
Majarian originally hails from Marsember, the largest coastal trading city in Cormyr. He was born to a humble family living in tenement housing on the banks of the Starwater River. His father was a day laborer and his mother a washerwoman who struggled to put food on the table every day for the hungry mouths of their children. Lacking the money for schooling or an apprenticeship, Majarian spent most of his childhood roaming about the streets and canals of the city, trying to earn money with odd jobs, begging, or scavenging. Though his family was proud and loving, Majarian grew resentful and bitter at their station in society. He was not content to eke through life. He was determined to have more -- and when he could stand no more, he sought out work with a local gang. Unbeknownst to his family, Majarian became a street soldier for a Sembian smuggling operation. They put his size and strength to use as a debt collector, sending him to punish merchants who squelched on their payments. At first he blanched at the work, finding the task of brutalizing crying, begging men to be distasteful. Especially the women. But with time his conscience became calloused. Within a few seasons he no longer hesitated in using his fists or knives or clubs to accomplish his work. The screams of the fat merchants were distant and dull in his ears. Every night he went home to be with the family he loved, leaving his brutal-mask at the door. His family had more food, better clothes, and firewood every night. He was starting to save money. He would take care of his parents in their old age so they did not work themselves to death. That was all that mattered... Until one of those fat merchants followed him home. The fire was swift and deadly. The family was asleep, and Majarian did not wake until the home was already filled with flames and smoke. In the mad rush of families attempting to escape the tenements, not everyone made it out alive. His mother and two sisters were dead. He heard their screams, and then their silence. His father and brother could only stare in horror at their burning home. As the flames lit the night, something was born inside Majarian. Something dark and terrible. He knew who was responsible. He watched and waited. He took the fat merchant from a darkened alley to an abandoned barn in the countryside, and for a day and a half he did everything his mind could think of to hurt him. When the man finally succumbed, Majarian slumped to the floor, exhausted and spent. He looked at his hands, covered in blood from the fingertips to the elbow. He made a fist... and the blood almost looked like a gauntlet surrounding his hand. He fell asleep, and dreamed a dream. A dark, armored figure visited him. The figure spoke with terrible majesty, and overwhelmed Majarian even though he knew it was a dream. The figure told him that he was ready, that his heart was prepared for service to Bane. In return for his loyalty, he would have the power to ensure that no one could ever hurt him or his family again. He was ordered to travel to Zhentil Keep, and to present himself for service. Majarian awoke and returned home without hesitation. He bid his father and brother goodbye, promising that he would write and send them money, and went to the docks to find a ship. With his savings he purchased armor and a sword, fashioned a crude holy symbol out of an old horseshoe, and set off. The vision still burned in his mind. He had a calling and a purpose. He would know glory and success through service to Bane, and be able to protect his remaining family. He was willing to do anything -- anything -- to protect them. After an uneventful voyage across the Moonsea, Majarian stepped off the boat at the docks of Zhentil Keep. He made his way to the nearest market to ask how to find his way to the castle....
Racial Abilities:
Focused Study - At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. Bonus skill point Equipment and Money:
silversheen masterwork katana (1100gp, 6lb), chain shirt (100gp, 25lb), beltpouch (1gp, --lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), iron holy symbol (5gp, 0.5lb). Harper pin. 198.39gp Weight: 30.5lb
Combat Statistics:
HP 9 (6 class, 2 Con, 1 favored) Spd 30ft Initiative +4 CMB +0 (+0 BAB, +0 Str) Base Attack +0 Melee
Ranged
When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack. AC 20, touch 14, flat-footed 14 (+4 armor, +4 Dex, +0 size)
Skills:
[6 kit, 1 race, 2 Int, 2 background*] Climb +1 (1 ranks, 0 Str)
Class Abilities:
Fascinate (Su): A gleeman can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. [6/day, Will DC 12] Traits:
Agile Dancer - You can make Perform (dance) checks in place of Acrobatics checks, and can use the higher of your Dexterity or Charisma modifiers when making Perform (dance) checks. Savant - Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you. Feats:
Race - Daisho Expertise Kit - Skill Focus (Perform - Dance) Region (Cormyr) - Furious Charge FUTURE:
Weapon and Armor Proficiency - Warlords are proficient with all simple weapons and martial weapons, and with light and medium armor, and with shields. Maneuvers - The disciplines available to him are Golden Lion, Mithral Current, Piercing Thunder, Scarlet Throne, Solar Wind, and Thrashing Dragon. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill. Once he knows a maneuver, he must ready it before he can use it. A maneuver usable by warlords is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he do not provoke attacks of opportunity when he initiates one. Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the warlord can choose to learn a new maneuver in place of one he already knows. The warlord can swap only a single maneuver at any given level. A warlord’s initiation modifier is Charisma. Maneuvers Readied - A warlord readies his maneuvers by going through weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Warlords do not need to sleep or rest for any long period of time to ready their maneuvers; any time he spends 10 minutes in practice, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the warlord initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter. For a warlord to recover expended maneuvers, he must perform one of two types of actions: a gambit action in which he gambles on his performance in battle, or by sheathing his weapon. Warlord’s Gambit (Ex) - At 1st level, a warlord selects two gambits from the gambits available to warlords. At 4th level and every four levels thereafter, a warlord selects an additional gambit to learn. These gambits allow the warlord to recover maneuvers. The warlord begin a gambit as a swift action, then performs the gambit’s risk action. He may add half his warlord initiation modifier as a luck bonus on any d20 rolls made while performing this action. The warlord only gets this bonus if he spent the swift or immediate action required to begin the gambit; if taking the actions normally, he gains no additional benefits. If the warlord initiates a maneuver as part of a gambit, he cannot recover that maneuver when the gambit is completed (even if it’s his only expended maneuver). If the warlord succeeds at his gambit’s risk, he recovers a number of expended maneuvers equal to his warlord initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the warlord and able to see him perform the gambit’s risk. If the warlord fails his gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), he suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round Sweeping Gambit: The warlord makes a trip attempt. If he hits, he gain a morale bonus on the damage roll equal to his warlord initiation modifier. Unbreakable Gambit: The warlord regains a number of hit points equal to three times his warlord initiation modifier. Iaido (Ex) - In addition to his normal maneuver recovery, a bushi can recover his maneuvers by sheathing his blade and taking a brief moment of quiet contemplation. When he sheathes a weapon (normally a move action), he recovers one maneuver. He cannot recover more than one maneuver per round this way, no matter how many weapons he sheathes or how many times he sheathes an individual weapon per round, nor can he use a maneuver in the same round it is recovered in this way. A bushi cannot use this ability to recover a maneuver in the same round in which it was initiated. Iaido Training (Ex) - At 1st level, a bushi gains Exotic Weapon Proficiency (katana) and Exotic Weapon Proficiency (wakizashi) as bonus feats, even if he does not meet their prerequisites. Quick Draw (Ex) - At 1st level, a bushi gains Quick Draw as a bonus feat, even if he does not meet the prerequisites. In addition, the bushi may sheathe his weapon without provoking attacks of opportunity. Race - Daisho Expertise
[spoiler=Maneuvers
MANEUVERS KNOWN
Future:
Race - Daisho Expertise Kit - Skill Focus (Perform - Dance) Region (Cormyr) - Furious Charge Class - EWP Katana Class - EWP Wakizashi Class - Quick Draw 1 - Deadly Agility 3 - Combat Reflexes 5 - Mithral Current Style 7 - Fuse Styles 9 - Extra Readied Maneuver 11 - Mithral Current Flow 13 - Mithral Current Slice [spoiler=1]
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