Ruan Mirukova

Melifan Karneyus's page

163 posts. Alias of TheBait.


Full Name

Melifan Karneyus

Race

Vitals:
HP:18/18 | Initiative: +6 | AC: 18 | Touch: 13 | Flat-Footed: 15 | CMB: +3 | CMD: 16 | Fortitude +4 | Reflex +4 | Will +1

Classes/Levels

Skills:
Perception: 1 | Disguise: 4 | Intimidate: 7(9) | Acrobatics: 1 | Sense Motive: 3| Kn(Nobility): 1

Gender

Human Fighter (Swordlord) 2

Size

Medium

Age

22

Alignment

Chaotic Neutral

Strength 12
Dexterity 19
Constitution 12
Intelligence 10
Wisdom 13
Charisma 14

About Melifan Karneyus

Statistics:

CN Human Fighter(Swordlord) 2
Medium Humanoid (Human)

Init +6 (Dex+4, Trait +2)

Senses: Normal Vision
Str 12, Dex 19, Con 12, Int 10, Wis 13, Cha 14
(12,17,12,10,13,14 Pre Mod)

B.A.B. +2

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DEFENSE:
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AC 18, Touch 13, Flat-Footed 15 (+4 dex (+3 Max Dex from Armor), +5 armor)
HP 18/18 (d10+1/level)
Fort +4, Ref +4, Will +1
CMD 16

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OFFENSE:
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Speed 30' (20')
Reach: 5'
Melee: +3 (+6 Finesse)
Ranged: +6
CMB: +3

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Racial Traits:
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  • Bonus Feat Exotic Weapon Proficiency(Dueling Sword)
  • Skilled +1 skill ranks/level


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Traits:

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    Drawbacks
  • Pride: -2 Diplomacy and Sense motive toward creature if threatened, accused, or challenged until creature appologizes.
  • Burned: -1 save vs fire. Additionally, whenever adjacent to or on fire, take–1 penalty on all attack rolls, saving throws, and skill checks until 1 round is spent away from it. Penalties are not cumulative. (Instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)
    Positive Traits
  • Ex-Sczarni +2 Bluff to pass secret messages and +1d6 damage on coup de grace.
  • Coincunning +2 Perception to notice coins, gems, jewelry, and valuable trade goods. You gain a chance to notice such goods whenever you pass within 10 feet of them, whether or not you are actively looking.
  • Practiced Deception +1 trait bonus on Disguise checks and can apply/remove in half the time.
  • Dominator +2 trait bonus on Intimidate to demoralize during combat. We'll teach'em what fear is.
  • Reactionary +2 Initiative


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Class Features:

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Favored Class Bonus:
1 (Skills); 2 (Skills)
[/list]

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Feats:

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  • Exotic Weapon Proficiency(Dueling Sword)
  • Weapon Finesse- Use Dex instead of Str on attack with light or finesse weapons.
  • Weapon Focus(Dueling Sword)
  • Dazzling Display


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Trained Skills:

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3 Total Skill ranks (2 Fighter, 0 Int, 1 Human)

Skill:(total=rank+ability+trained+misc)

  • Disguise: 4= 1+2+0+1
  • Knowledge(Nobility): 1= 1+0+0+0
  • Intimidate: 7(9)= 2+2+3+0(+2 in combat)
  • Acrobatics: 1= 2+3+0+0 (-4 Armor Check)
  • Sense Motive: 3= 2+1+0+0

  • -------------------------------------

    Equipment:

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    Carrying Capacity: 43/86/130
    Lift: 260 Drag: 650

    • Ancient Dueling Sword: +8 Attack | 1d8+1 Damage | 18-20 Threat | x3 Crit | Slashing | Masterwork This ancient saber with runes etched along its blade holds a razors edge unseen in other weapons of its kind. (3 lbs)
    • Dagger: +5 Attack | 1d4+1 Damage | 19-20 Threat | x2 Crit | Slashing or Piercing (4 gp, 1 lbs)

    • Scale Mail: 5 AC | 3 Max Dex | -4 Armor Check (50 gp, 30 lbs)

    • Disguise Kit: This kit contains tools like makeup and fake facial hair, and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses. (50 gp, 8 lbs) (********** uses)
    • Fighter's Kit: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (**********), trail rations (***** days), and a waterskin. (9 gp, 29 lbs)

    • Comfort's Cloak: grants a constant endure elements effect to the wearer, and grants a +4 competence bonus to saves against disease, energy drain, effects that cause fatigue or exhaustion, and poisons. Furthermore, while the wearer is resting he regains twice his Hit Dice in hit points for 8 hours of rest instead of the typical 1 hit point per Hit Die. When taking a full 24 hours of rest, the character regains 5 times his Hit Dice in hit points instead of twice his Hit Dice in hit points. (1 lb)

    • Cure Light Wounds Potion: Cures 1d8+1 hp (50 gp)
    • Alchemical Grease: Each pot of this slick black goo has sufficient contents to cover one Medium or two Small creatures. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to yourCMD to avoid being grappled; this lasts 4 hours or until you wash it off. Craft (Alchemy): 15 (5 gp, 1 lb)
    • Vermine Repellant: This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of verminmust make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off. Craft(Alchemy) DC 20 (5 gp)
    • Alchemist's Kindness: Favored by young rakes and others of means, this is a crystalline powder resembling salt. Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover within 10 minutes of drinking it.

    0 gp 74 lbs

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    Bio:

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    A tall lightly muscled man stands before you, his features handsome but marred by a near permanent grimace plastered across his face. His striking green eyes are a play on contrast to his tanned skin and a mop of brown hair just long enough to fall past his eyes, cover his ears, and fall down to the nape of his neck. His lithe movements and surefootedness show a man who has lived his life on the streets. He was never one for the "dishonesty" of thievery, so he turned toward a more lucrative and direct line of work. In his early days he began his work as the eyes for the local pickpockets taking cuts off of the loot for spotting the better marks. He would even go so far as to set up at safe points for the thieves and help with quick change disguises to shake their angry pursuers when a particular job went south. His reputation got him noticed by larger more established groups dwelling in the darker recesses of the city.

    In his early teens, Melifan took up with the Sczarni gangs that ran rampant through the Magnimaran underground. His sharp eyes and rough demeanor got him making a living collection "protection" money from a few of the local businesses in his gangs territory. Though he definitely had the grace to become a great thief and pickpocket, the act seemed out of place to him. If he were to take something, he wanted his victims to know who did it. Strong willed and prideful, this tended to get him into trouble. The gang leaders decided to put him up with someone who could focus his wild and out of control antics. That is when he met Darius, his mentor and the father he never had. Darius was a previous Restov noble and aspiring Swordlord who fell out of favor and ran to Magnimar to hide. What better place to disappear as a noble than in the midst of killers and thieves. Darius made a name for himself as a hired sword in Magnimar and the gang though he would be an excellent teacher for the rambunctious Melifan.

    Hiring Darius may have been a mistake though as the tutelage spanned beyond simply reeling in the teen, but instead helped him flourish. Melifan was taught not only how to fight with a sword, but the philosophy behind the sword play. He was taught class and shown proper etiquette in a duel. He was even taught new ways of thinking. Darius saw something in Melifan that no one else, not even Melifan himself, saw. There was an air of pride and sophistication lost on most of the rabble that cluttered the shadows of this city and Darius wanted to nurture it. Despite Melifan's savage upbringing, he could become great.

    After a few years of tutelage though, Darius' past caught up with him in the form of a Swordlord. The man came looking for Darius specifically to dispense justice for crimes Darius often spoke of never commiting. Darius had sent Melifan on errands out of town the day the Swordlord arrived and it would be the last Melifan would ever see of his beloved mentor. Upon returning, Melifan learned of his mentor's loss to the visiting Swordlord as well as the profit made for his location given to him by the same low lives that hired him in the first place. They spoke of replenishing their lost coin and making a hefty profit on top of it all. Rushing to Darius' side, he came to a wall of flames where once his mentor's house stood. In an attempt to save the one person that meant anything to him, Melifan dived into the burning building in an attempt to save Darius. The sight of his already dead friend, half burnt and bleeding from a garish neck wound nearly broke the young man. The building burning and falling around him was a perfect reflection of his feelings at that moment. Barely escaping with his life, though no one knows how, Melifan lost his will and desire to work for the Sczarni any longer. He made the decision to take on his mentors post as a hired sword rather than filling the ranks of the Sczarni gangs. Although he has broken himself from Sczarni affiliation, the city was still not as big as he would have liked. As fate would have it, most of his work still came from the Sczarni gangs that he tried to seperate himself from since they tend to be the only ones willing to pay for his manner of service.