Artemis Entreri

Nethen Tesril's page

303 posts. Alias of golfdeltafoxtrot.


Full Name

Nethen Tesril

Race

| HP: 53/53 | AC: 18 (Tch 13, Fl 15) | CMB: +6, CMD: 19 | F: +7, R: +5, W: +6 | Init: +3 | Perc: +10, SM: +2

Classes/Levels

| Speed 30ft | Combat Stamina Pool 7/7 | Active Conditions: None

Gender

Male N Human Fighter (Calistrian Hunter) 5

Size

Medium (6' 1", 195lb)

Age

19

Alignment

N

Deity

Calistria

Location

Korvosa

Languages

Taldane, Varisian, Shoanti

Strength 12
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 13
Charisma 10

About Nethen Tesril

Nethen Tesril
Human Fighter (Calistrian Hunter) 5
N Medium humanoid (human)
Init +3; Senses Perception +9
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armour, +3 Dex)
HP 53
Fort +7, Ref +5, Will +6
OFFENSE
Speed 30ft.
Melee +1 whip +10 (d3+6) or morningstar +7 (d8+1) or spiked gauntlet +8 (d4+1) or dagger +8 (d4+1, 19-20/x2)
Ranged masterwork composite longbow +9 (d8+1, x3) or dagger +8 (d4+1, 19-20/x2)
STATISTICS
Str 12, Dex 16, Con 14, Int 14, Wis 14, Cha 10
Base Atk +5; CMB +6 (+2 dirty trick, feint, reposition, steal or sunder; +5 to trip with whip, +7 to disarm with whip); CMD 19
Feats Combat Stamina, Deft Maneuvers, Improved Whip Mastery, Iron Will, Slashing Grace (whip), Weapon Focus (flail group), Weapon Specialization (flail group), Whip Mastery
Traits Missing Child, Criminally Connected
Skills Bluff +1 (+2 in Korvosa), Diplomacy +8 (+1 to gather info, +1 to gather info in settlements, +2 to gather/use info in Korvosa), Handle Animal +7, Intimidate +8, Knowledge (local) +9 (+1 in settlements, +2 in Korvosa), Lore (The Shingles) +9, Perception +10, Survival +10 (+1 to track)
Languages Taldane, Varisian, Shoanti
Gear +1 whip, morningstar, spiked gauntlet, 2 daggers, masterwork composite (+1 Str) longbow, 20 arrows, +1 mithral shirt, traveller's outfit, blue book (Korvosa), cloak of resistance +1, sleeves of many garments, 50ft silk rope, silver holy symbol of Calistria, 559gp 9sp

Abilities:

Vengeance:
1d4 points of bleed damage when damging a creature that has damaged me since the beginning of my last turn.
Whenever a creature takes bleed damage from this effect, it also takes a –1 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. This penalty is a pain effect and does not stack with the effects of the sickened condition. This bleed damage increases to 1d6 at 9th level, 1d8 at 13th level, and 2d6 at 17th level.

While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip’s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.

Combat Stamina:

Stamina Pool (BAB + Con mod) - 7

Improved Whip Mastery:
At the start of your turn, you can spend 5 stamina points to increase the radius of the area you threaten while wielding a whip by an additional 5 feet until you make an attack against an opponent in the expanded reach or the beginning of your next turn, whichever comes first.

Slashing Grace:
2 stamina points to select another light or one-handed slashing weapon, counts as a chosen weapon for Slashing Grace until the start of next turn.

Weapon Focus:
Once per round spend 2 stamina points to gain Weapon Focus bonus with a weapon with which you don’t have Weapon Focus until start of next turn.

Weapon Specialization:
Once per round spend 2 stamina points to gain Weapon Specialization bonus with a weapon with which you don’t have Weapon Specialization until start of next turn.

Whip Mastery:
When using a whip to deal nonlethal damage, as long as you have at least 1 stamina point in your stamina pool, the whip deals 1d8 points of nonlethal damage. At the start of your turn, you can spend 2 stamina points to increase the damage die of the whip as if it were one size category larger for your next attack, regardless of whether you are dealing lethal or nonlethal damage. For nonlethal attacks, these two increases stack. This effect doesn’t stack with other effects that treat the weapon as a larger size category unless they increase the actual size.

Appearance:

Nethen is a large and muscular young man, though his physique is mostly hidden by the full length hooded duster he wears to stave off Korvosa's unpredictable weather. A few days' stubble clings to his face and his eyes are sunken and dark as though short on sleep. His face is set and serious, and he carries himself with a determined bearing. His right hand is protected by an armoured gauntlet and seems to hover near the handle of a coiled whip which hangs from his belt.

Background:

Life has not been easy for Nethen. An only child of impoverished parents, he was brought up in an improvised community in The Shingles, Korvosa's constantly shifting shanty town of homes and passageways which stretch across the roofs of the city proper. A basic education was all that was available to young Nethen, who worked from an early age as a runner and messenger for the businesses and tradesmen of Midland where his family lived, giving him an intimate knowledge of the city streets and their inhabitants.

Kept away from the many criminal enterprises of The Shingles by his loving parents, Nethen was a well-liked and popular boy who made friends easily. Life became abruptly harder when Nethen was 15 - the death of his father's brother and his wife in a mugging gone wrong meant that Nethen's family was soon joined by his cousin Dreykin, a headstrong lad of 10. With an extra mouth to feed and less living space the family soon found themselves struggling even more than before. Nethen treated Dreykin as the brother he never had and the two were soon inseperable.

Though warned away from the Sczarni gangs that promised good money for easy work, Nethen soon found himself lured into a less than honest lifestyle, running contraband and passing messages between the various minor underworld factions of Midland and it's rooftop communities. He soon learned how to find people that made themselves hard to find, and became relied upon by a number of groups to work for them discreetly.
Life was manageable for a few years until the recent disappearance of Dreykin.

Nethen had worked hard to keep the younger boy away from the people he worked for, but it had become harder and harder for him to keep Dreykin on the straight and narrow. Rumours began to spread of Dreykin working for a minor crime lord by the name of Gaedren Lamm, possibly as a pickpocket or cutpurse. Returning home one evening Nethen found his parents standing outside of their home, the door smashed in and signs of a struggle clear to see. Dreykin was gone, along with what meagre savings his parents had managed to stash away.

Swearing vengeance on Lamm for his cousin's abduction and the heartless theft from his impoverished parents Nethen set out in search of the crime lord, planning to make him answer for his crimes. Unable to track the man down so far, Nethen has spent a number of weeks trying to gather as much information as possible on Lamm's operation, and has prayed to Calistria to assist him in his quest for vengeance.

Encumbrance:

Weight carried 35lb
Light <=43, Medium 44-86, Heavy 87-130

Advancement:

Fighter (Calistrian Hunter) 1
Skill points - Diplomacy, Intimidate, Knowledge (local), Perception, Survival
Background skill points - Handle Animal, Lore (The Shingles)
Favoured class bonus - HP
Feats - Combat Stamina, Iron Will, Slashing Grace (whip), Weapon Focus (flail group)
Traits - Missing Child (+1 Will save), Criminally Connected (+1 trait bonus on Knowledge (local) checks and on Diplomacy checks to gather information while in settlements)

Fighter (Calistrian Hunter) 2
HP - 10 (7 +2 Con +1 FC)
Skill points - Diplomacy, Intimidate, Knowledge (local), Perception, Survival
Background skill points - Handle Animal, Lore (The Shingles)
Favoured class bonus - HP
BAB - +2
Saves - Fort +3, Ref +0, Will +0
Feats - Whip Mastery
Tenacious Tracker (+1 Diplomacy to gather information and Survival to identify or follow tracks, increases by 1 for every 4 levels beyond 2nd)

Fighter (Calistrian Hunter) 3
HP - 12 (9 +2 Con +1 FC)
Skill points - Diplomacy, Intimidate, Knowledge (local), Perception, Survival
Background skill points - Handle Animal, Lore (The Shingles)
Favoured class bonus - HP
BAB - +3
Saves - Fort +3, Ref +1, Will +1
Feats - Deft Maneuvers
Armour training 1

Fighter (Calistrian Hunter) 4
HP - 9 (6 +2 Con +1 FC)
Skill points - Diplomacy, Intimidate, Knowledge (local), Perception, Survival
Background skill points - Handle Animal, Lore (The Shingles)
Favoured class bonus - HP
BAB - +4
Saves - Fort +4, Ref +1, Will +1
Bonus Feats - Weapon Specialization (flail group)
Ability increase - Wisdom
Armour training 1

Fighter (Calistrian Hunter) 5
HP - 9 (6 +2 Con +1 FC)
Skill points - Diplomacy, Intimidate, Knowledge (local), Perception, Survival
Background skill points - Handle Animal, Lore (The Shingles)
Favoured class bonus - HP
BAB - +5
Saves - Fort +4, Ref +1, Will +1
Feat - Greater Whip Mastery
Vengeance

Future feats
Whip Mastery ->Improved -> Greater
Deft Maneuvers
Greater Weapon Focus
Weapon Specialization -> Greater
Serpent Lash
Combat Reflexes
Thrill of the Hunt