Verik Vancaskerkin

Nicholas Kristada's page

18 posts. Alias of SirSafeway.


Full Name

Nicholas Kristada

Race

Statistics:
Str 18, Dex 14, Con 12, Int 10, Wis 12, Cha 7 || Acrobatics +5, Climb +7, Sense Motive +5, Sleight of Hand +6, Stealth +6, Swim +7 || Inventory

Classes/Levels

HP 18/18 || AC 17 / T 12 / FF 15 || Fort +4 / Ref +5 / Will +1 || Perception +6 || Init +2

Size

Medium

Age

30

Alignment

CG

Languages

Common

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 12
Charisma 7

About Nicholas Kristada

Statistics:
Male Human Brawler 2
N Medium Humanoid (Human)
Init +2; Senses Perception +6
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+3 armor, +2 dex, +2 shield)
hp 18 / 18
Fort +4, Ref +5, Will +1 (+2 vs. charms and compulsions)
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OFFENSE
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Speed 30 ft.

Melee unarmed strike +7 (1d6+4), dagger +6 (1d4+4/19-20)

Ranged dagger +4 (1d4+4/19-20)
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STATISTICS
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Str 18, Dex 14, Con 12, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +7; CMD 18 (20 vs. grapple or trip)
Traits Bred for War, Birthmark
Feats Power Attack, Dirty Fighting, Weapon Focus (unarmed strike)
Skills (12 points; 8 class, 4 background, 0 INT; ranks in brackets)
[1] Acrobatics* +5
[1] Climb* +7
[0] Intimidate -1
[2] Perception +6
[2] Profession (Gambler) +6
[1] Sense Motive +5
[2] Sleight of Hand* +6
[2] Stealth* +6
[1] Swim* +7
*ACP is included in these skills
ACP -1 (Mwk Heavy Steel Shield)

Non-Standard Skill Bonuses Intimidate +1 (Bred for War)

Languages Common

Special Abilities:

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SPECIAL ABILITIES
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Brawler 2:
Brawler’s Cunning: Treated as having an Intelligence of 13 for meeting combat feat prereqs
Martial Flexibility: 4/day spend a move action to gain a combat feat for 1 minute
Martial Training: Brawler levels count as both Fighter and Monk levels for qualifying for feats and magic items
Unarmed Strike: May attack unarmed even with full hands, applying full Str modifier on damage. Unarmed strikes deal 1d6 damage.
Brawler’s Flurry: While full-attacking with unarmed, monk, or close weapons, gain Two-Weapon Fighting. Apply full Str damage to all attacks.

Human:
Bonus Feat
Fey Magic: Gain Stealth and Sleight of Hand as class skills. Gain low-light vision.

Gear/Possessions:

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GEAR/POSSESSIONS
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Full Inventory

Money 20 GP

[GP cost / weight]
Weapons
[2 / 1] Dagger

Armor
[175 / 20] Mwk Studded Leather
[170 / 15] Mwk Heavy Steel Shield

Other
[75 / 6] Gambler's Kit
[53 / 39.5] Other miscellaneous gear

Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb. Lift 600 lb. Drag 1200 lb.
Current Load Carried 81.5 lb. (Light)

Background:

A former tough of the Cobalt Brotherhood, a former criminal syndicate that by now is all but dissolved, Nicholas has decided to strike out on his own. He’s left that life behind, bringing with him only the gold in his pocket and the gear on his back. He could easily have taken a few things from the Brotherhood’s vault, but he’s decided that it’s best to leave without a bounty on his head. With little gold and fewer employment prospects, he resorted to the… less typical jobs.

Investigating the mysterious tremors beneath Crasmere seemed like a simple enough job, and it payed. Nicholas is no stranger to the supernatural - The Cobalt Brotherhood would experiment with the arcane from time to time, and he’s encountered more than a few bizarre things in the seedy underbelly of The Globe. Beyond that, his golden eyes have set him apart from birth - He can see more than the average person, though he isn’t quite sure why.

And so Nicholas finds himself sitting on a train rumbling down the tracks towards Crasmere, his meager belongings on his back, having only his skills and his wit to keep him alive.