Baron Hannis Drelev

Orodreth Míriel's page

130 posts. Alias of TrueRepentance.


Full Name

Orodreth "the deserter" Míriel

Race

Human

Classes/Levels

Rogue 1 [ HP: 7/7 | AC:18 T:14 FF:14 | F: -2 R: +6 W:+0 | Init +6 Perc +6 Darkvision 30ft. | CMB +3 CMD +17 | EXP: 320 ]

Gender

Male

Size

medium

Age

25

Special Abilities

Misdirection. sneak attack 1d6

Alignment

Lawful Evil

Deity

Asmodeus

Location

branderscar prison

Languages

common, Elven, Abyssal, Infernal

Strength 16
Dexterity 18
Constitution 6
Intelligence 16
Wisdom 10
Charisma 14

About Orodreth Míriel

Appearance/Personality:

Orodreth once stood tall, before his fall.
Now reduced to rags, and the company of prison hags.
Little is left of what he once was.
A proud man who caused many eyes to shy,
Now finds his are the ones to low, lie.
A confident man who would always speak his mind,
Now his lips seem tied shut, with twine.
He now tries to hide, to disappear, but too late.
He now looks inward, focusing on the mistakes that led him to this fate.
He rubs the bite marks on his neck without thought,
Unaware of where, or when, they were bought.
His lifeless eyes and pale skin,
Now adjusting to the dark within.
Can he find a second chance to be,
A better man than he had ever been?

Background:

Orodreth was a soldier. When young he had joined the church of mitra along with his parents and two sisters. When the war began he was one of the first to sign up to remove all evil from the land. Unhappy with his post, he only saw a few small skirmishes against a few bands of commoners and farmers hiding in the countryside. No real deciding battle. He wanted to join the paladins, sure they would be on the front lines of this fight, but was not accepted into their ranks. Instead, because of his skills, he was to work with the inquisitors uncovering secret groups hiding in the cities. He took to this with all the skill he possessed to show them he was worthy.

He was either very good or very lucky, for in the first year of his assignment he played a major part in in the arrests and subsequent deaths of over one hundred men and women. All members of the cults of asmodeus which he despised and hated. Following this he was promoted and sent to another city where they were having a more difficult time rooting the secret groups out. He made little progress until one day a prominent man of the cult was captured. He broke very quickly and told them much. Orodreth requested the prisoner be used by him to get to know the cultists better in order to uncover them sooner. It was granted.

He made little progress over the next few years and the pressure from above was mounting on him. The prisoner was telling him all about their practises and rituals and he was getting closer to the leaders location, but could not blow his cover. He had made few arrests and his superiors were not happy. He saw only one way to finish this completely. Deserting his job, he took the prisoner and went underground into the cult. Releasing the prisoner in order to show them he could be trusted. There was one thing he had overlooked. He had studied too much gotten too close. The evil had rubbed off on him, stained him. The prisoner had sowed the seeds in his heart and the began now to grow in the dark.

The search for him was on also. The following months avoiding being found forced him to further embrace the dark. Killing several officers, former friends that had found him in a raid, he blamed them for getting in his way. The search for him was slowing his own investigations. But he was getting close. When he had the leader he would be able to return and redeem himself. But the months wore on, the hunt intensified and finally he was forced to run. All his work over, the job he had had been given to another and they had found the group. Almost everyone was taken. The former prisoner was missing and Orodreth ran. He went north, seeing the only option of escape being over the wall where they had no jurisdiction. He was hunted all the way and left several bodies, innocents who got in his way and might have revealed him. His dark heart thinking of nothing now but survival.

He stumbled into a crypt one night to escape a raging storm. Perhaps it would throw them off his trail and give him enough time to escape. Unknown to him the crypt was already inhabited by an ancient vampire who had awoken because of the war. Fortunately for him it had recently fed and only watched him from the shadows. He was forced to stay for three days in which time the storm intensified and his food ran out.

On the fourth day the storm stopped and he made his way to the nearest supply depot to rob and fill up on food and water. As he filled his waterskin a metal glove grabbed his shoulder. He spun around with a dagger ready but another hand held his wrist and forced him to drop the dagger. His former captain stood there and other surrounded him quickly. It was over. "Orodreth you are charged with theft, aiding an escaped prisoner, MULTIPLE murders in cold blood, killing kingdom soldiers, consorting with the enemy, but above all. Desertion of your post. For this you will be hung, and may mitra have mercy on your soul."

He was stripped and thrown in a wagon with a couple rags to cover himself. It was to branderscar he knew. The opposite direction to where he wanted to go. Hanging... what had he done...

Current Equipment:

Commoner's clothes
Guard's uniform
Chainshirt 100gp/25lbs
Club 0gp/3lbs
Arrows (20) 1gp/3lbs
MW Thieves tools 100gp/2lbs
Veil of Useful Items (Bullseye lantern (full, lit and shuttered)  • Window (2 ft. by 4 ft., up to 2 ft. deep)  • Potion of cure light wounds  • 100 gold pieces)

Total = 40lbs
16STR Light 0-76 lbs. Medium 77–153 lbs. Heavy 154–230 lbs.

Character Sheet:

Orodreth Míriel
Male Human Rogue(Chameleon) 1
LE Medium Humanoid(human)
Init +6;
Senses Perception +6
Darkvision 30ft.
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Defense
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AC 18, T 14, FF 14
HP 7(1d8-2+1)
Fort -2, Ref +6, Will +0
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Offense
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Speed 30 ft.
Melee Unarmed +1/+1 (1d3+3/1d3+3/x2)
Club +3 (1d6+3/x2)
Ranged
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Statistics
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Str 16, Dex 18, Con 6, Int 16, Wis 10, Cha 14
BAB +0; CMB +3; CMD +17
Feats Two-Weapon Fighting, The bitten, Alertness
Traits Desertion(campaign), Reactionary(combat)
Skills 8(rogue) +3(int) +1(skilled) +2(bonus) +1(trait) = 15
Acrobatics (1)+8
Appraise (1)+7
Bluff (1)+6
Climb (1)+7
Diplomacy (1)+6
Disable Device (1)+8
Disguise (1)+6
Escape Artist (1)+8
Perception (1)+6
Profession[Soldier] (1)+4
Sense Motive (1)+6
Sleight of Hand (1)+8
Stealth (1)+8
Swim (1)+7
Use Magic Device (1)+6
Languages Common, Elven, Infernal, Undercommon
SQ Sneak Attack 1d6, Misdirection
Other Gear MW Thieves tools, Club, Chainshirt, arrows(20), veil
Outfit Common clothes, Guards outfit
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Special Abilities
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Desertion You gain a skill point per level that can only be spent on profession(soldier). This is a class skill.

Reactionary +2 trait bonus to initiative.

Two-Weapon Fighting Penalties for attacking with two weapons are reduced to -2/-2 with a light weapon in the off hand.

The Bitten You have been bitten by a Vampire and lived. -2 Constitution. Darkvision 30 ft. Alertness feat.

Alertness Your senses are heightened. +2 bonus to Perception and Sense Motive. At 10 ranks this bonus increases to +4.

Darkvision You have darkvision out to 30ft.

Skilled Humans get an extra skill point at each level.

Bonus feat Humans get a bonus feat at first level.

Favoured Class(rogue) 1 extra skill point or hit point per level or 1/6 of a new rogue talent(1 HP/0 skills/0 talent points).

Misdirection At 1st level, a chameleon begins her career knowing that the secret to disappearing lies in deceiving the senses of her observers. Every day she gains a pool of stealth points equal to her ranks in Bluff. These points refresh at the start of each day. Before making a Stealth check, she can choose to put stealth points into the roll, gaining a bonus on Stealth checks equal to the number of stealth points she puts into the roll. If she gains a bonus on Bluff checks because of a feat (such as Skill Focus [Bluff]), she adds a number of points to her stealth pool equal to the bonus the feat grants. This ability replaces trapfinding.

Sneak Attack 1d6 Rogues get extra precision damage when enemies are denied dex bonus to their AC or when the rogue is flanking.

Weapon and Armour Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
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