Rogue

Ran, the Masked's page

212 posts. Alias of MordredofFairy.


Classes/Levels

HP: 57/57 | AC:19 / T:14 / FF:15 | Fort: 7, Ref: 8, Will: 2 | CMD: 21 | Init: 3 | Perception: 8 (Darkvision 60ft)

About Ran, the Masked

Brawler(Venomfist) 5
Chaotic Good Medium Sylph

Init = 3(dex)
Senses 8 Perception (Darkvision 60 ft)
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Party Role/Concept
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Background:

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Childhood
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Ran was born in a city near Greybanks, in the area south of Kraggodan. The small village saw conflict during the freedom war, but had little tactical importance. Some people died, some buildings burned, but overall, the village survived. Even though the soil was not the best, the inhabitants toiled hard to grow produce and make ends meet. Among them Ran, with his birth mother, stepfather and half-sister. He trained to become a hunter, but of course helped on the family farm during harvest season. It was a hard life, but honest work.
Unfortunately not everybody returned to their former lives after the war had ended. For decades after, groups of bandits consisting of deserters, mercenaries and soldiers missing the chance to kill roamed the border areas, to make it harder for any authorities to track them, knowing the nations had tense relations to begin with.
One such group raided the village when Ran had just become a young man. His familys home, a farm slightly outside the village, was one of the first targets. While he and his family slept, the bandits stormed the house. They cut down Ran's stepfather as he was trying to reach a sword mounted on the wall, and rounded him, his mother and half-sister up in the main room. When they found no valuables, they instead turned their attention to the females. As one of them cut open his half-sisters nightgown, Ran launched himself at the man, but was hit by an axe mid-jump. A cut that split his lip, removed part of his nose and went across one of his eyes. He lost conciousness right then, and the bandits must have assumed he was dead.
When he woke, Ran smelled smoke. He was left where he had fallen, and the house had been set on fire. With his last strenght, he dragged himself outside, then collapsed.
He had lost everything, and had nothing left. Except a burning desire for revenge. He learned from other survivors that the group that had attacked them consisted mostly of former soldiers from Molthune, who did precious little to reign them in - worse, seemed to encourage violent raids on settlements this side of the border.
Ran had trained to be a Hunter - and he very much intended to hunt. He left the village and retreated to a cabin in the wooded hills, crafting a mask for himself while he slowly healed. He trained more with the Spear...an Arrow would not allow him to look his opponents in the eyes, to see their last moment. And then, he started his personal guerilla warfare against the bandits in the region. He would follow their tracks, lurk near their camps, then assault single bandits as they fetched or made water outside the safety of their camp. Then he would vanish back into the night, and be a ghost for days or weeks before finding a new lead and a new victim.
He found that a weapon alone was not reliable, and also learned to fight with his hand and feet, creating a individual style that allowed him to wield a longspear, yet still deliver kicks to enemies close by.
Over months and years, he managed to tracks the group responsible, as it moved closer to the southern Fangwood, where they seemed to camp in the winter months.
Eventually, he heared of an Invasion. An army had crossed into the territory, and brought death and despair with it. And soldiers that had been bandits previously...specifically ones that he had a bone to pick with.
It was clear to Ran that he would oppose this so-called Ironfang Legion, but this, he could not do alone. He moved through the woods looking for survivors, to see if some form of resistance was being formed.

Description:
Ran is somewhat of an atypical sylph - more of a wiry athletic built than delicate thinness. He was born to a Half-Elf Mother, and inherited elvish ears - he is also followed by some breeze as many of his kind, but the one circling him is stronger and omnipresent unless he calms it to remain hidden. His hair is colored a very light brown with overtones of red. His most noticeable feature, without a doubt, is his face mask. After an attack left him horribly disfigured, he decided to wear it at all times, leaving only his steely blue eyes visible and including small holes for breathing and speaking, and a detachable lower part for eating - albeit he strongly prefers to do that in private.

Personality:
While many Sylph are shy and reclusive, he was born a stormsoul. He is confident and lacks patience - not to the point of rushing into things blindly, but definitely preferring action over inaction. He is used to moving around, being by himself, but enjoys the company of others. Hailing from a rugged lang and having lost his parents early, his social graces are lacking - he can be brutally direct or honest if speaking freely, but despite his rash personality knows the value of not antagonizing others.

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Defense
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AC 19 10+3(Dex)+5(Armor)+1(AC Bonus), ACP = 0
hp 49 = 10(Class)+6(Class)*4+10(Con)+5(FCB)
Fort 7 , Ref 8 , Will 2
+1 Dodge Armor if using Outslug Style and 5-foot stepping.
+2 AC versus non-magical Ranged Attacks
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Offense
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Speed 35 ft
MELEE +10 Unarmed Strike(20/x2) 1d6+5
MELEE FLURRY +8/+8 Unarmed Strike(20/x2) 1d6+5
REACH MELEE +9 MW Elven Branched Spear(20/x3) 1d8+6
AOO REACH MELEE +11 MW Elven Branched Spear(20/x3) 1d8+6
AOO REACH TRIP +16
RANGED
4 AOO/Round
+1 Damage with Unarmed Strike if using Outslug Style and 5-foot stepping.
+2 on Attacks of Opportunity with Spear.
DC 14 Fortitude Save on first Unarmed Strike in Round or +2 Damage&shaken
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Statistics
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Str 18, Dex 16, Con 14, Int 12, Wis 10, Cha 10
Base Atk +4; CMB +8; CMD 21

Languages: Common, Auran + Dwarven(Int), Elven, Hallit, Sylvan, Draconic, Goblin(Linguistics)

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Special Abilities
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=====Venomous Strike (Ex)=====

A venomfist’s unarmed strikes deal damage as a creature one size category smaller (1d4 at first level for Medium venomfists). If she hits with her first unarmed strike in a round, the target must succeed at a Fortitude saving throw (DC = 10 + half the venomfist’s brawler level + her Constitution modifier) or take an additional amount of damage equal to the venomfist’s Constitution modifier. The venomfist is immune to this toxin.
At 4th level, a target that fails this save must succeed at a second saving throw 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 plus 1 additional round for every 4 brawler levels the venomfist has. Unlike other poisons, multiple doses of a venomfist’s poison never stack; the more recent poison effect replaces the older one.
At 5th level, after the venomfist gets 8 hours of rest, she can choose a secondary effect for her venom to impose. She can choose fatigued, shaken, or sickened. A creature that fails its saving throw against her venom also gains the chosen condition until it succeeds at a save against the venom or until the venom’s duration ends. Once a creature succeeds at its save against the poison, it becomes immune to the secondary condition for 24 hours, but the attack still deals the extra damage.

At 10th level, when the venomfist chooses the condition her venom imposes, she can also cause her venom to deal ability score damage each round instead of hit point damage. She chooses Strength, Dexterity, or Constitution, and her venom deals 1d3 points of ability score damage each round. In addition, she adds blinded, exhausted, and staggered to the list of secondary effects she can choose for her venom.

At 16th level, the venomfist’s venom is particularly potent. If it fails the initial save, the target must succeed at two consecutive saves before being cured of the venom, though if the first save is successful, the secondary effect ends and the creature is immune to the secondary effects of the venomfist’s poison for 24 hours. In addition, the venomfist adds dazed and stunned to the list of secondary effects she can choose for her venom.

This is a poison effect. The venomfist can’t suppress it, but she affects only those she damages with her unarmed strikes (not those she merely touches).
This alters unarmed strike and replaces knockout and close weapon mastery.

=====Maneuver Training=====
Level 3: Trip +1
Level 7: Grapple
Level 11: Disarm
Level 15: Overrun
Level 19: Bull Rush

=====Feats=====
Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats.
Level 1(Brawler): Improved Unarmed Strike
Level 1: Exotic Weapon Proficiency(Spear, Elven Branched)
Level 2(Bonus Combat Feat): Weapon Focus(Unarmed Strike)
Level 3: Outslug Style
Level 5: Airy Step
Level 5(Bonus Combat Feat): Combat Reflexes
Level 7: Lunge
Level 8(Bonus Combat Feat): Outslug Weave
Level 9: Wings of Air
Level 11: Flickering Step
Level 11(Bonus Combat Feat): Dimensional Agility
Level 13: Dimensional Assault
Level 14(Bonus Combat Feat): Outslug Sprint
Level 15: Just out of Reach
Level 17:
Level 17(Bonus Combat Feat):
Level 19:
Level 20(Bonus Combat Feat):

=====Racial Qualities=====

Stormsoul (Lightning Sylph): Outsider with the native subtype.
Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
Like the Wind: A sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
Whispering Wind: Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph’s spell-like ability racial trait.

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Class Abilities
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=====Boons=====

=====Skills=====
4(class)+1(int)+2(Background)

Adventuring Skills

9 Acrobatics(ACP) = 3(ranks)+3(Dex)+3(class)
Bluff = (ranks)+(Cha)-2(Drawback)
8 Climb(ACP) = 1(ranks)+4(Str)+3(class) //(+2 circumstance where Climbers Kit applicable)
1 Diplomacy = 1(ranks)+(Cha)
-- Disable Device(ACP) = (ranks)+(Dex)
Disguise = (ranks)+(Cha)-5(Drawback)
Escape Artist(ACP) = (ranks)+(Dex)+3(class)
Fly(ACP) = (ranks)+(Dex)
Heal = (ranks)+(Wis)
4 Intimidate = 1(ranks)+(Cha)+3(class)
- Knowledge (arcana) = (ranks)+(Int)
5 Knowledge (dungeoneering) = 1(ranks)+1(Int)+3(class)
6 Knowledge (local) = 2(ranks)+1(Int)+3(class)
- Knowledge (nature) = (ranks)+(Int)
- Knowledge (planes) = (ranks)+(Int)
- Knowledge (religion) = (ranks)+(Int)
8 Perception = 5(ranks)+(Wis)+3(class)
Ride(ACP) = (ranks)+(Dex)+3(class)
Sense Motive = (ranks)+(Wis)+3(class)
-- Spellcraft = (ranks)+(Int)
16 Stealth(ACP) = 5(ranks)+3(Dex)+3(class)+1(trait)+4(racial)
9 Survival = 5(ranks)+(Wis)+3(class)+1(trait)
8 Swim(ACP) = 1(ranks)+4(Str)+3(class)
-- Use Magic Device = (ranks)+(Cha)

Background Skills

Appraise = (ranks)+(Int)
Artistry = (ranks)+(Int)+3(class)
Craft = (ranks)+(Int)+3(class)
-- Handle Animal = (ranks)+(Cha)+3(class)
- Knowledge (engineering) = (ranks)+(Int)
6 Knowledge (geography) = 5(ranks)+1(Int)
- Knowledge (history) = (ranks)+(Int)
- Knowledge (nobility) = (ranks)+(Int)
6 Linguistics = 5(ranks)+1(Int)
Lore = (ranks)+(Int)+3(class)
Perform = (ranks)+(Cha)
-- Profession()= [/b]= (ranks)+(Wis)+3(class)
-- Sleight of Hand(ACP) = (ranks)+(Dex)

=====Gear=====
Martial Training (Ex): She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe).

Belt - Belt of Giant Strength +2
Head - nothing
Body - nothing
Headband - nothing
Chest - nothing
Neck - Amulet of Mighty Fists
Eyes - nothing
Shoulder - Cloak of Resistance +2
Feet - nothing
Wrists - nothing
Hand - Gauntlets of the Skilled Maneuver(Trip)
Ring - nothing
Ring - nothing

4000 Belt of Giant Strength
4000 Amulet of Mighty Fists
4000 Gauntlets of the Skilled Maneuver(Trip)
2250 +1 Mithral Chain Shirt
1000 +1 Cloak Of Resistance
800 Masterwork Composite(+4) Longbow
720 Bead, Campfire
320 Masterwork Elven Branched Spear
10 Compass
5 Kit, Gear Maintenance(Weight 2 lbs.) - This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
9 Kit, Ranger’s(Weight 28 lbs.) - This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.
174 Kit, Spelunking(Weight 32 lbs.) - This kit holds equipment for exploring underground, consisting of a lantern with 4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber’s kit.
15 Tent, medium(30 lbs.)

16300

Owlbear Butchery: two dozen perfect feathers, four perfect claws and 7 perfect teeth

=====Traits=====

Campaign:
Unbreakable Survivor (Campaign)
Over a decade ago, bandits took everything you valued in life and lef you barely alive. You managed to rebuild your life in the years since, and your tenacity has made you a local legend.
Benefit: Once per day as a full round action, you may shrug off some of your injuries and immediately heal a number of hit points equal to your Constitution modifer + 1 per Hit Die. Your reputation for tenacity inspires your neighbors, and you gain a +1 trait bonus whenever you attempt to influence residents of Phaendar with Diplomacy or Intimidate checks. At 6th level, your reputation spreads further across the nation, and you may apply your trait bonus on Diplomacy and Intimidate checks to influence all humanoids in Nirmathas.

Highlander (Region)
You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands.
Benefit: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Orphaned (Social)
You grew up separated from your birth parents, and had to learn to watch out for yourself.
Benefits: You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

Scarred (Drawback)
An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance.
Effect You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.

=====Attributes=====:

STR 18=15(Buy)+1(Level 4)+2(Belt)
DEX 16=14(Buy)+2(Race)
CON 14=14(Buy)
INT 12=12(Buy)
WIS 10=12(Buy)-2(Race)
CHA 10=8(Buy)+2(Race)