About Roan GreyfellBackground:
The Greyfell family boasts a proud heritage of knights and warriors, reknowed as fierce defenders of Lastwall. For generations, sons of the Greyfell line were accepted as Knights of Ozem and worked tirelessly to defend their borders from the evil influence of the whispering tyrant. Generations of moderate success in innumerable campaigns left the family relatively wealthy, enough so to own a reasonable portion of land only two days ride south of Vigil. It was here on this ancestral land that Roan was born.
Pallos Greyfell, a Knight of Ozem in name only, was a man of gluttonous taste. In his youth, he campaigned in a number of minor tours of Virlych where he saw little action. Disillusioned by the disparity between his expectation and experience of war, he retired early to the family estate to rear his own family. He married a beautiful Taldan woman, and after a few short years she was with child. Their son was everything a Greyfell should be; Durin Greyfell would grow to be a fine exemplar of Ozemic virtue, and a hero in his younger brother’s eyes.
The weaponmaster fled upon finding out Lady Greyfell was with child. It came as no surprise to the manor staff that this child was born half-elven; even Pallos had an inkling that there had been an affair and was indifferent to the birth of the bastard child. And so it was; deprived of a father, and born of a woman who felt unrelenting shame, Roan turned to his older brother for inspiration and guidance. Durin did a fine job raising his brother; sharing the skills he had learned at great cost to his father. After many years, Durin eventually became a knight and was deployed on his first tour of duty. He would go north, as part of a small reconnaissance squad into the Worldwound.
The camp was torn apart as a horde of demons came spilling out of the wound. Although the knights took a great many casualties, they managed to rebuke the fiends. A particularly large Baubau set upon Roan as the horde rescinded, and Durin bravely stepped in to draw its ire. He was unable to match the mighty foe, and he fell. As the demons withdrew, they snatched up a number of the fallen knights and dragged them into the darkness. As the dust settled from the unexpected and savage conflict, the remaining knights counted their losses. Unable to pursue their enemy, the decided to return home to Lastwall to recoup. Roan could not bring himself to go with them; a combination of having no real home to return to and the guilt at having caused his brother’s defeat left him feeling empty. He followed the river, passing the borders of Ustalav and Numeria until he made it to Kenabres. Without a second thought he signed up to the crusades, and half a decade later he is still there. Years of valorous service earned him a commendation, and he was offered the chance to join a mobile resupply unit. Ever keen to spend time in the wound, Roan accepted without a second thought. He still believes Durin may be out there somewhere, and will die before he leaves without knowing.
Appearance and personality:
Roan is a tall, broad-framed half elf. He wears his auburn hair short, and his hazel eyes seem to burn with an inner fire. He values practicality over prestige, and as such all of his equipment is well made, yet unimaginative. He is often covered with soot and dirt from the road, and his skin is deeply tanned from hours spent riding under the harsh sunlight. Discerning features:
Personality
Since losing his brother, Roan has become withdrawn and reckless. He truly feels that the wound is his home now, as Durin was the only family that ever mattered to him. He has taken to the life of a crusader well; his skill at arms has improved a thousand-fold, along with his adaptability and tenacity. Roan tends to disregard his own safety when presented with the opportunity to engage with demonic enemies, though he never risks the wellbeing of others. Basic Stats:
Roan Greyfell Male Half Elf Slayer 4 Init: +3 Senses: Perception +9 Str 16, Dex 16, Con 14, Int 13, Wis 10, Cha 10 -------------------- Defense:
Defense
-------------------- AC: 18, touch 13, flat-footed 15 CMD:20 HP: 36 Saves:Fort +7, Ref 8, Will +4 [ -------------------- Offense:
Offense
-------------------- Speed 30ft (20ft in armour) Base Attack +4; CMB +7 Melee: Longsword +8 (1d8+3, 19-20) Two weapon full attack
Ranged:
-------------------- Skills, Feats, Traits:
Feats: Combat Expertise, Double Slice, Blind fight (slayer talent), Two Weapon Fighting (slayer talent) Skills
Acrobatics +9 (3 Ranks, 3 Dex, 3 Class Skill, 1 Trait, -1 ACP)
Traits : Fast Talker, Acrobatic Special Abilities and Racial Traits:
Studied Target: A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Track : Add half slayer level to survival checks when tracking. Slayer Talent: Combat Trick: Blind Fight feat Sneak Attack: +1d6 At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment. Slayer Talent: Combat Style (Two Weapon) Two weapon fighting feat Racial Traits
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of these classes when they gain a level (Slayer and fighter) Gear:
: +1 Armoured Coat, Mst. Cold Iron Longsword, Mst. Cold Iron Shortsword, Mst. Composite longbow (+3 Str), 40 cold iron arrows , cloak of resistance +1, cure light wounds potion(7), cure moderate wounds potion(2) oil of bless weapon (4), cold iron dagger(2), spear, bandolier(2)
Deluxe dungeoneering kit (contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch), backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), waterskin, shaving kit, 78gp Combat trained heavyweight warhorse (named Gloaming) with leather barding, and military saddle with saddlebags
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