Thorn's End Guard

Sarthonn's page

131 posts. Alias of A_Deuce.


Full Name

Sarthonn Elenviel

Race

Half Elf

Classes/Levels

Fighter 2 HP 26/26; AC 16, T 10, FF 16; CMD 15; F +5, R +0, W +0 (+2 v Enchantment, +1 v Fear); Init +2, Per+5

Gender

Male

Size

Medium

Age

26

Alignment

NG

Deity

Iomedae

Location

Mendev

Languages

Common (Taldane), Elvish, Abyssal

Occupation

Crusader

Strength 17
Dexterity 10
Constitution 14
Intelligence 13
Wisdom 10
Charisma 14

About Sarthonn

Sarthonn Elenviel

Character Sheet:

Male Half Elf Figher 1 Age 26
NG Medium Humanoid (Elf, Human)
Init +2; Senses Low Light Vision; Perception +5
Favored Classes: Fighter, Low Templar

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DEFENSE
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AC 16, touch 10, flat-footed 16 (+6 armor)
HP 26 (2d10+3)
Fort +5, Ref +0, Will +0 (+2 vs Enchantment, +1 vs Fear)

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OFFENSE
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Speed 20 ft.

Melee
Masterwork Cold Iron Longsword +6 (1d8+3/19-20/x2/Slash)
Masterwork Cold Iron Morningstar +6 (1d8+3/x2/Blunt and Piercing)
Masterwork Dagger +6 (1d4+3/19-20/x2/Piercing or slash)

Ranged
Masterwork Composite Shortbow +3 (1d6+4/x3/70'/Piercing)
Masterwork Dagger +3 (1d4+3/19-20/x2/10'/Piercing or slash)

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Bravery - A fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

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STATISTICS
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Str 17, Dex 10, Con 14, Int 13, Wis 10, Cha 14

Base Atk +2; CMB +5 (3 Str); CMD 15

Traits:

Child of the Crusade (Campaign) - Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Dirty Fighter (Combat) - When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Feats:

Feat (Race Bonus): Skill Focus(Perception): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Feat (Fighter Bonus): Noble Scion (Scion of War) +2 to Knowledge(Nobility) and that is a class skill; use charisma bonus to adjust initiative
Feat (L1): Mounted Combat - Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Feat (L2): Power Attack - You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skills (class skills in bold):
6 ranks; -5 ACP

Acrobatics -5 (-5ACP)
Appraise
Bluff +4 (2 ranks, 2 Cha)
Climb -2 (3 Str, -5 ACP)
Craft
Diplomacy
Disable Device
Disguise
Escape Artist -5 (-5 ACP)
Fly -5 (-5 ACP)
Handle Animal
Heal
Intimidate
Knowledge (Dungeoneering)
Knowledge (Engineering)
Knowledge (Nobility) +6 (1 rank, class, 2 feat)
Linguistics
Perception +5 (Feat, Racial)
Perform
Profession (Soldier) +4 (1 rank, class)
Ride +0 (2 rank, class, -5 ACP)
Sense Motive
Sleight of Hand
Stealth -5 (-5 ACP)
Survival
Swim -2 (3 Str, -5 ACP)

Racial Modifiers:

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Multitalented: Half-elves choose two favored classes (Fighter, Low Templar) at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Languages: Common (Taldane), Elvish, Abyssal

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GEAR/POSSESSIONS
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Location: On Person
Scale Mail (5 AC, 3 max Dex, -4 ACP, Medium)
Light Steel Shield (1 AC, -1 ACP)
Masterwork Cold Iron Longsword
Masterwork Cold Iron Morningstar
Masterwork Dagger
Masterwork Dagger - given to Horgus
Masterwork Composite Shortbow
20 arrows with Cold Iron heads - all honed with Whetstone
Iron holy symbol of Iomedae
Alchemist's fire x2

Fighter's Kit
Soldier's Uniform
Tabard (Crusader's)
Bandolier
Whetstone
Signet Ring
Flask
Whiskey, Oldlaw (in flask)

Carrying Capacity Light: 86lbs. Medium: 173lbs. Heavy: 260lbs.

Money: 45GP 4SP 5CP

Total Weight: 91lbs.
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Background:

Sarthonn's mother, as headstrong and unpredictable Elven noble, came to Kenabres during the Third Crusade against the Worldwound. The Crusade was, at best, a stalemate. After the Crusade, she stayed in Mendev and tried to lend support to the country by attracting Elven resources. Over time, she became involved with a human Mendivian Crusader. Nature being what it is, Sarthonn was born soon afterward.

Sarthonn was raised first and foremost as a Crusader. From his early days, he got training in weapons, tactics, planar knowledge, and soldiery. With all the advantages brought on by having elven royalty in his blood, Sarthonn was wildly successful as a recruit. Eventually, he accepted a position in the Mendevian military as a junior officer. He was a natural leader and inspired his troops to follow his example.

Things changed radically in 4707, when Sarthonn was 20 years old. In a break from established procedure, both of Sarthonn's parents were assigned to the same unit, leading a company of warriors against the storm king's army. They left Kenabres on a patrol, never to return to the city. Sarthonn took the apparent loss of his mother especially hard. He went from being a model soldier to a problem child. He spent more and more time in taverns, drinking to excess and starting brawls. He lost several ranks and spent time guarding less important outposts far from the front lines. He is still a competent and capable warrior but the discipline problems that Sarthonn brings to a unit tend to be unwelcome by most officers.

Personality:

Following the early (for an elf/half-elf) loss of his parents, Sarthonn has a bad combination of smart and mad at the world. He is self-destructive and driven to fits of fighting and drinking. This is offset somewhat by all of the military training in his background, which puts a minimum amount of discipline and structure in place.

So long as Sarthonn has a job to do or a task to focus on, he will concentrate on that task to the best of his ability. Without clear motivation, he will wander somewhat and often put himself in situations that are not safe or good for his career as a soldier.

Description:

Ht: 6' 2"
Wt: 145 lbs
Age: 26
Hair: Blonde
Eyes: Green
Skin: Fair

Most people would say that Sarthonn cleans up will. His elven features are obvious and, when clean and dressed in his uniform, he can be attractive. On a day-to-day basis, however, Sarthonn does as little as possible to meet grooming standards for the Crusaders. He often is short on sleep and in need of a shave or a haircut.

Concept and Plan:

Sarthonn is a leadership based character, much like a Company-grade US Army officer. He leads from the front of a fight and will be in the thick of combat. He will take feats and traits that allow him to give bonuses to those around him.

Mythic path: Marshall

Notable plans
Before L5 - Power Attack, Weapon focus
+1 cha at 4th level
Flagbearer at L5
L6 - Low Templar
L7 to L12 - Leadership Feat/Cohort
L15 - replace Cohort with a planar Cohort
L16+ will either take figher levels or rogue levels, undecided

Current build: 20 points, 2 traits, 300gp starting wealth

Tracked Resources:

20 Arrows with Cold Iron Heads
2 Alchemists fire
9 Torches
5 Rations
50 Soap
1 pint whiskey
Waterskin - 1/2 gallon water