Sinnoth A. Jorinn's page

29 posts. Alias of Walter Lindie.

Full Name

Frenz Elium




Fighter 1 HP:12 | AC:17 T:12 FF:17 | F:+4 R:+2 W:0 | Init:+2 | Per +1











Strength 19
Dexterity 14
Constitution 14
Intelligence 7
Wisdom 10
Charisma 7

About Sinnoth A. Jorinn

Frenz Elium
Male human Fighter
N Medium humanoid (human)
Init +2; Perception +1
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +0
Speed 20 ft. (medium armor)
Greatsword +6 (2d6+7/19-20x) PA +5 (2d6+10)
Guisarme +5 (2d4+7/3x) PA +4 (2d4+10/3x)
Cold iron Heavy Flail +5 (1d10+7/19-20x)PA +4 (1d10+7/19-20x)
Silvered Scythe +5 (2d4+7-1/4x)PA +4 (2d4+10-1/4x)
Cold iron Kukri +5 (1d4+5/18-20x2)PA +4 (1d4+7/18-20x2)
Sap +5 (1d6+5/x2) PA +4(1d6+7/x2)
Ranged longbow +3 (1d8/x3) R 100
Acid flask +3 (1d6) R 10
Str 19, Dex 14, Con 14, Int 7, Wis 10, Cha 7
Base Atk +1; CMB +6; CMD 18
Feats Weapon Focus Greatsword, Power Attack, Cleave
Skills Climb +4(-4 ACP), Perception +1, Swim +4(-4 ACP)
Languages Common
Combat Gear Scale Mail 30, Guisarme 12, Greatsword 8, Longbow 3, Arrows (20)3, cold iron Heavy Flail 10, silvered Scythe 10, cold iron Kukri 2, Sap 2, Acid Flask (2)2. 82
Misc Gear a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope 50 foot hemp, soap, torches (10), trail rations (5 days), waterskin, Whetstone, crowbar, Explorer's outfit, Cold weather outfit
Total 132
CC 133, 266, 400
Gp 108
Special Abilities
Skilled +1 sp per lvl
Favored Class Bonus +1 sp per lvl

Appearance: Sinnoth is heavily muscled, stands 6 feet tall, and weighs about 200 pounds. His close-cropped hair is so close in color to his dark brown skin that casual observers have been known to overlook it entirely. His usual loose, black clothing matches his eyes; with the scar down his left cheek, he is the picture of a grim hero. In battle Sinnoth wears full plate and wields a greatsword, but prefers to use his composite longbow in situations where range can give him an advantage.

Background: At an early age, his parents were murdered by a bandit horde and Sinnoth was sold into slavery. After a time, he won his freedom through a combination of perseverance, hard work and luck. Although deep down Sinnoth has a good conscience, the deaths of loved ones and his own slavery have left deep scars upon his soul. In the age-old dichotomy regarding the nature of man, he sees the darker view: Man is inherently evil. Only those with great strength of will can overcome their base selfish natures. To him, the world is a sea of darkness with only scattered points of light.

Personality: Sinnoth is very matter-of-fact; he has little patience for fools or activities he deems pointless. Most people find him brusque, but generally he holds himself in very tight control. However, just below his surface manner lies a seething anger that can erupt quickly, especially when he sees the strong or the powerful harassing the young, the weak, or the poor. Sinnoth would be a strong friend to an individual who proves his or her worth by deeds. On the other hand, he is perfectly willing to be judge, jury, and executioner without mercy to those who do evil, especially oppressing the weak. Sinnoth has begun to temper his anger since meeting Cassandra and observing the way she interacts with the world; her light attracts him like a moth to a flame.

Motivation: Tales of a long-hidden temple dedicated to Orcus have reached Sinnoth’s ears, and he wants to find out if the rumors are true. If so, it is no doubt a source of evil, contributing to the rise of the brutal over the weak, and needs to be destroyed. His rash nature would urge him to rush in, but he may need to consider whether he is ready to take on the temple right away or if more preparation will be necessary.