Post by Yamazaki on Aug 9, 2007 21:30:57 GMT -5
Player name: Max
Character Name: Isaac Forland
Aliases: Red Riot, Riot, Sol
Race: Human
Classes: Rogue 3/Hexblade 4/Street Fighter 3
Alignment: Chaotic Neutral
Occupation: Mercenary and gambler
Affiliations: who ever's paying most
HP: 92
AC: 19
BAB: +9
Appearance:
Isaac is a strong, tough man, but most don’t realize it until he stands in your face. Scars cover all over him, the most noticeable are the one across his nose, a shallow scar across his right eye (although the eye is just fine), and a deep scar on the left side of his face right under the cheek bone. His short brown hair seems to be permanently tainted by the faint smell of cigarettes.
He’s commonly found wearing his red studded leather armor with a black leather jacket over it. The mercurial long sword Sol is sheathed behind his waist and a short sword at his left side. Several daggers are sheathed throughout his armor.
History:
The Forlands were a small noble family of little concern before the Church of Aun’el invaded the city. As a child, Isaac concerned himself more with having fun along side the other children in the area than royalty and nobility. He caused a lot of mischief and mayhem where ever he went. Isaac even picked up some roguish skills and a gambling addiction (he’s able to keep it in check for the most part…). He also learned that he had some incarnum talent, but never really harnessed it. He was considered a failure of the family later in his life and thus was sent to the military in hopes to salvage whatever honor they could from him. Instead of gaining honor, Isaac just had a good time while he was in the army. He learned most of his martial skills and roguish fighting style there from the other recruits .
He finished boot camp with little incident and was stationed as a guard at the city border. Months before the12 Hour War, Isaac and some of his fellow guards were caught in a skirmish against a small band of orcs during a patrol. The commanding officer died during the fight and Isaac took command of the group in the middle of the battle, leading them to victory. He was promoted to Sergeant. As an apology, Isaac’s father gave him a family relic – Durandal. Not that anyone in the family knew of the sword’s legacy.
When the 12 Hour War came, Isaac fought against the invading Church of Aun’el. It was not a good day to be a soldier. Before he knew it, he was ordering his subordinates to retreat. They were intercepted, but Isaac drove off the attackers when Durandal ignited and burned a path for the soldiers to use.
Before then, he just thought it was a funny magic sword that was handy for heating up coffee in the morning. Now he knew better.
It was a badass sword that could burn his foes AND heat his coffee in the morning.
But Durandal was too long and sounded weird to Isaac. So he renamed it to Sol.
After their retreat, these few soldiers scattered. They were one of the very few bands that escaped that battle alive and not aligned with Aun’el (at the time). Things were going badly for him. He didn’t care about the loss of honor, or the fact that his city fell to some weird religion, or that his family and several other nobles were to be executed or imprisoned. No, he had bigger things to worry about – himself. He quickly researched about his sword’s history and power before Aun’el could clamp down on the library and other useful sources of information.
Before everything came crashing down on the nobles and his family, Isaac took what he could. His family had already been imprisoned for treason. While annoyed at this, Isaac had bigger concerns. He would like to free his family, but that’s not very high on his list. He’s not exactly friendly with them, after all. Now he lingers around in the city, working as a mercenary and gambling away his time.
Other notes: Isaac uses a somewhat unique fighting style using a reverse grip of his mercurial longsword, Sol. He's also very prone to over drinking, chain smoking when very nervous, and gambling away almost all his money (but has enough restraint to keep his equipment and other worldly possessions)
STR: 18 (20)
DEX: 18
CON: 16
INT: 16
WIS: 14
CHA: 14
Fort: 8
Reflex: 9
Will: 8
Feats: Blooded (regional), Combat Expertise, Cobalt Expertise, Indigo Strike, Exotic WP Prof (Mercurial longsword), Improved Feint, WP Fouc (Mercurial longsword), Improved initiative, Least Leagacy (Sol)
Skills of note: Bluff,intimidate, jump, know (arcana), know (local), gather info, listen, open lock, profession (gambling), sleight of hand, spot, tumble, UMD
Abilities: trap finding, sneak attack 3d6, evasion, penetrating strike*1, Hexblade's curse 1/day, arcane resistance, mettle, dark companion*2, Dark Warrior*3, streetwise, always ready +2, Stand Tough 1/day
*alternate class features from 1=dungeonscape, 2=PHB2, 3=adaptation of Holy Warrior from Complete Champion
(which sacrifices spellcasting for fighter feats)
Flaws and Traits
Skakey (flaw: -2 to ranged attacks) (also known as 'Really Shitty Aim)
Quick (trait: +10' to land speed, but -1 HP per level)
Equipment
Body: +2 light fort studded leather armor (with least crystal of adaptation)
Head: Scout's headband
Face: -
Neck: amulet of tears
Arms: Bracers of Blinding Strike
Hands: studded leather gauntlets (with index, middle and thumb fingers missing)
Feet: Acrobatic Boots
Back: -
Torso: Fiery Tunic
Waist: Healing Belt
Rings: sustance, featherfall
Other: Sol (w/lessest crystal of return), spool of endless rope, tome of worldly memory, handy haversack, masterwork shortsword, daylight pellets, dice, playing cards, lighter, many many cigerettes, daggers, minor adventuring equipment (climbing gear, rations, torches, sunrods, crowbar, etc), masterwork theives' tools, hidden blades
Money: 3835gp left
Sol's info next post
_____________
For those who don't know of Incarnum's system, here's the short version of the two feats I took - Cobalt Expertise and Indigo Strike. Both give me an essentia pool, which is needed for using Incarnum feats and Soulmelds. The later is of no concern for Isaac. Essentia points that are invested in their respective feats are allocated for the day.
Cobalt Expertise - Add invested essentia to Combat Expertise AC and disarm, feint, and trip rolls.
Indigo Strike - add invested essentia to sneak attack damage (2 x essentia)
[EDIT] Changed feats around to fix stupid mistake with psionic feats.
Character Name: Isaac Forland
Aliases: Red Riot, Riot, Sol
Race: Human
Classes: Rogue 3/Hexblade 4/Street Fighter 3
Alignment: Chaotic Neutral
Occupation: Mercenary and gambler
Affiliations: who ever's paying most
HP: 92
AC: 19
BAB: +9
Appearance:
Isaac is a strong, tough man, but most don’t realize it until he stands in your face. Scars cover all over him, the most noticeable are the one across his nose, a shallow scar across his right eye (although the eye is just fine), and a deep scar on the left side of his face right under the cheek bone. His short brown hair seems to be permanently tainted by the faint smell of cigarettes.
He’s commonly found wearing his red studded leather armor with a black leather jacket over it. The mercurial long sword Sol is sheathed behind his waist and a short sword at his left side. Several daggers are sheathed throughout his armor.
History:
The Forlands were a small noble family of little concern before the Church of Aun’el invaded the city. As a child, Isaac concerned himself more with having fun along side the other children in the area than royalty and nobility. He caused a lot of mischief and mayhem where ever he went. Isaac even picked up some roguish skills and a gambling addiction (he’s able to keep it in check for the most part…). He also learned that he had some incarnum talent, but never really harnessed it. He was considered a failure of the family later in his life and thus was sent to the military in hopes to salvage whatever honor they could from him. Instead of gaining honor, Isaac just had a good time while he was in the army. He learned most of his martial skills and roguish fighting style there from the other recruits .
He finished boot camp with little incident and was stationed as a guard at the city border. Months before the12 Hour War, Isaac and some of his fellow guards were caught in a skirmish against a small band of orcs during a patrol. The commanding officer died during the fight and Isaac took command of the group in the middle of the battle, leading them to victory. He was promoted to Sergeant. As an apology, Isaac’s father gave him a family relic – Durandal. Not that anyone in the family knew of the sword’s legacy.
When the 12 Hour War came, Isaac fought against the invading Church of Aun’el. It was not a good day to be a soldier. Before he knew it, he was ordering his subordinates to retreat. They were intercepted, but Isaac drove off the attackers when Durandal ignited and burned a path for the soldiers to use.
Before then, he just thought it was a funny magic sword that was handy for heating up coffee in the morning. Now he knew better.
It was a badass sword that could burn his foes AND heat his coffee in the morning.
But Durandal was too long and sounded weird to Isaac. So he renamed it to Sol.
After their retreat, these few soldiers scattered. They were one of the very few bands that escaped that battle alive and not aligned with Aun’el (at the time). Things were going badly for him. He didn’t care about the loss of honor, or the fact that his city fell to some weird religion, or that his family and several other nobles were to be executed or imprisoned. No, he had bigger things to worry about – himself. He quickly researched about his sword’s history and power before Aun’el could clamp down on the library and other useful sources of information.
Before everything came crashing down on the nobles and his family, Isaac took what he could. His family had already been imprisoned for treason. While annoyed at this, Isaac had bigger concerns. He would like to free his family, but that’s not very high on his list. He’s not exactly friendly with them, after all. Now he lingers around in the city, working as a mercenary and gambling away his time.
Other notes: Isaac uses a somewhat unique fighting style using a reverse grip of his mercurial longsword, Sol. He's also very prone to over drinking, chain smoking when very nervous, and gambling away almost all his money (but has enough restraint to keep his equipment and other worldly possessions)
STR: 18 (20)
DEX: 18
CON: 16
INT: 16
WIS: 14
CHA: 14
Fort: 8
Reflex: 9
Will: 8
Feats: Blooded (regional), Combat Expertise, Cobalt Expertise, Indigo Strike, Exotic WP Prof (Mercurial longsword), Improved Feint, WP Fouc (Mercurial longsword), Improved initiative, Least Leagacy (Sol)
Skills of note: Bluff,intimidate, jump, know (arcana), know (local), gather info, listen, open lock, profession (gambling), sleight of hand, spot, tumble, UMD
Abilities: trap finding, sneak attack 3d6, evasion, penetrating strike*1, Hexblade's curse 1/day, arcane resistance, mettle, dark companion*2, Dark Warrior*3, streetwise, always ready +2, Stand Tough 1/day
*alternate class features from 1=dungeonscape, 2=PHB2, 3=adaptation of Holy Warrior from Complete Champion
(which sacrifices spellcasting for fighter feats)
Flaws and Traits
Skakey (flaw: -2 to ranged attacks) (also known as 'Really Shitty Aim)
Quick (trait: +10' to land speed, but -1 HP per level)
Equipment
Body: +2 light fort studded leather armor (with least crystal of adaptation)
Head: Scout's headband
Face: -
Neck: amulet of tears
Arms: Bracers of Blinding Strike
Hands: studded leather gauntlets (with index, middle and thumb fingers missing)
Feet: Acrobatic Boots
Back: -
Torso: Fiery Tunic
Waist: Healing Belt
Rings: sustance, featherfall
Other: Sol (w/lessest crystal of return), spool of endless rope, tome of worldly memory, handy haversack, masterwork shortsword, daylight pellets, dice, playing cards, lighter, many many cigerettes, daggers, minor adventuring equipment (climbing gear, rations, torches, sunrods, crowbar, etc), masterwork theives' tools, hidden blades
Money: 3835gp left
Sol's info next post
_____________
For those who don't know of Incarnum's system, here's the short version of the two feats I took - Cobalt Expertise and Indigo Strike. Both give me an essentia pool, which is needed for using Incarnum feats and Soulmelds. The later is of no concern for Isaac. Essentia points that are invested in their respective feats are allocated for the day.
Cobalt Expertise - Add invested essentia to Combat Expertise AC and disarm, feint, and trip rolls.
Indigo Strike - add invested essentia to sneak attack damage (2 x essentia)
[EDIT] Changed feats around to fix stupid mistake with psionic feats.