5th Level Warrior

Created by Ed Messina

Attribute

Bonus

Abilities

Weapon Proficiencies

Simple and Martial Weapons, all Armor, Shields

Feats and Abilities

  • Sarrik Maritimer: +2 competence bonus to Profession: Sailor, +2 to Use Rope, +2 on all Reflex saving throws made on board a ship.

  • Improved Initiative: +4 to all initiative rolls.

  • Dodge: During your action, you designate an opponent and receive a +2 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

  • Weapon Specialization and Focus (Rapier): +1 to hit, +2 damage when using a rapier.

  • Blind-Fight: In melee, every time you miss because of concealment, you can re-roll your miss chance percentile roll one time to see if you actually hit.
    An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
    You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

Skills

 

Base

Rank

Cha

Misc

Total

Knowledge (Mazirin)

INT

2

+3

 

+5

Profession (Sailor)

WIS

2

+1

 

+3

Climb

STR

2

+3

 

+5

Intimidate

CHA

4

+2

 

+6

Swim

STR

4

+3

 

+7

Balance

DEX

3

+5

 

+8

Bluff

CHA

4

+2

 

+6

Tumble

DEX

4

+5

 

+9

Use Rope

DEX

+2

+5

 

+7

 

STR: 14

+2

INT: 15

+3

WIS: 12

+1

DEX: 17

+3

CON: 13

+2

CHA: 15

+3

HP: 55

Base Attack Bonus +5

Saves: Fortitude +7, Reflexes +7, Will +3

AC: 13

 

Equipment

  • Rapier (+1)

Description

Race: Reith

Height: 6' 3"

Weight: 175 lbs.

Hair: long red hair

Eyes: green eyes

Age: 21

Slim and lanky, Erris has the stride of a prowling cat and naturally swift reflexes. He wears expensive clothing when he can. His pale complexion makes him prone to sunburn.

History

Erris was born a street kid in the big city of Mazirin, the son of a whore who sold him for a meal. Not knowing his parentage, he grew up on the streets with a chip on his shoulder and something to prove. And what he proved to be good at...was fighting. Everyone who called him 'alleyrat' met the end of his fist. His sturdy, athletic build and his cool head made him a natural at fighting. He found work as an enforcer for the Midnighters, a smuggler band under the control of the mysterious Pharamond. And his abilities only grew as he learned to handle weapons.

Daring meetings with dangerous people in the dead of night, daring runs through bluecoat blockades, a touch of the exotic, punctuated by a good fight every once in a while, gave him all the excitement a young man could want.

But he needed to show off. He was so much better than all those others. He wasn't just some Mazirine alleyrat.

On his last job, he was supposed to escort a gang of smugglers past a checkpoint, quietly, and evade trouble, but Erris insisted on demonstrating his fencing skills. He made too much noise, took on too many guards, was quickly overwhelmed by the bluecoats, and was tossed into a prison hulk for his trouble. He managed to escape, but he was no longer welcome with the Midnighters. So he left town, fled to sea, took up with pirates, and found a berth on board the Reckoning.

Erris loves the pirate life, since it gives him the action he craves and a chance to show off his skills. He wields a rapier in combat, preferring to overwhelm his enemies with a blaze of flashing steel and a grin. Erris is charismatic and might perhaps become a leader one day, if he can find the discipline to control himself.