Name: James O'conner Class: Lore Warden (Fighter) Alignment: Neutral Good. Race: Human.
Background: Between me and GM at this moment. Want to know? Get to know him. ^^
Personality: With a well learned vocabulary, and his higher up bringing to most it is a surprise how.. Well, rude he can be. But witty if one can catch his sense of humor. He is a man of his own principles, and he lives by them to a fault. Honor to him, is but a notion one should weigh for themselves, rather then allowing others to judge for you. Becouse of this philosophy, he does for the most part he get along well with most, he enjoy's the company of scoundrels and paragons alike. They all have their own charm, fun, and wit if one were to take the time to know them. And as long as they were not evil, he could see past their faults or sometimes even their actions. After all, he can see the necessity of the greater good. Further, to him "You can learn a thing or two from any man or women, be they Scrupulous or principled." Though he is a trained fighter, he is in actuality a scholar. Or at least, an aspiring scholar. He loves knowledge, lore, history, myth, artifacts. And he comes to Osiris seeking adventure, knowledge and to especially hold witness to it's ancient beauties and wonders, both terrifying and magnificent.
Notes: Has a british accent.
Ability Scores: Str:16 Mod:3 Dex:14 Mod:2 Int:16 Mod:2 Wis:10 Con:10 Cha:10
Base Atk Bonus:1 CMB:14 CMD:16 Fortitude:2 Will:0 Reflex:0
Wearing: A armored coat, and a wide brim hat. Leather boot's, and travelers garb.
Ac:16 Armor: Armored Coat +4 ac -2 penalty Max dex bonus: 3. Natural Ac: 10 (M, creature.)
Skill's: 7 per lvl: Knowledge History, 1. Knowledge Nobility, 1. Knowledge Dungeoneering, 1. Knowledge Engineering, 1. Climb, 1. Ride, 1. Swim, 1. Apraise, 2.
Traits: Courageous: + 2 to saves vs fear effects. Hard to kill: When rolling to stabilize, this character must roll against half of his negative hit points rather then the total negative hit points (Minimum 1). Foreign Opportunist: (For the knowledge, not wealth.)
You’re not a native Osirian,
but the opportunity to explore the tombs of Ancient
Osirion—and “liberate” the treasures they hold—is too
good to pass up. Whether or not you’re interested in the
history of this land, you’re def initely interested in the
wealth that’s lain hidden in dusty crypts for millennia—
such as the tombs in the newly opened necropolis of
Wati. You gain a +2 trait bonus on Appraise checks, and
that skill is always a class skill for you. In addition, your
contacts in the antiquities markets allow you to sell
relics of Ancient Osirion for 60% of their listed price,
rather than the normal 50% value. What is considered
a relic of Ancient Osirion is left to the GM’s discretion.
Drawbacks: (Not using them for any reason other then Merely for character growth and quirks.)
Lust for Knowledge: He has a incomprehensible desire to learn, and discover. His curiosity can on occasion prove to great to contain; Own code: He does not abide by laws of men nor gods. He abides by his own principles of right and wrong, and often through this weighs the balance between what he is willing to do for the greater good and what he is not. It is a mix between basic principles of humanity and what is truly right or wrong depends on the variables. This makes him easier to deal with when around more scrupulous or unsavory ally's. But also tough to read at times.
Religion: None, has yet to find one that suits him. Has an inclination that there is one true god, if any. Further, he believes in theoretical ideas that their world happened naturally, and not by divine creation. Perhaps by devine hand, but nothing further. This will likely put him in somewhat odds with religious compatriots, but he is not by any means mean or dismissive of others beliefs. "Shall we 'play act' as door mat's, Hmm? Leave our petty philosophical baggage at the door? Unless you would rather fight and bicker, then pray do continue."
Feats: 1 per level: total 3: Combat Reflexes: May take additional attacks of opportunity equal to his Dex modifier (Current total: attack of opportunity+2=3) . Armor Proficiency Medium.
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Carrying capacity: 175, carrying around 60-75 pounds. GP:45 (Rough estimate's) Equipment: Longsword (1d8 (M), crit 19/20 x2, Slashing+peircing, +1 Atk bonus when held with two hands.) Crowbar (+2 to strength check's used to pry objects, or pry open door's/chests. Improvised blunt weopon. 1d6 (M)) Hand Axe (1d6 (M), Hacking, crit 20, x3) Travelers Clothes, Simple Belt. Medium Bag (Connected to the left end of his belt, along his hip.) 1 back pack. Two small bag's, one on either side of back pack. 1 belt pouch, filled with sand. 1 belt pouch filled with caltrip's. Lantern, hooded. 2 pint's of oil, in 2 flasks. 1 pint of Grease in one flask. Bedroll. 1 Fur Blanket. Ink Pen, 1 pint of Ink in 1 flask, Blank Journal. 2 Waterskin's. 5 rations. Grappling Hook, 50 foot rope. 1 piece of chalk. 4 small vial's, inside a belt pouch. Magnifying Glass. Candle. Flint and Steel. Wide Brim Hat.
Notes: Sheath on back, for Longsword. Loop on belt for Crow bar to hook to and another for his hand axe.