Jestat Aldori
Gender: Male
Age: 21
Desired Positions (In Order): Ruler, Master Assassin, General, Spymaster
Character Concept: Disgraced pretend Swordlord seeking redemption and revenge.
Jestat was born and only child to poor parents in Restov. He always wanted to join one of the Aldori Dueling schools, but his family could never afford to enroll him. Instead, he lived a life on the streets, stealing to help his family get by. It was on one of these outtings that he met Gilvanan Aldori, an elderly man and retired swordlord mentor. Gilvanan saw potential in Jestat and trained him for many months in the ways of the Aldori. The pair grew close, Gilvanan becoming like a second father to the boy before finally passing of natural causes, leaving his sword to Jestat. Jestat took up the sword, and the name Aldori, and the ambitions young man soon left home, attracting a small following of petty thieves and brigands. The group caused some slight havoc before a rival gang, lead by Falgrim Sneeg, attacked them for invading their territory. Having defeated Jestat's group, Sneeg took on what prospects were willing to betray Jestat and slew the rest before besting Jestat in a duel. Falgrim ran the young man through, leaving him to bleed to death in the street. Jestat barely clung to life, however, and spent a month recovering from his wounds and drowning in his own shame. He vowed he would start a new and better life, living for the good of others, rather than himself. However, rumors of Sneeg moving south into the River Kingdoms soon reached him. It was then that he heard the call for an expedition to the Stolen Lands...
Falgrim Sneeg: A bandit of little merit, Sneeg is the man responsible for the death of Jestat's group and a majority of the scars he now bears, both mental and physical. Jestat has vowed revenge though Falgrim's whereabouts are currently unknown. Rumor has it that he headed into the Stolen Lands to join up with an even bigger bandit lord.
Miranda Thane: A beautiful seductress and thief attracted into Jestats group. She was in charge of conning merchants into giving up their gold willingly and being the decoy for ambushes. The two were lovers for a brief period before Miranda joined Sneeg after Jestat's defeat. Jestat still has feelings for Miranda and hopes to find her safe and unharmed.
Gilvanan Aldori: Though now deceased, Gilvanan still guides Jestat. Jestat realizes he lost his way after Gilvanan's passing and has resigned himself to live up to the old man's ideals. Jestat can sometimes be found 'speaking' to the old man while training or tending to his sword and his mentor's advice has helped him get through the worst of times.
Sword Scion:
You have been brought up up on tales of Baron Sirian Aldori and the exploits of the heroic and legendary swordlords. You idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. (Benefit: You begin play with an Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.)
Charming:
Blessed with good looks, you've come to depend on the fact that others find you attractive. (Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.)
Jestat can be boisterous and overconfident in his abilities as a swordsman. He is prideful and sometimes quick to anger. He can be quite vain at times, knowing the attraction others have to him. He can be greedy and self-serving as he's still adjusting to his new-found path of helping others. Jestat enjoys making new friends, especially if it means easy access to help and allies down the road. Though he knows he hasn't truly earned the name Aldori, he keeps it anyway as a reminder of both, Gilvanan, his master and friend; and his goals of bettering himself through mastering the technique of the Aldori Swordlords.
Jestat wants nothing more than to turn over a new leaf and start again. He's learned from his past mistakes and would like to use his charisma and skills in building something for the better instead of something just to help himself. However, his past still haunts him and he hopes to one day truly earn the the title Aldori and finally confront and defeat the bandit, Felgrim Sneeg, in a duel.
CG Human Rogue, Level 1, Init +3, HP 11/11, Speed 30ft AC 15, Touch 13, Flat-footed 12, Fort +2, Ref +5, Will +0, Base Attack Bonus 0 Short Swords (2) +3 (1d6, 19-20 x2) Short Bow (10 Arrows) +3 (1d6 x3) Leather Armor (+2 Armor, +3 Dex) Abilities Str 10, Dex 17, Con 14, Int 13, Wis 10, Cha 14
Jestat will be an opportunistic combatant using two weapons and his acrobatics and stealth skills to flank and surprise enemies for heavy damage. Most of his Rogue Talents will be extra combat feats in order to attempt to better control the battle through disarming and tripping opponents. Out of combat, he'll be a real people person, focusing on the conversation skills with a bit of knowledge on the things that make rogues rogues (See: Disable Device).
For: Pathfinder Homebrew, Unwilling Travelers
Run by: Doby
Starting Level: 2
Status: Accepted, Withdrawn
"I used to be an adventurer like you, then I took an arrow to the knee. Come to think of it, I'm still an adventurer... Just with a pretty bad limp."
Horble Johk, Adventurer
Horble Johk
Race: Human
Gender: Male
Age: 29
Class: Fighter (Free Hand Archetype) 2
Concept: Crippled and retired adventurer returning to the life.
Horble is a man of average height and weight with brown hair and matching eyes. His posture is upright and he doesn't slouch. When speaking, Horble is exceptionally polite and he attempts to remain respectful to those who show him the same kindness. When he moves, it's obvious that his left leg doesn't bend. It sways away from his body a bit as he uses his cane for support. However, his hobbled movement belays his lithe and agile form and Horble is surprisingly quick on his feet even without the support of his cane.
One single arrow, majestic in its flight, sails to the precipice of its arch before it starts its decent toward the ground, gaining speed as it goes... This is the true start of the story of Horble Johk. Like all men, Horble was born to parents. Like some men, Horble led a relatively happy, if boring, life as a child. However, nothing before the arrow truly matters. But to set the tone, let's go back just a bit anyway:
Once a budding adventurer, Horble dreamed of slaying dragons and toppling tyrants. To such ends, he and a few others banded together and followed wherever the road would take them. The group journeyed far and wide but never slew any dragons or toppled any tyrants. At most, they cleared out a cellar full of rats and delivered a letter to someone in a few towns over. Pest control and mailman were not jobs that Horble dreamed of. So, when the group received word of a necromantic cult high in the mountains, Horble and the others answered the call and took off immediately. In fact, they left so quickly that they never stocked up on supplies. Hastily, they made their way to the base of the mountain and began their ascent. Plagued by angry wildlife and an angrier goblin encampment, the group suffered many wounds in battle, but still they pressed on.
Finally, Horble's group made it to the fortress of the necromancers and stormed the gates, rushing in before their enemies knew what had hit them. The fight was hard, but the group persevered, pushing into the temple proper. The leader was waiting, hiding behind a wall of undead minions. Horble and his group continued their spree, slicing through the horde and decapitating the leader. It was then that Horble noticed... One by one his friends had fallen in battle and were now bleeding out on the floor. Only Dova, the dwarven trapsmith, remained standing; though he too was bloodied. Then the arrow struck. The pain that erupted from Horble's knee was one unlike any other. Horble had been burned, slashed, stabbed, hit over the head, and bitten by a particularly hungry squirrel, but nothing compared to the pain of the tendons in his knee severing on the tip of that arrow. Horble turned to face his attacker and could only watch as Dova ran to the cowardly cultist and the two cut each-other down. Horble, the sole standing survivor of the harrowing mission, succumbed to his wounds and collapsed.
Miraculously, Horble awoke some time later still on the cold stone of the temple floor, in a pool of his own drying blood. He wearily sat up; only to be greeted by the same sight that had burned its way into his eyes before he had collapsed. All his friends still lay tangled with the foul creatures they had dispatched. All of them lay dead...
Horble realized there were no health potions, no wands of healing... and no bandages. Taking a javelin from a cultist, he fashioned a crude splint over his mangled knee. Horble then gathered the bodies of his friends and interred them into the cold hard ground of the mountaintop they had fought so hard to reclaim. Then began the long trip home. Horble collected what items of importance and gold he could carry and limped his way back down the treacherous mountain trail. The weight on his knee and the time it took to work his way down the mountain solidified the fact that it would never heal correctly. Horble would never be the same. When the he made it back to civilization, Horble knew that his crippled leg meant that his life of adventure was over.
Horble returned to his home town and took on the job of town guard, becoming a favorite of the locals. The children loved him for the many stories he told of his adventuring days and their parents often came to him when they needed advice and help with their problems. He was a legend in his own right in his tiny village. Of course, the jovial man had little to do in life, his once grand ambitions had been crushed by the stroke of a single arrow. Horble yearned for adventure once more but instead spent his time and coin like most in his village: gambling and drinking his problems away while off duty in the local tavern. But the small town and the small pleasures lost their charm after a time. Horble was an adventurer at heart, after all.
It started again, slowly. The urge for more was small at first, with Horble doing odd jobs around town for a bit of extra coin. Clear Ms. Watson's cellar of rats... Collect herbs for Mr. Stoutlager's famous ale... Capture the bandit Leroy Jenkins and collect his bounty... Finally, after so many years, Horble felt the rush once more. Eventually, the money was no longer of any concern. Horble was in it for the trill of the adventure. So, it was no surprise that his days as a guard were numbered. When Horble saw the poster advertising a job as a caravan guard, he leapt at the opportunity. (Well... figuratively, anyway. He still had a pretty bad limp.)
Horble amassed all his wealth and sold what he couldn't take with him. Pouring money into new adventuring gear, and with his new specially crafted cane in hand, Horble set off to embrace a life of adventure once more. Albeit at a much slower speed and a much more awkward gait.
The only true friends Horble ever made died in the battle of the necromancer's temple. However, he's never really made any enemies, either.
A single cousin is the only family Horble has left and, while Horble was stuck with guard duty, his cousin actually lived out his dream and went out to hunt dragons.
Horble is a fun loving and polite man. Happy almost to a fault so long as he's on an adventure, Horble attempts to see the silver lining in everything. In battle, Horble has no qualms about hitting opponents unable to defend themselves unless the fight is a gentleman's duel. Horble tries his best not to hit women, however, if pushed, he will strike back. If Horble has any true flaws, they come in the form of his vices, gambling and drinking. Though he drinks far less than he once did, Horble occasionally overindulge in the spirits and usually offers friendly wagers on almost any event no matter how mundane.
Horble wants to travel the world and see everything there is to see. No new experience is too slight in his eyes and his wanderlust is insatiable.
CG Human Fighter (Free Hand), Level 2, Init +3, HP 24, Speed 20 ft AC 18, Touch 14, Flat-footed 14, Fort +5, Ref +3, Will +0 BAB +2 Masterwork Cane (Silver Cane) +5 (1d6+2) x2 Masterwork Cane (Cold Iron Blade) +5 (1d6+2) x2 Short Sword +4 (1d6+2) 19-20 / x2 Light Crossbow +5 (1d8) 19-20 / x2 Mithril Chain Shirt +4 AC, +6 Max Dex Abilities STR 14 DEX 16 CON 14 INT 10 WIS 10 CHA 10
Horble is a fighter specializing in combat maneuvers in order to gain the upper hand in battle. Though he is capable of fighting with two weapons, he will normally fight with just the cane itself. Going forward, Horble will further enhance his role as a combat controller and allow other combatants to pick off the foes he leaves weaponless and sprawled out.
"I inter you now, into the earth, that your body may never rise. I pray for you now, in somber tones, that your spirit may never haunt. May your soul find peace in the final embrace of the Lady of Graves."
Excerpt of Funeral Rights, The Bones Land in a Spiral
Andrion Manes
Gender: Male
Age: 31
Character Concept: Fearless Undead Hunter / Party Healer
Andrion is an imposing and grizzled man. A seemingly permanent scowl is affixed to his face and his dark brown eyes glare menacingly at anyone who looks his direction for too long. His head is hairless, but his facial hair is stubbled and grey. His face bears a few scars of varying shapes and sizes, though no one mark dominates his appearance. He's of average height and weight with only the slightest bit of muscle about him. Prayers to Pharasma are etched into his shield and his armor and, were he to remove his trappings, many of those same prayers and symbols can be seen tattooed on his chest, back, and arms.
Andrion carries with him a few items that bear mentioning:
Rose of Pharasma - Andrion's heavy mace. Masterfully crafted from silver and colored to resemble a black rose. The stem of the rose (the mace's handle) has no thorns and is engraved with prayers to Pharasma.
Mantle of Eternal Rest - A grey silk sleeve once used to protect the holy scroll of Andrion's home church which contained sections of advice on preventing undeath after burial from the holy text The Bones Land in a Spiral. The head priest gifted it to Andrion before he left as a good luck charm and to be sewn into Andrion's burial shroud, as is custom, when he finally meets the Lady of Graves.
Books - Andrion carries with him a few books of various authors, all dealing in some way with the undead.
The Bones Land in a Spiral - A weighty tome, The Bones Land in a Spiral is the holy text of Pharasma. Andrion never goes anywhere without it and can be found reading from it daily and he occasionally recites excerpts from it.
Serving Your Hunger - An unholy text of Urgathoa, Andrion keeps the book for the information provided about becoming undead. 'Know your enemy' is an adage Andrion takes all too seriously.
The complete works of Alison Kindler - A small collection of five leather bound works written by the ex-Pathfinder and undead hunter Alison Kindler. If Andrion had such a thing as an idol, Alison Kindler would be it.
As incredulous as it sounds, Andrion wasn't always a gruff man with a burning hatred for the undead. There was a time when he was just a simple priest of Pharasma.
Andrion was born in the small town of Cesca in the county of Varno and grew up helping his family tend to the grounds of the church of Pharasma located nearby. Andrion became a pious man and, eventually, a recognized member of the clergy. He presided over funerals (including those of his parents as they passed on due to age) and lead services for the locals. It wasn't until his early twenties that he met Elanore, a wandering bard a few years his senior, looking to finally settle down and courted her into marriage. The two lived together happily for years, Andrion tending to the church and Elanore running (and occasionally performing in) the tavern in town.
Auren Vrood changed all that.
Vrood was merely passing through when he heard Elanore singing in the tavern. The beautiful woman entranced Vrood and he stole her away in the night. The ritual or the purpose of Auren's attack is unknown to any but the necromancer himself. However, Andrion, worried for his wife, tracked her the next day, finding her as a walking corpse wandering the woods near their home. Distraught at her state, and realizing she was gone from him forever, he struck her down in his grief and lamented over her still form for days. Finally, he dragged her body from from the woods and interred it properly in the mausoleum of the church.
A changed man, Andrion forsake his churchly duties, choosing instead to hunt down all abominations of the Lady of Graves. With singular purpose, Andrion set out in the world, carving a path through the undead and their creators that finally put him on the trail of the man who took his wife from him. The note from his contact was short: "Auren Vrood. Ravengro."
Andrion recalled a friend of his, Professor Lorrimor, who lived in Ravengro. It had been some time since the two last spoke and he decided he'd also stop in to see if he had any information on the necromancer and his cult. With the added inclusion of the sherif calling for help to quell hauntings in the near-by abandoned prison, Andrion was soon on his way, one step closer to ending the life of Auren Vrood.
Geebs Titherbottom - A weasel of a gnome, Geebs is a traveling 'doctor' and salesman of elixers. Geebs is actually a con artist who sells false 'cures' to the sick. Though he's a talented alchemist, Geebs' schemes tend to get him into great trouble. The pair met when Andrion was following a strange malediction that gave many symptoms of unlife. Andrion learned the source was a potion of grave dust and pollen from the yellow musk creeper and traced it to Geebs. Ignorant of the damage he'd caused, Geebs begged Andrion to allow him to leave unharmed in exchange for information on where he'd collected his ingredients. Andrion agreed and the two developed a mutually beneficial but strained relationship: Geebs passes on any odd rumors and information he can to Andrion... And Andrion promises not to hunt him down and turn him in / kill him.
Thomas Harkness - Thomas Harkness is a close friend of Andrion's. The two were partners, once upon a time, and grew close over their time working together. Thomas represents everything Andrion lacks. He's kind to everyone and easy to get along with. Many years younger than Andrion, and far better looking, Thomas lands himself in hot water more with tavern wenches than with the undead that he tracks. Thomas is fun loving and though he may not take the job as seriously as Andrion, he's still a skilled hunter. The two didn't see completely eye-to-eye on religion, however, and eventually they decided it was best to go their separate ways. Their correspondence is sporadic, at best, but the two still write to one another to trade information about the Whispering Way and other news and rumors related to their profession.
Elanore Manes - Elanore was all that was good in Andrion's life. She was purity and innocence in a time when Andrion was ignorant of the undead and blissful with his lot in life. Her loss turned him into the bitter, some would say soulless, man he is today and it is because of her that he ruthlessly and tirelessly hunts the Whispering Way and all it's spawn. She was a kind-hearted and beautiful woman, prone to bouts of entrancing song and beautiful laughter. When she died, Andrion prayed that she find her way safely to Pharasma and that the Lady of Graves find it fitting to bless her that her soul would want for nothing evermore. Andrion still dreams of his beloved Elanore, and talks to her spirit in secret when the strain of his life of hunting death is to much for him to bear alone.
Petros Lorrimor - A quizical man who heard of Andrion's ordeal with his wife and helped Andrion to understand the undead and those who create them. The information the professor provided into the anatomy and creation of the various types of undead was invaluable to Andrion and the two kept a sort of working relationship; with Andrion sending anything new he found on his hunts to Lorrimor and the professor returning any new research findings. It's been some time since the two have talked, however, but Andrion hopes to question the professor in person about the Whispering Way and, in particular, Auren Vrood.
Auren Vrood - A member of the Whispering Way and, as Andrion has come to find, the reason for Elanore's death. Andrion knows little about the man, but has been tracking him for several months now, having been put on his trail by Geebs Titherbottom. Auren seems to stay a step ahead, however, and has eluded Andrion thus far.
Subject of Study (Undead):
Professor Lorrimor approached Andrion as part of his studies, as he had heard of his ordeal with his wife and her undead nature. Interested in the conditions of the run-in and the means by which Manes survived, he met with the priest and maintained correspondence until several months ago. The scars of Andrion's first encounter (both physical and emotional), and the professor's continual reminders of it, prompted Andrion to hone his skills to hunt the very creature his wife had become. The professor assisted him in this endeavor, providing Andrion with insight into the anatomy and defenses of the undead. Years of study and practice have improved Andrion's combat effectiveness against his chosen foe. (Benefit: Gain a +1 bonus on damage rolls against creatures of the Undead type.)
Courageous:
Andrion's life has been brutal, yet he has persevered primarily though force of will and faith in the fact that no matter how hard things might get, as long as he keeps a level head he'll make it through. (Benefit: Gain a +2 trait bonus on saving throws against fear effects.)
Andrion is by no means an easy man to get along with. He seems permanently embittered and more than a little rough around the edges. His deep brown eyes are cold in a way that most would say befits a man whose life's work is to slay the dead. Andrion Manes rarely smiles and takes little pleasure from most things in life.
When he's not killing zombies, exorcising spirts, neutralizing haunts, or tracking vampire covens across the countryside, he spends his time preparing for his next hunt, praying to Pharasma, and talking to his dead wife. Because of this, Andrion has very few friends.
Despite these flaws, Andrion is a wise man and a good leader. He gives advice (though he can certainly be somewhat blunt about it) and tries his best to keep a group together and in the fight. He's courageous as few men are and will throw himself at evil with a near recklessness. He's practical, efficient, and gets the job done above all else.
Andrion's greatest goal is to stamp out all undeath, including all traces of the Whispering Way. However, he has a special bone to pick with Auren Vrood, a member of some standing within the order. Andrion has sworn to kill Vrood personally and avenge the death of Elanore, his wife.
NG Human Cleric / Ranger, Level 1 / 1, Init +0, HP 16/16, Speed 20ft AC 18, Touch 10, Flat-footed 18, Fort +6, Ref +2, Will +5, Base Attack Bonus +1 Masterwork Silver Heavy Mace +3 / +5 vs undead (1d8+1) / (1d8+4 vs undead) x2 Cold Iron Longsword +3 / +5 vs undead (1d8+1) / (1d8+4 vs undead) 19-20x2 Light Crossbow +1 (1d8) Breastplate Armor (+6 Armor) Heavy Steel Shield (+2 Armor) Abilities Str 12, Dex 10, Con 14, Int 10, Wis 16, Cha 13
Andrion's skills so far are primarily for hunting undead. With undead as his choice for favored enemy and subject of study, he's able to deal a lot of damage to them. Andrion can even combat incoporeal foes with his souls subdomain ability. From here, Andrion will be pure cleric and focus his feat selection on combat with weapon and shield as well as increasing his channel energy feature. He also makes a great party healer with his spell selection and six selective channels a day.
For: Pathfinder Homebrew, Dark Tower
Run by: HellFencer
Starting Level: 8
Status: Accepted.
Haanzo Hartok, the Piercing Storm
Race: Half-Orc
Gender: Male
Age: 26
Class and Level: Fighter (Polearm Master) 8
Concept: Imposing yet stoic half-orc fighter of great skill. (The silent warrior type.)
Tall, dark, and not-so-handsome, Haanzo is an imposing specimen, even for one with Orcish blood. His features seem almost bestial and his war cries are guttural and primal. His flesh is heavily scared, having seen more firsthand battle than many small armies combined and each is a testament to his ability to survive the worst conditions. Under the scars are layers upon layers of muscle, forged like steel through the fires of battle and honed with constant training. His eyes show an intelligent gleam that his mouth never betrays, for Haanzo remains utterly silent in all but the most necessary of situations, preferring to communicate through his actions or with subtle facial expressions.
Haanzo's history is a long and rarely told affair. Mainly because Haanzo doesn't speak, but also because some stories are simply better left untold. Suffice it to say that Haanzo traveled the same paths that many before him, and many after, have traveled. However, his story is his own and the path yet before him is one just as winding and full of intrigue as the one that's passed thus far.
Not every adventurer's parents are killed in a raid by Orcish bandits. Sometimes, especially with Orcish adventurers, their father (and only parent) is killed in a 'crusade' by Human knights. Such was the case with Haanzo.
Haanzo was only a small child when an armored boot kicked in the front door of his father's modest hut in their small Orcish village. The men in armor dragged them both into the dirt paths of the village and knelt them there with the rest of their neighbors. The leader of the knights, Joffrey, a golden headed man clad in armor to match, shouted at the villagers that their raids against neighboring, peaceful, human settlements would not go unpunished. He shouted that the village would burn for it's crimes, and that he was the one who would carry out the justice. When Haanzo's father tried to plead with the man, Joffrey cut him down, claiming that he was clearly the leader of the group that had raided the human settlements. They didn't stop there, however. By the time the darkness of night came, the village had been burned to the ground, its inhabitants slaughtered in the streets. Haanzo, the village's only child, was the last survivor. Only eight years old, the young Half-Orc had been made to watch as everything he knew and loved was taken from him. It was this incident that traumatized Haanzo into adopting the silence he now keeps.
The knights, content that justice had been served, took Haanzo as an indentured page, telling him that they would civilize him and teach him the true path. What greater show of their victory over the savage Orcs than to have one trained and civilized and fighting for their own cause? So it was, for another seven years, that Haanzo traveled and learned and practiced with the knights as he rose in station from page to squire. He was taught how to read their language, how to praise their gods, how to fight for their beliefs, and how to defend them in battle. The knights raised him as their own and turned him into their greatest pupil. His skills with the spear were unmatched amongst the other squires and even rivaled that of some of the knights. They were good men who did what they believed was right and Haanzo befriended many of them, vigorously defending them on the field of battle and earning himself many wounds for his troubles. He was considered a great acquisition and a personal accomplishment by the High-Knight, Joffrey, and was praised daily for his good works... And in a single night, Haanzo killed them all, to a man, in their sleep.
His deed was not done with a light heart, however, for Haanzo had grown to love many of those same men he put to death. The same men who butchered his village, he reminded himself. They did what they thought was right and now they would reap the consequences of their actions. Joffrey was a callous and demented leader, many of the others were simply following his orders. They didn't deserve to share his fate. This, Haanzo knew. Regardless, they shared in his crime and Haanzo saw them all at the end of his spear that fateful night.
Haanzo looked each man in the eyes when they realized their end had come and he drank deeply of their final moments that he might remember the long awaited and patiently harbored justice he had finally enacted. A few of the men, greying and wrinkled in age and regret, even had looks of understanding as they drew their last breath. Their repentance only served to hurt Haanzo all the more. With his justice meted out, Haanzo took his spear, a few provisions, and a set of leather armor and ran from the camp. He swore to himself that killing those men who'd come to view him as family was the first and only time he would ever betray a friend and he has never broken that vow.
Haanzo fled to the country to the south, taking up honest work as a farm hand and goat herder for an elderly man named Eddard who was getting on in age and was not long for this world. There, he worked for a couple of years driving off wolves and worse from taking any of Theon's herd and earned the love and kindness of the old man and his wife, Catelyn. They had no children and took to thinking of Haanzo as an adopted son in the short time he was with them. When they grew too old to travel, Haanzo took the herd to market. And when they passed, Haanzo sold their herd and gave them a burial befitting two of the most loving parents before he moved on once more.
This time, he took up residence in a small city and took on the job of 'bouncer' at the local tavern, The Shieldsman. It didn't last more than a few months as, he quickly grew tired of the dull work and the boring people. Upon hearing news that the king himself was looking for guards for his daughter's upcoming marriage, Haanzo left The Shieldsman with what he could carry with him and made his way to the capitol.
It was no secret the princess hated her bridegroom to be. What's more, there were a number of well connected nobles who wanted to see the union halted. The king was advised by a young yet wealthy and well connected noble, Willam Klegane, to use impartial guards for hire so as to alleviate allegations of plots should something go wrong as the political situation was already tense. With all parties agreeing on the plan of action and each offering up riches from their own coffers, a call went out to local sell-swords. Upon Haanzo's arrival, the applicants were gathered and each was questioned by head interrogators using lie-detecting magics. Thieves and would-be assassins were easily weeded out until only a few applicants remained. The job was easy enough: babysit the princess and make sure nothing happened to her before her wedding day then get paid. The pay, needless to say, was substantial.
It was then that Haanzo met an inigmatic man by the name of Katsu. The two seemed to bond rather rapidly, with Katsu readily chatting away at Haanzo without so much as a word returned. They played cards in their downtime, and even sparred a bit to stay sharp. Though, mostly, they were bored. Through their boredom, Katsu studied Haanzo's expressions when they would 'speak' and eventually they formed a sort of communication with the exchange. When asked how he knew what Haanzo was saying, Katsu claimed that he could read the Half-Orc's thoughts. Haanzo was more than amused by this charismatic individual and grew fond of his incessant words and (sometimes) funny jokes.
With the wedding drawing close, the tension grew. Though the castle was full of activity, things were, as the expression goes, 'too quiet'. One night, only a week before the wedding, bandits scaled the walls of the castle, charging toward the princess's chambers and slaying all who stood in their path. Katsu, Haanzo, and a few others were all that stood in the way of a small army of bloodthirsty bandits, keen on stealing the princes... or worse. Haanzo took his spear in hand and set his teeth as he and his new friend held the line as he'd been trained to for so many years. Their comrades fell around them, wounded and dying, but still they fought on, their backs against the door to the princess's chamber. The fluidity of their combat together felt natural, as if the two had a mental connection and had somehow choreographed their moves. This wasn't a frantic fight, but a dance and each spin and duck left another mark on an adversary. Finally, after what felt like an eternity, the last few bandits broke and fled from the carnage of the bodies left bloody in the hallway. The pair were hailed as heroes by the king and his court and were handsomely rewarded for a job well done.
Haanzo and Katsu travelled together for a year after the princess's marriage, exploring the world and getting by on little more than their skills. Then, slowly, their group began to grow.
The first two additions to the group came a little over a year after Haanzo and Katsu fended of the bandits at the marriage. The duo had been hired by a wizard to help explore an ancient ruin and recover a few lost relics within. The wizard insisted on joining the expedition and even brought along his pupils; the cold and calculating wizard, Bishamon, and an erratic yet studious alchemist named Rin. Haanzo came to respect Bishamon and heeded his guidance in many instances, especially when dealing with magic, and even took to Rin like a protective older brother as he saw she had grown rather fond of Katsu. The two pupils had all but finished their apprenticeship with their master, so when the job was done and the artifacts recovered, the four of them bid the old wizard farewell and traveled on together.
A trip to one of the more notorious metropolises a few months later found the group recruited by the city watch to gather information on the thieves' guild, who'd become more violent and brazen since a recent change in leadership. During a fight with a number of the guild's best, Haanzo attempted to hold off the main force while the rest fled, becoming separated in the tight back alleys of the city. When the four regrouped, Haanzo found their number had grown by one. Katsu introduced the four to Kato, a thief of some skill within the guild who wanted out and had saved the life of Katsu in the process. Haanzo was instantly endeared to Kato due to this act and even helped Katsu plead Kato's case before the chief inspector. Once their job with the watch was finished, the group moved on once more, this time with five members, for Kato had grown bored of life in the city and a misunderstanding involving an Elven duchess and her rather aggressive husband helped Kato decide that the group was the right fit for him, much to the annoyance of Bishamon.
Finally, the group happened across the kind and compassionate healer, Eri. Eri was serving with a group of cavaliers belonging to the Order of the Shield. They and the adventurers were both set to the same task, investigating a rash of local disturbances. Over the short time they'd traveled together, Haanzo had started to develop feelings for Eri, though he was never sure just how to show it. It started as little signs of affection here and there and soon grew into a quiet romance between the two. Soon, though, evidence was discovered that the culprit behind the disturbances they had been investigating was was a cult lead by a Dark Naga. Before proper plans could be made, the cavaliers brashly charged head-long into the cultist's lair, Eri with them, attempting to solve the problem by force. They soon found themselves overwhelmed by the cultist's poisoned weapons and though Eri was a skilled healer, there was little she could do before her friends succumbed to their wounds. Eri, herself would have fallen if Haanzo and the group hadn't arrived just in time. With the cult defeated, Eri reported the loss to the regional commander and joined up with Haanzo and the others, vowing that she would never lose another friend.
The group of six travelled far and wide, gaining a reputation for being the sort of adventurers who would take even the most dangerous jobs for a good cause (and, of course, pay). As the group grew in prestige, the jobs they got were increasingly more dangerous. After a delve into a long-forgotten ruin that ended in a clash with a Juvenile Umbral dragon (which resulted in significant wealth and their six distinctive necklaces), the group began to collect fame and the followers associated with it.
Seeing the potential there, Bishamon proposed they start a mercenary band. Katsu liked the idea, and once he'd secured the others' approval, he began recruiting with Haanzo's input. The two were selective about who they hired, and slowly the Legion of the Six Guardians began to form. They operated in groups of 2 to 6; with the smaller groups tasked to handle small or stealthy jobs and the larger groups charged with tackling the larger threats. The members were all well trained and always well-meaning. The generally benign bent of the group began to make them desireable hires in some quarters, particularly those where trust was necessary, such as in the guarding of sensitive material and people.
Soon, the Legion of the Six Guardians was being hired on for all sorts of jobs and was growing rapidly. It supported itself easy enough and made enough income to afford it's founding members certain luxuries. The Legion had become an overnight success.
However, this success was punctuated by some sorrow as well, namely the death of Rin Abe at the hands of the Marai Rakshasa, Jaskal. The first loss of one of their own was felt strongly by the Six, though perhaps moreso by her sometime lover, Katsu. Haanzo knew the Kitsune's sorrow and shared it with him as he'd come to think of Rin as family. Over time, the loss was less apparent, but a restlessness had grown in Katsu and that same restlessness bled into Haanzo as well.
Knowing the Legion was doing well and could manage in Bishamon's capable hands for a time, Katsu approached Haanzo one night and proposed they travel again, just the two of them. Just to handle a couple of jobs, but it'd get them out and adventuring again, something they hadn't done much of since the Legion had been founded.
The two took some time, selecting three jobs that got them far enough away that they wouldn't have a problem with noteriety and then proposed their idea to the remaining Six. Bishamon and Eri, being cautious individuals by nature, were not eager at first, but they could understand the twos' need to be on the road again and reluctantly agreed to the plan.
Thus, for the first time in a while, Haanzo and Katsu took to the road again, serving as caravan guards, treasure hunters and bounty hunters until they found themselves in Tallreed offered another job. Haanzo, willing to travel to the ends of the earth with his good friend, agreed with little convincing, seeing it as a slight detour to their eventual trip home to the authority and demands of running a mercenaries guild.
Katsu Arakaki - Kitsune Magus. Co-founder of The Legion of the Six Guardians. One of few people who seem to be able to read Haanzo's facial expressions. The two have been great friends for years and have lived through quite a bit together. Haanzo's loyalty toward Katsu is unmatched and he would gladly give his life for his friend.
Bishamon Sato: A Samsaran wizard, trained in the school of evokation and specializing in force and ice spells. A cold man inside and out. Bishamon is 'Second' in command of the Legion (after the joint leadership of Katsu and Haanzo). He's sensible, practical, and calculating in the extreme and makes a good bookkeeper for the Legion as he handles the money and logistics. He dreams of one day taking over the Legion, but can't risk openly opposing his friends.
Eri Higa: A Human cleric and healer, Eri is caring and kind. Over the time he's known her, Haanzo has developed feelings for her that have since developed into a quiet romance between the two. Eri runs the company's barracks and sees to the needs of the rank-and-file members of the Legion. She's a very wise woman but also very idealistic and can sometimes let her compassion get in the way of her better judgement.
Kato Hasterion: Kato is a Dhampir thief and con artist. He can certainly be a bit of a smart ass and enjoys riling the cool-headed Bishamon whenever he can. He handles the Legions more... questionable and morally grey contracts, though he knows to be particular about the jobs he brings in and chooses his contracts carefully.
Rin Abe (Deceased): Rin was a Changeling alchemist, and a talented one at that. She had the tendency to be erratic and overly focused on her studies, but very loyal to her friends and the Legion. She was killed three years ago during a fight with a Marai Rakshasa who was manipulating a mining town into uncovering an artifact. The Rakshasa escaped, but it's plans were ruined.
Willam Klegain - A secret lover of the princess that Haanzo and Katsu guarded. Recommended the king hire mercenary guards thinking they would be easy to overtake. Hired the bandits to interrupt the marriage. Harbors a deep resentment and enmity toward the duo.
Amaya Saitō - Nogitsune Oni and former head of the Jormungandr Thieves' Guild, identified by a tattoo of a snake curled into a ring eating it's own tail. A manipulative, charismatic fiend with a talent for murder, Amaya had intended to convert the Thieves' Guild into an assassin's guild to sate her own taste for blood. However, the arrival of the then still-forming Six and Kato's 'change of heart' saw that plan fall to ruin. Bitter and vengeful, Amaya has killed most of the guards who assisted in that raid, and now she's turned her eyes towards the Six, particularly Kato, who sold her out, and Katsu, a representative of what once inhabited her body.
Hiro Anzai - a Kuwa Oni and assistant to Amaya, in a rare case of a Nogitsune working with a fellow Oni. Hiro is the muscle behind Amaya's words and is the one to provide a blatant show of force, leaving the stealth to his lady. The two have a successful, if tense working relationship, and like Amaya, Hiro feels the sting of their defeat at the the hands of the still-forming Six quite strongly.
Jaskal - The Marai Rakshasa who killed Rin at the cost of having his plans for obtaining a rare artifact of incalculable power thwarted. since then no one has heard of the Rakshasa, though few doubt he is gathering power to try again. Katsu always listens for word of this fiend, eager to take revenge for the death of his friend and lover.
Haanzo rarely speaks and his face shows little emotion most times. It's hard for most people to get a good read on his personality without knowing and studying him for more than a few days straight. Once his shell is cracked, though, Haanzo has a soft core. He's caring and honest and, above all, fiercely loyal. Once Haanzo feels a bond with someone, he will never willingly break it.
Haanzo enjoys the thrill of adventure and traveling with Katsu. The two are nearly inseparable and wherever one can find the wiry little Kitsune, so too can they find the bulky Half-Orc. Even after the two formed The Legion, Haanzo still wants to feel the thrill of adventure before he becomes too old to see the world for himself.
Haanzo is a battlefield controller, using reach weapons and attacks of opportunity to provide extra armor to nearby secondary melee fighters as well as to trip and disrupt lanes of movement for his enemies. Moving forward, Haanzo will focus on feats to help him stay in the the fight such as the 'Deathless' line.
For: Pathfinder Homebrew, Dawn Over a New World
Run by: uberDice
Starting Level: 1
Status: Withdrawn
"What is Dawngate? Fortune and glory, kid... Fortune and glory."
"Jack" Johnson, Treasure Hunter
William "Jack" Johnson Junior
Race: Half-Orc
Gender: Male
Age: 24
Class: Rogue
Concept: Indiana Jones type with a twist. "Treasure Hunter" looking for a new life in the new world.
The Half-Orc, William "Jack" Johnson Junior is small and scrawny for a Half-Orc, but only average size for a human male. His eyes are deep brown and his head is devoid of hair. Jack's skin is tanned a dark brown and bears a nearly literal roadmap of his past scrapes and expeditions in the form of a few tattoos and various scars. All in all, Jack could easily pass for a less-than-attractive human.
His clothes are shoddy and patched over in places as most of his money went toward his gear, drink, and women. As unseemly and unkept as Jack may appear, though, he keeps good hygiene and takes care that all his adventuring gear at least remains in working condition.
William "Jack" Johnson Junior is the half-orc son of William Johnson Senior, the famed human explorer and treasure hunter. He never knew his mother as she died while giving birth to him. His father described her as the most beautiful woman he'd ever seen.
William Senior spent many years acquiring a vast wealth of coin, knowledge and connections. William Junior, however, spent many years acquiring a vast hatred for being in his father's shadow and for being called "Junior", eventually taking up the name "Jack", after the family hound.
No matter how successful his father was, Jack rebelled against his way of life, often taking up his own "expeditions" simply to spite his old man. Jack's ventures were almost never honest, however, and more than a few landed him in trouble with the law.
William Senior's one dream was always that his son would take up his life's work and carry it on. When Senior eventually retired from the life of adventure and took up a quiet living teaching history and archeology at a rather large university, he found that this would not be the case. An argument between Jack and one of his "associates" over a fair cut from one of their recent exploits turned violent. The two jostled and the other man ended up with a knife in his gut and William "Jack" Johnson Junior was promptly imprisoned for life. Jack's father, as well connected as he was, was devastated at the 'loss' of his son and refused to work to have his son released for he'd seen the man 'Jack' was becoming.
Over time, though, Jack's father held out hope that his son could be reformed. Determined to offer his son a better life yet still punish him for his vile deeds, William Senior used his vast contacts and wealth to see his son sent to the new world aboard a prison ship filled with other exiles. His parting words were not entirely kind, but his eyes told a story that Jack refused to hear.
The trip to the new world was long and arduous. Jack and the others faced unknown odds at the hands of disease, starvation, dehydration, and mother nature herself. While many other ships were lost around them, Jack's ship, Bound for Glory, remained intact and made port with few deaths.
Upon leaving the ship, Jack grudgingly took his small fortune, a parting gift from his father, and began his old life anew in the town of Landfall. Drinking and gambling were easy vices to slip into for one with so much to spend and Jack made them both a habit.
It was in a gambling establishment that Jack first heard of Dawngate. A man across the table was down on his luck and had no gold left for cards. In desperation, he pleaded with the other patrons to buy his map to a city of wealth and dreams. No one took his offer and guards eventually came to remove the man. With a look of a man who's fallen to the bottom and still can't stifle his addiction, he clung to Jack, begging him to buy the map. Jack, for all his belief that such a place didn't exist, and if it did that there would be no map leading people to it, took pity on the man and payed him a few gold coins for the cloth map. "A bargain" the man had said as the guards dragged him away, his hands clutching the gold pieces together.
Over the next few days, the map lay forgotten in the bottom of a trunk, buried under empty bottles of scotch, dirty clothes, and random tools. Again, Jack found himself in a tavern and as usual, the drunks started talking about their hopes and dreams. When talk turned to Dawngate, the city of splendor Jack had only heard tale of by one man days ago, Jack listened close. What he heard made his eyes widen. Jack bought drinks for the men who brought news of Dawngate to wet their whistles and loose their tongues. Eventually, Jack had heard enough. Using his map, he would find this city and be the first to truly uncover it's wonders. He would be a rich man. The richest in the new world, for certain. Possibly the richest the world had ever known...
William Johnson Senior - Human Treasure Hunter - Jack's father and a famed and retired treasure hunter now working as a professor for a university in the 'old world'.
Zebidiah Haalon - Elf Thief - Jack and Zeb met on board Bound for Glory. The two bonded over their similar skill set, with each telling stories of their greatest heists. After they docked, the two kept in contact sharing drinks and whores until Zeb disappeared from Landfall. Jack assumes he heard of Dawngate and went looking for it.
Esmeralda Heath - Human Ranger - A beautiful native of the new world. She's quickly embraced the newcomers to the new world and readily accepts their presence. Her and Jack formed a fast friendship when he routed a few drunken thugs from attacking her.
Samuel Layman - Human Crimelord - A petty and self-titled 'crime lord' also known as "The King". Runs a few gambling establishments that Jack owes money to.
Thagar McBryd - Dwarf Guard - On the payroll of "The King". Shakes down and extorts local shop owners and collects debts.
Rich Parents:
"Now, hopefully, you'll make something of yourself and stop being such a damned fool." That's all Jack's father said to him as Jack was led shackled aboard the prison ship 'Bound for Glory'. When they docked in Landfall, Jack was released and given the small fortune his father had sent him away with. Benefit: Your starting coin increases to 300 GP.
Fanatic:
Jack spent many years studying in his father's shadow. The many dusty tomes he read as a child about ancient and lost civilizations has given him insight into the subjects of history and the arcane. Benefit: You gain a +1 trait bonus to Knowledge (Arcana) and Knowledge (History) checks and Knowledge (Arcana) is always a class skill.
Jack has a fear of spiders. Though it's not something he can't overcome if he has to, he really hates dealing with arachnids.
Though he may have been forced to journey to the new world, Jack is determined to make the most of it. With the rumors of Dawngate, Jack sees an opportunity to put his skills to use in order to make himself 'filthy, stinking, stupidly rich'. He'll let nothing come between him and his exploitation of the famed city of splendor. However, despite his selfish motivations, he feels there will be more than enough wealth to go around and Jack sees the need to have a good team with him if he's going to make it there alive... But he still wants as much as he can get his hands on.
William 'Jack' Johnson Jr.
Male CN Half-Orc Rogue, Level 1, Init +2, HP 10/10, Speed 30 AC 15, Touch 12, Flat-footed 13, Fort +3, Ref +5, Will +3, Base Attack Bonus 0 Falchion +3 (2d4+3, 18-20/x2) Short Sword +3 (1d6+3, 19-20/x2) Shortbow (10 Arrows) +2 (1d6, x3) Studded Leather Armor (+3 Armor, +2 Dex) Abilities Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10