Rholn A'Talin
Rholn A’Talin
4th Level Harrier
Human, Male
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Init: +7;
Senses: +8 Spot/Listen
Speed: 40' (8 squares)
Languages: Common (+2 other languages)
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Defense: 17 (+3 Dex, +4 Lvl)
Flat-footed: 10
Touch: 17
DR: 1d3 (Masterwork Studded Leather)
HP/RP: 46 (14 + 11 + 10 + 11)
Fort +7,
Ref +7,
Will +5
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Melee:
Katharm, Large Masterwork: Two-Handed Martial Weapon, Slashing, Finesse.
Attack: +8 (+4 Lvl, +3 Dex, +1 Mstwk)
Damage: 2d8+3; Crit: 19-20 (x2)
Grapple-Dagger, Masterwork
Attack: +8 (+4 Lvl, +3 Dex, + 1 Mstwk)
Damage: 1d4+2; Crit x2
Ranged:
Composite Longbow, Large, +2 Str
Attack: +8 (+4 Lvl, +3 Dex, +1 Mstwk)
Damage: 2d6+2; Crit x2; Range: 100 ft.
Grapple-Dagger
Attack: +8 (+4 Lvl, +3 Dex, + 1 Mstwk)
Damage: 1d4+2; Crit x2; Range: 15 ft. max with line, otherwise 20 ft.
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Abilities: Str 14, Dex 16, Con 16, Int 14, Wis 12, Cha 12.
- Increases: Level 4: Con +1
XP: 7,024
Traits:
1. Mountain Folk (Tough as Stone): +2 Survival Checks, +2 on Checks/Saves vs being knocked prone. +3 HP at 1st level, +1/level thereafter.
2. Mighty Build: Use large weapons without penalty.
Feats:
L1. Improved Initiative: +4 Init.
L1. Weapon Finesse 1: Apply Dex modifier instead of Strength to Attack Rolls.
L2. Combat Expertise 1: Gain Attack Roll penalty (up to -5) as Active Defense bonus)
L4. Quick Draw: Draw a weapon as a free action.
Class Abilities:
L1: Combat Speed: Move Rate increases by 10 ft.
L1: Combat Mobility: Whenever you provoke an attack of opportunity due to movement, you gain a +4 bonus to defense. This bonus applies only against the attack of opportunity. In addition, you can move at normal speed while using the Tumble skill without penalty and you gain double your Dexterity bonus to Tumble checks.
L3. Mobile Assault: When you use a move action to move and then a standard action to attack, you gain a bonus to your attack equal to the number of squares you moved. This bonus lasts until the start of your next action.
Skills:
40 SP @ 1st, 10 SP/Lvl thereafter.
Total: 70 SP;
Max Skill Ranks: 7
Skill Groups: Agility & Athletics.
Agility: 7 Ranks
- Balance: +12 (7 Ranks + 3 Dex + 2 Syn)
- Escape Artist: +10 (7 Ranks + 3 Dex)
- Tumble: +15 (7 Ranks + 3 Dex + 3 CM + 2 Syn)*
* Note that Rholn can tumble at normal speed without penalty.
Athletics: 7 Ranks
- Climb: +9 (7 Ranks + 2 Str)
- Jump: +11 (7 Ranks + 2 Str + 2 Syn)
- Swim: +9 (7 Ranks + 2 Str)
Bluff: +8 (7 Ranks + 1 Cha)
Hide: +10 (7 Ranks + 3 Dex)
Intimidate: +10 (7 Ranks + 1 Cha + 2 Syn)
Listen: +8 (7 Ranks + 1 Wis)
Move Silently: +10 (7 Ranks + 3 Dex)
Perform: Oratory +8 (7 Ranks + 1 Cha)
Sense Motive: +8 (7 Ranks + 1 Wis)
Spot: +8 (7 Ranks + 1 Wis)
Appraise: +2 (0 Ranks, +2 Int)
Concentration: +3 (0 Ranks, +3 Con)
Diplomacy: +3 (0 Ranks, +1 Cha, + 2 Syn)
Disguise: +3 (0 Ranks, +1 Cha, + 2 Syn)
Forgery: +2 (0 Ranks, +2 Int)
Gather Information: +1 (0 Ranks + 1 Cha)
Heal: +1 (0 Ranks, +1 Wis)
Ride: +3 (0 Ranks, +3 Dex)
Search: +2 (0 Ranks, +2 Int)
Survival: +3 (0 Ranks, +1 Wis + 2 Trait)
Possessions - Personal:
Katharm, Large Masterwork – “A’Kharu’s Lament”
A katharm is an unusual hafted weapon with a 3 ft. haft and a heavy 2 1/2ft. single-edged blade attached to it. The weapon has a slight overall S-curve to it and is unusually elegant in the hands of a proficient wielder. It is wielded in such a way to combine many different sword, spear and polearm forms. Rhadt’s is a large version of this weapon (normally base 1d10 damage, 6 lbs.), with an ornately patterned steel haft and a significantly heavier blade, but no additional length.
Cost: 335 gp; Weight: 12 lbs.
Composite Longbow, Large Masterwork, +2 Str
A large and stunningly carved bow with a dark, lacquered, cherry-wood finish.
Cost: 600 gp; Weight: 6 lbs.
Grapple-dagger, Masterwork
While not all that impressive as a weapon, its utility more than makes up for it. The grapple-dagger has a broad blade and a thin handle which can be concealed fairly easily. The dagger blade itself can spring open into a 2-pronged grappling hook with the handle able to connect to a 15' length of knotted steel wire concealed usually in a sleeve and through a specially designed bracer. With a little imagination, the grapple-dagger can be used as a thrown trip wire, snag a fleeing creature, a makeshift garrote or as a quick means to swing across obstacles. The wire has a hook which can also be used to attach to one's belt in order to free up your hands.
Cost: 600 gp; Weight: 3 lbs.
2 Quivers of Large, Masterwork (black-shafted) Arrows (40 total)
Cost: 242 gp; Weight: 12 lbs. total.
20 Blinding Arrows
20 Flaming Arrows
40 Ice Arrows
20 Smoke Arrows
10 Stone Biter Arrows
- Total cost for special arrows (@ Edbert's discount prices): 1,500 gp.
Blinding: This ammunition is designed to detonate a small dose blinding powder on impact. Damage is reduced by half, target must make a DC:15 Reflex Save or be blinded for 1 round. Cost: 5 gp each. Range: ¾ normal. Weight: +50%.
Flaming/Ice: This ammunition is specially designed to contain a dose of alchemist’s fire or frost. The ammunition inflicts standard damage, but one round after a successful hit it will ignite and the target will take 1d4 HP of fire/frost damage. The target can spend a full-round action trying to extinguish the flames/frost before taking damage (Reflex Save DC:15). Dousing or immersion in water immediately puts out the flame(s)/dissolves the alchemical frost. Cost: 25gp each. Range: ¾ normal. Weight: +50%.
Smoke: This arrow is designed to deliver an alchemical substance will produce a 10 ft cube of smoke centered on the point of impact. The effects are identical to the smoke bomb grenade (IH, page 201) Targets within the cloud gain partial concealment (20% miss chance), total concealment outside of it (50% miss chance). The smoke lasts for 1d4 rounds unless wind conditions dictate otherwise. The arrow inflicts no damage however. Cost: 15 gp each. Range: ½ normal. Weight: +100%.
Stone Biter: These finely crafted, steel-shafted ammunition are designed to aid in climbing by biting straight into solid rock. The back of the head has a loop for attaching a light-weight knotted cord (silk or steel wire). The range is limited, but the ammunition ignores the hardness of substances up to the strength of stone. Cost: 10gp each. Weight: x5. Range: 1/4 normal.
Masterwork Studded Leather
*Note: No armor check penalty.
Cost: 175 gp; Weight: 20 lbs.
Holy Symbol, Silver
Cost: 25 gp; Weight: 1 lb.
Total Weight: 54 lbs. (58 lbs. limit for light load)
Possessions – Other : (typically on horse)
Warhorse, Light with Military Saddle. “Aernil” Cost: 170 gp total.
Climber’s Kit: Grant a +2 bonus to Climbing Checks. Cost: 80 gp
Flint & Steel. Cost: 1 gp
Rope, Silk. Cost: 10 gp
Rations, 1 week. Cost: 7 gp
2 Waterskins. Cost: 2 gp
Lantern, Hooded. Cost: 7 gp
Tent. Cost: 10 gp
Clothes: Noble’s outfit, Cold Weather outfit, Explorer’s outfit, Adventurer’s outfit. Cost: 98 gp total.
Wealth: 1,538 gp (+6,250 gp from accepting Fithren's contract)
Appearance:
Height: 6’ 1”
Weight: 185 lbs.
Hair: Black, shoulder length.
Eyes: Blue-Grey
Rholn appears as a man in his late 20's in black studded leather underneath a long, light, short-sleeved coat of dark grey and midnight blue trim. He wears soft leather boots and criss-crossing leather and blued steel bracers. A silver holy symbol of his god (?) is woven intricately into his left bracer.
Below is an image of Rholn's Katharm.
Rholn is the last of the Koliel, a long-standing order of warriors sworn to defend the borderlands of the great cliff-city of Kharunn. Trained to fight in the broken, storm-wracked stonelands of the city-state, Rholn displayed an unusual level of cunning in addition to his considerable physical attributes and was able to rise swiftly through the Koliel's ranks.
Over the years, the eight noble houses of Kharunn waged a secret war for control over the most lucrative trade contracts. Alliances would spring like a summer storm and would last just as long. Rholn did his best to stay out of the politics of the city despite being courted by various noble factions as a rising blade in the Koliel. Though later Rholn would learn to regret not paying closer attention to the machinations of the court.
Nearly a year ago, the House A'Nahli begain making a bid for power in the city. Several powerful nobles from the more prominent houses were found horribly murdered in their own homes. Some were found dead in their own gardens, others in their own dining rooms with guards right outside. Rumors spread like wildfire - supernatural assassins, demons and vengeful gods were whispered in alleys and darkened taverns. Rholn paid little heed to such nonsense, even when House A'Nahli finally claimed lordship over the city and began brining in a number of "foreign advisors" who were never far from the new Lords of Kharunn.
However, the Koliel began taking notice when their own warriors began to mysteriously turn up dead on routine patrols and in their own homes. Each appeared to have been torn to pieces by some great monstrosity, though no tracks, no trace of such a beast was ever found. Soon after, their losses mounted to such an extent that House A'Nahli accused the Koliel of growing soft, getting killed by simple bandits and stoneland dwellers. They began bringing in foreign warriors from across the sea to begin patrolling the borders and more were beginning to fill the ranks of the city's standing army.
Rholn will speak no more of the events that transpired since then. Not about the plan the Koliel put together to infiltrate the House A'Nahli... nor the horrors they witnessed that day when they delved too deeply into affairs of those who dwell with the damned.
Rholn is the last of the Koliel, living on borrowed time.