Edmond Deathwish
Name: Edmond 'Deathwish' merCauthon
Race: Human
Player: Neurotic
Classes: Duskblade 7
Hit Points: 58
1st: 12(CON)+1(CON bonus)+8(class max) +1 (favored class)
Hit points for 2nd level (1d8+1=5) +1 (CON)
Hit points for 3rd level (1d8+2=3)
Hit points for 4th level (1d8+2=6)
Hit points for 5th level (1d8+2=5)
Hit points for 6th (1d8+2=10)
Hit points for 7th level (1d8+2=6)
Experience: 25245
-- level after defeat of Lamm
-- bonus 200 XP for bringing Verrik and others alive
-- bonus 200 XP for one-on-one combat on SpiderKing's ship
-- reward 265 XP for getting love letters of Chelaxian ambasador
-- reward 300 XP for getting Trinia Sabor to safety - 3rd LEVEL
-- reward 2960 XP for Dead Warrens
see here - 4th LEVEL
-- reward 200 XP for
saving Brianna
-- reward 300 XP for
saving Trinnia
-- reward 1200 XP for
shutting down Vendra's Lavender cure
-- reward 1200 XP for
defeating vampire spawn in Racker's Alley of Old Korvosa
-- reward 2140 XP
for freeing mamusia Lela from wererats
2250 XP for clearing out Carowyn Manor of the undead threat
-- reward 800 XP
for defeating underwater hag and her sharks
-- reward 3200 XP after the fight with the cultists in the infirmary
-- reward 4040 XP for
Fight with Rolth and the cultist in infirmary basement.
Reward 3900 XP for destroying demons and priestess of the cult in infirmary basement
Alignment: Chaotic Good
Speed: Walk 30 ft., 20ft in armor
Languages: Chelaxian (Common), Elven, Thassilonian(Old Tongue), Draconic, Celestial
Stat Score Mod Pts
STR 19 (+4) 10 (+2 racial+1@4th)
DEX 14 (+2) 5
CON 12 (+1) 2
INT 14 +2 (+3) 5 (+2 from headband)
WIS 10 (+0) 0
CHA 8 (-1) -2
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Total 22-2
Total / Touch / Flat Footed
AC: 21/ 13 / 19
+8 (breastplate +2) +2 (DEX) +1 (ring)
Initiative: +2
BAB: +7
Melee to hit: +11, +12 with Deathwail
Ranged to hit: +9
Fortitude: +5 (base) +1 (con) +2 (cloak) = 8
Reflex: +2(base) +2 (dex) +1(trait)+2 (cloak) = 7
Will: +5(base) +0(wis) +2 (cloak) = 7
[sblock=Skills]
Code:
Skill (Attribute) Rank Attrib Misc Total
--------------------------------------------------------------------------
Climb (STR) 0 4 -4(armor) 4 (0)
Craft (INT) 0 2 0 2
Escape Artist(cc)(DEX) 0 2 -4(armor) 2 (-2)
Linguistics 4 2 3 9
(Forgery, Decipher Script etc) (INT)
Acrobatics(DEX) 2 2 -4 4(0)
(Jump, Balance, Tumble)
Knowledge(arcana) (INT) 7 2 3 12
Knowledge(religion) (INT)1 2 3 6
Knowledge(nature) (INT) 0 2 0 2
Knowledge(local) (INT) 6 2 3 11
Perception(cc)(WIS) 0 0 0 0
Ride (DEX) 0 2 0 2
Sense Motive (WIS) 7 0 3 10
Spellcraft (INT) 7 2 3 12
Swimm (STR) 1 4 -8(armor) 5 (-3)
[/sblock]
[sblock=Feats]
Human: Combat Expertise
1st: Improved Trip
Trait: Tortured child (+1 reflex save)
2nd: Combat Casting
3rd: Power Attack
5th:
Fascinating illumination grants
hypnotic pattern on casting Dancing Lights
4th: Greater Trip
[/sblock]
[sblock=Special Abilities]
Armored mage - medium armor without arcane failure
Arcane Attunement - cast dancing lights, detect magic, flare, ghost sound, read magic for (3+INT = 6)/day
Arcane Channeling
Quick Cast 1/day - cast one spell as swift action
Spell power +2 - if Edmond injures someone, he gets +2 to pierce his resistance
Armored mage - proficiency with heavy shield
Harrow points 1
Dexterity Rerolls: Spend a Harrow Point to reroll any one
Initiative check, Reflex save, attack roll modified by Dexterity, or
Dexterity-based skill check. You must abide by the new result. You can spend another point to re-roll again.
Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge
bonus to your Armor Class for one encounter. You can use both points to add +2.
Speed Increase: Spend a Harrow Point to increase your
base speed by 10 feet for one encounter. You can only spend one point per encounter in this fashion.
[/sblock]
[sblock=Combat Stats]
Unarmed attack:
to hit: +11
damage: 1d3+4
critical: 20/x2
Guisarme (Deathwail)
to hit +12
damage 2d4 +6
critical 20/x3
Full Power attack: 2d4+12
[/sblock]
[sblock=Equipment]
Name Price QTY LBS
Guisarme 309 1 12
Breast plate 200 1 30
Chain shirt +1 0 1 25
Basic Adventuring gear
Silversheen (1 vial) - spent of wererats
Acid flask (1 vial)
Potion of cure moderate wounds (1 vial)
Potion of cure serious wounds
Silver dagger of unknown properties
Money left: ~15 gp
Money earned:
[sblock=Lamm]
Ivory scrimshaw kraken – 200 gp (sold)
Vial of Silversheen – 125 gp (sale price)
Garnet necklace – 100 gp (sold)
Edmond's signet ring – 2.5 gp (sale price) - NOT FOR SALE
3 flasks of acid – 15 gp (sale price) - 2 sold
TOTAL: 330
[/sblock]
[sblock=Verrik]
333.33gp
silver dagger - unknown properties, given to Kester
6 +1 arrows 38.15 gp (sold)
[/sblock]
[sblock=Chelaxian ambasador trouble]
Love letters of Chelaxian ambasador: 166,67gp
[/sblock]
[sblock=Trinia Sabor]
share of 1000
[/sblock]
[sblock=Dead Warrens]
Treasure totals post
spell component pouch (2.5 gp)
• full length mirror (no value given)
• research library (300 gp)
• 2 x vial of medium spider venom (75 gp) - one was given to Edmond by Manachan so only value of one is here
• small buckler (7.5 gp) - sold value added to total
• 755 gold sails
• 2 silver shields
• 7 copper pinch
Total = 1147.77
-300gp masterwork weapon
-200gp breast plate
+75gp sold studded leather
-500gp Brute Gauntlets
- 15gp buckler
--------------------------
Total: 207.77gp
[/sblock]
[sblock=Wererats]
3 smokesticks
a tanglefoot bag
20 tindertwigs
bent copper trumpet bearing city coat of arms, 120 gp
a set of masterwork carpenter's (artisan) tools
potion of heal serious wounds
+1 chain shirt - sold
Money?
[/sblock]
[sblock=Cultists]
Sell +1 chain shirt for 1125gp
Gain: 7332,25gp for total of 8457,25
Ring of protection +1 from Manachan for 2000gp
Headband of intellect +2
Breastplate +1
Cloak of resistance +2
Enchant Deathwail to +1 for 2000gp
Improve enchant armor +2 for 3000 gp
Gold remaining: 1457,25
[/sblock]
[sblock=SPENDING ON HOUSE]
INITIAL:
House renovation: 500 (until now) - 1100 more to go
Urchin upkeep: 300 (until now) - 100 more to go - this represents initial spending to get them clothed, fed etc...later it's only upkeep
50 from Manachan
50 from Manachan - add 75 from venom he gave to Edmond on his 'tab' - Edmond gives those
100gp from Brindom - goes to finish up upkeep spending
----------------
AFTER DEAD WARRENS
House renovation: 750 - 850 more to go
Urchin upkeep: initial cost covered - upkeep per week?
Mer'Cauthon's orphanage
[/sblock]
TOTAL:
642 gold sails
42 silver shields
62 copper pinch
Total weight carried: ~50
Current load: None
Encumbrance
Light: 86
Medium: 173
Heavy: 260
[/sblock]
[sblock=Magic]
Spells known: 4/5
0th level
Acid Splash (std, close, no ST, 1d3),
Disrupt undead (std, close, no ST, 1d6),
Ray of frost (std, close, no ST, 1d3),
Touch of Fatigue (std, touch, F neg (DC 13), 1r/lvl, cannot run nor charge, takes a –2 penalty to STR and DEX)
1st level
Color Spray (std, 15' cone, Will neg (DC 14), Unconcious 2d4r; Blind 1d4r; Stunned 1r (2- HD; 3-4HD, 5+ HD progressively lesser effect)
True Strike (std, caster, +20 insight to hit, no miss chance),
Chill Touch (std, touch, 1touch/lvl, deals 1d6 points of NE damage.1 point of STR F denies (DC 14); undead no damage, panicked for 1d4+1/lvl rounds, Will denies (DC 14))
Shocking Grasp (std, touch, no ST, 1d6/lvl) - +3 to hit opponents in metal armor)
Resist Energy (std, touch, 10min/lvl, DR 10 vs. energy)
2nd level
Dimension hop (std, touch, instant, teleport 10', will negates (DC 15) )
Ghoul Touch (std, touch, 1d6+2 rnds; paralyze living humanoid, fort negates (DC 15)
Touch of Idiocy (std, touch, 10min/lvl, no ST)
DC 13 + spell level
Levels 0 / 1 / 2 / 3 / 4 / 5
--------------------------------------------------------------------------------
Spells per day: 6 / 6 / 5 / 0 / 0 / 0
Bonus spells : 0 / 1 / 1 / 0 / 0 / 0
------------------------------------------
Total: 6 / 7 / 6 / 0 / 0 / 0
[/sblock]
[sblock=Description]
------------------------ Description -----------------------
Height: 5' 7" Weight: 165 lbs. Gender: Male
Eyes: Blue
Hair: Long, blond, braided
Skin: Pale
Dominant Hand: Right
Quirks: feather allergy, melancholic
Speech style: sad, grave voice
Skinny, wiry man, wearing black studded armor and guissarme with black shaft and red blade. His blond hair is long tied in elaborate braid. Face is drawn with three red drops tattooed under left eye. The jaw is framed in thin beard.
[/sblock]
[sblock=History]
Edmond Deathwish was born into forgotten noble family turned merchants for money and then ruined by amoral competition using less then honorable methods. For as long as he can remember he was poor and perpetually on the verge of starving. Finally, they really started starving as his parents will to live broke and they stopped even trying. They lived off streets, begging (Edmond more then they) and picking up scraps. One night in the middle of the winter, Edmond woke up; unable to feel the warmth of his parents he slept between. He still felt the bodies, but no heat. Fearing the worst he threw blankets off and lighted a lantern. His parents stirred and then rose, eyes shining yellow in the light, faces contorting in parody of smile, sharp teeth visible with long tongue licking cracked lips. “Come, son, come to your mom.” one of new ghouls called.
Terrified beyond belief, Edmond bolted through the sewers that were his home for past several years and didn't stop until he was outside, shivering on the snow under clear winter sky. Finally, practically dead from fear, exhaustion and cold, he stumbled into Little Lamms orphanage. Only thing he retained was old signet ring of his family crest showing anchor balancing the scales.
It went well for some time, until Lamm learned that he was child of noble parents (even destitute). He tortured Edmond to tell him where is his family secret cache and to lead him down into the sewers to hidden treasures of lost civilizations Lamm believed Edmond knew because of his life under the city. That went on for several days until finally Lamm was convinced that Edmond knew nothing. By that time he was on the brink of death.
His will to live proved stronger then shock of loosing everything, his parents were burden for him as they didn't want to live anymore, but he sustained them out of love. Now that it was taken away in worse possible way, he took to helping others avoid same fate. He grew up strong, his intimate knowledge of sewers and less reputable parts of town helping ferret out any threat to poor that might have appeared.
In the orphanage he learned the value of group effort. He was never good with others, partially because he felt different, partly because he was strong AND smart, something both orphanage bullies and smart kids resented. Edmond used his strength to protect latter from former, but only rarely would he get the thanks he felt he deserved.
He grew up lonely and hurt, his frustration pent up and only rarely would he let it out in fighting bullies or occasional cruel citizen that hurt one of "his" mates. He learned how to read and write and would spend hours in public library (that is, when he wouldn’t prowl back streets searching for trouble). He would help in orphanage when he was there, but he preferred quiet solitude of library.
As he was nearing his 15th birthday on his way back to orphanage he spotted an older priest in a side ally surrounded with young thugs he knew from the streets, leader of which was Esteban ‘Backbreaker’ Soller. He challenged them with his usual club in hands, but was overwhelmed. As he was thrown down his frustration finally blew in display of magic and next kick that came his way was met with glowing hand touch that drained all strength from the kicker.
The hand immediately re-glowed and thugs soon found their courage shattered and ran. All except the one touched earlier. Edmond got up, more confused then hurt. He was helped by old priest he saved and on his urging waited for guards to arrive. Edmond’s hand stopped glowing after fight was finished and he felt suddenly exhausted. Old priest (holy brother Benjamin Flamebearer) explained the situation to the guards and lead Edmond to his temple.
Once there he explained now worried youngster that displays of magic in public are dangerous business and that he needs to be tested for heresy and possession. At this time, Edmond decided he had enough and tried to get away, but temple guards stopped him. Soon he was tested and it was concluded that his magic came naturally. Given his physique he would be more fit as a soldier, but as magic users need to be trained he was taken to a tutor instead. As they were kinder and offered more in ways of learning, Edmond remained within church and grew strong in the Light.
For a year he studied magic under Sargath the Slow, an old sorcerer prone to long theoretical discussions. According to his tutor, he was hopeless as a sorcerer as he could not unlock any more spells that he tried to teach him. He was also constantly harassed by Lamm as "nobody leaves Lamms orphanage" and he avoided going out alone.
Luckily there was a knight supervising soldier training that had some experience with combat magic. He contacted his superior and Edmond was soon transferred to an outpost little out of the Korvosa. He was told that he will receive training in how to best use his magic in combination with melee combat. This training was done by elven sword master. After additional two years of martial training he was sent on a mission of escorting his prelate Julius Brightshield back into Korvosa. Now accomplished soldier, Edmond is eager to test his mettle against any and all opponents he might meet.
He also eagerly awaits new encounters with thugs of backstreets, quite sure that at least ‘The Backbreaker’ harbors a grudge and that Lamm will remember him and try to make him pay for his "desertion".
In the church he learned a lot about undead and knew exactly what befell his parents. They are probably destroyed by now, but he knows not for certain. All he knows is that he will do his utmost best to prevent that from happening to others. He will spend his money on poor, bring children to orphanage and kill undead on sight. For that purpose he always carries some holy water and things needed for last rites in addition to his usual guissarme. Also, he carries one or two sweets when child needs to be mollified enough to come with him. He learned a lot, but most of it is focused into killing things instead of spreading knowledge.
Edmond is very young man that has seen horrors fit for much older soldier. He is considerate and gentle only toward children and very old people. All others receive gruff front or outright violence depending on situation. Special hatred in his heart is reserved for undead although he didn’t have any encounters with them since his parents’ death. After being promoted to soldier of Light he tattooed three blood red tears under his left eye.
He is lean from his years of food deprivation, but strong. Hunger left him little bit on the ugly side as his shoulders are little bit stooped and his face drawn taut. He tries to mollify this with thin beard framing his face and long hair.
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