Okay, here we go. I'm just about done with both of my concept write-ups. I'm going to post them both, in separate posts. Both are basically ready to go- in both cases I only need to finalize their mundane equipment lists (major/magical stuff is accounted for). I'll be out of town from tomorrow morning until Monday night (the 25th) for a friend's wedding- I don't know whether I will have net access or not, and I'll be busy/driving most of the time anyway.
Here is concept 1, concept 2 is in my next post- spoiler tag is just for space, read it if you want to...
[sblock]
Name: Oscarl Oldknife
Race: Dwarf
Class/level: Fighter 2/Monk 3
Alignment: LN
Deity: Jerebal
Description: Oscarl is a dwarf of average height- while he is obviously not young, his actual age is a bit harder to guess. He has a slender build (by dwarven standards anyway)- meaning that he has a solid wiry musculature, and no visible fat. His facial features are equally lean- he has a sharp-edged, almost severe visage, a trait which is only accentuated by his shaved head and close-cropped beard. For a dwarf, he is also rather tanned and weathered-looking, as if he spends a lot of his time outside.
Oscarl tends to dress in a very simple, monochromatic style. He wears sturdy black boots (trimmed with bear fur), plain heavy black trousers, and a loose-sleeved grey shirt under a tight-laced vest of soft black leather. Regardless of the weather he rarely wears a hat or cloak- his normal clothing and uniform surcoat seem to suffice for all but the harshest conditions. Besides his official truncheon his only visible weaponry is a heavy hook-bladed knife, which he almost never actually uses.
Personality: Oscarl is a rather taciturn fellow, even for a dwarf- he rarely says five words when two will suffice, and can get through most days without much more than a few well-timed grunts, snorts, and nods. This isn’t to say he is unfriendly- he just doles out his words with the sort of miserly attitude that other dwarves hoard their gold. For the most part, he has a no-nonsense approach, both to his work and to life in general- he wants to do a good job, but he isn’t very flashy or outspoken about it. He is quite devoted to his religion, both to his personal patron Jerebal and to Jerebal’s superior Barcarus- though as one might expect, he doesn’t talk about such matters extensively.
Oscarl wants to do a good job as a constable- he realizes the value of law enforcement, and he has a keen appreciation for justice. On a more personal level, he also wants to be well-regarded- he is proud of his personal honor and integrity, and he likes it when people consider him trustworthy and reliable. He enjoys friendly competition, particularly of a physical nature (even to the point of good-natured sparring), but he dislikes unnecessary or random violence- and he prefers to wrap up lethal fights as quickly as possible to minimize the potential for collateral damage. He has little tolerance for bullies, and is quick to step up when innocents or noncombatants are threatened or endangered. He tends to spend his time off training, or serving with other members of his order as guardians at the various shrines and temples to Barcarus throughout the city.
History: In his early years, Oscarl was a fairly typical dwarf- he was perhaps a bit more excitable than most, but not wildly so. His father had retired after a thirty year stint in the constabulary to a relaxing career as a custom swordsmith, while Oscarl’s mother was a skilled craftswoman in her own right, a sculptress. Both of Oscarl’s older brothers felt the allure of a martial career and joined the army of the kingdom of Silvertree. One of those brothers died in a war far from home, and Oscarl’s parents felt that loss quite keenly- when he wanted to enlist, they would not allow it. Young Oscarl, though, was not deterred- he had heard his father’s stories plenty of times, and he knew that a career in law enforcement held nearly as much potential as the army did. With his parents’ approval, he completed his training and joined the constabulary.
Oscarl was quite enthusiastic about his job, and he threw himself into his work with a will. He enjoyed helping people, to be sure, and his parents had instilled a keen sense of honor, and a solid faith in the tenets of Barcarus. His first assignment after he completed his initial training was in the 12th ward, and even the fetid chaos of Goblintown didn’t dampen his enthusiasm for his work. But in the course of one terrible afternoon, his life was changed forever…
Oscarl and his watch squad had begun their patrol early that day, and they stumbled into developing riot scene near the edge of the Goblin Market- almost before they realized it, they were in hot pursuit of a cloaked figure who seemed to be the cause of the trouble. That pursuit led them into the depths of the 13th ward, and the squad was too intent on their quarry to realize that they had become lost, in tunnels none of them recognized. Even as they were starting to figure out they were in trouble, they were attacked by, well, something- none of them got a clear look at it, at least none of the survivors. Oscarl was badly hurt- to this day, he believes he might have been right on the edge of death. Two of his squadmates also survived- their five companions were slain, and only three of the bodies were recovered. Luckily another, better prepared watch patrol found them and got them back to the surface. Oscarl’s injuries seemed to resist normal healing, and he was placed in a long-term care facility maintained by priest of Barcarus and Jerebal, a quiet monastery that assisted both military and constabulary wounded.
Time passed, and Oscarl slowly healed- at least physically. Unfortunately, his spirit seemed to have been wounded as well- he had lost all enthusiasm for his job, and any fighting ability he had once mastered. As soon as he touched a weapon, his hands began to shake, and a simple surprise “Boo!” could leave him a nervous wreck for days. So he struggled through his days, doing minor tasks around the monastery. Some of the monks seemed to see beyond his crippled exterior, and they began, very subtly, to help him out. Over the course of two long years, they worked with him almost daily- at first Oscarl didn’t even realize what they were up to. As time passed, he slowly began to work his way back to fighting shape. His confidence increased, and his combat skills grew as well- in time he even surpassed the skills he had had before his “accident”. At first he worked solely with the other monks, and he even joined that order formally. Then he began to work with the other monks, serving at temples of Barcarus throughout the city.
Finally, he was fully recovered- though he was a much different dwarf than he had been before. After a time, he contacted some of his old friends in the constabulary- at first he just caught up with them socially, but after a while he felt the urge to get back into law enforcement work on a regular basis. On the recommendation of several friends, he decided to apply for duty in the 14th Ward.
Game stats:
STR 16 (+3) (8 pts, +1 at level 4)
DEX 14 (+2) (6 pts)
CON 16 (+3) (6 pts +2 racial)
INT 12 (+1) (4 pts)
WIS 14 (+2) (6 pts)
CHA 8 (-1) (2 pts –2 racial)
((32 total))
Fighter 2/Monk 3 (F/F/M/M/M)
XP: 10000
Saves:
Fortitude: +9 (+3 +3 base +3 CON)
Reflex: +5 (+0 +3 base +2 DEX)
Will: +5 (+0 +3 base +2 WIS)
Notes: +2 bonus vs. Enchantment spells or effects (Still mind), +2 vs. poison, +2 vs. Spells and spell-like effects
Initiative: +2 (DEX)
AC: 15 (touch 15, Flat-footed 11; DEX +2, Bracers +1, WIS +2, Monk +0)
Hit points: 49 (10/8/2/8/6/ +15 CON)
BAB: +4 (melee +7, missile +6)
Speed: 20 feet (30 feet unarmored)
Feats: 1. Endurance (level 1)
2. Power attack (Fighter 1 bonus)
3. Cleave (Fighter 2 bonus)
4. Weapon focus- unarmed strike (level 3)
5. Improved unarmed strike (Monk 1 bonus)
6. Improved grapple (Monk 1 bonus)
7. Combat reflexes (Monk 2 bonus)
Skills (level/skill//points/rank/+att/+other)
+7/Balance//3/3/DEX +2/synergy +2
+6/Climb//3/3/STR +3
+4/Concentration//1/1/CON +3
+10/Jump//5/5/STR +3/synergy +2
+2/Knowledge- local//2cc/1/INT +1/
+6/Knowledge- religion//2cc +4/5/INT +1
+3/Listen//1/1/WIS +2
+3/Profession- constable//2cc/1/WIS +2
+3/Sense motive//2cc/1/WIS +2
+9/Tumble//5/5/DEX +2/synergy +2
Racial abilities: -Base speed 20 feet (even if encumbered or armored)
-Darkvision 60 feet
-Favored class: Fighter
-Racial save bonuses against poison and spells or spell-like effects
-Stonecunning
-Stability: +4 to resist Bull rush or Trip if standing on ground
-+1 racial attack bonus vs. orcs and goblinoids
-+4 racial (dodge) bonus to Armor Class against Giant-type foes
-+2Appraise bonus for stone or metal items
-+2 Craft bonus for stone or metal items
Class abilities: 1. Fighter bonus feats (listed above)
2. Decisive strike (Monk 1, from PHB II, replaces flurry of blows)
3. Unarmed strike (Monk 1)
4. Evasion (Monk 2)
5. Still mind (Monk 3)
6. Unarmed damage 1d6
7. Unarmored speed bonus +10 feet
8. AC bonus +0, +2 for WIS, bonuses apply to touch and flatfooted AC,
but not when immobile, helpless, or encumbered or wearing armor or shield
9.
Equipment (9000 gp total)
-Health plan contribution (1 year prepaid; 1060 gp)
-Lifestyle (Working Class level, 6 months prepaid; 60 gp)
-Bracers of armor +1 (1000 gp)
-Ring of Sustenance (2500 gp)
-Boots of the winterlands (2500 gp)
-MW cold iron kukri (316 gp)
-potion of Cure Light Wounds (CL 1, x6; 300gp)
-potion of Mage armor (CL 1, x4; 200 gp)
-alchemists fire (x2; 40 gp)
-alchemical silver sling bullets (x20; 40 gp)
-silver holy symbol (of Jerebal; 25 gp)
-sling (0 gp)
-sling bullets (x20; 2 sp)
-Other mundane gear, clothing, etc. (+ 959 gp, To Be Determined)
[/sblock]