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Paths of Legend: Lord Noran's War (OOC Thread)
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<blockquote data-quote="ethandrew" data-source="post: 3733029" data-attributes="member: 17456"><p>This is what I have thus far, it's very rough but it's something for you to look over at least:</p><p></p><p>[sblock=Diplomat]Rogue 5 | Assassin 1</p><p>Str 10</p><p>Dex 16</p><p>Con 10</p><p>Int 16</p><p>Wis 8</p><p>Cha 16</p><p></p><p>F 2</p><p>R 8</p><p>W 1</p><p></p><p>23 HP</p><p></p><p>BaB 4</p><p></p><p>Balance 3+2 Synergy = 5</p><p>Bluff 3+9 Ranks +3 Circlet +2 Feat = 17</p><p>Climb 0+2 Synergy = 2</p><p>Craft Poisonmaking 3+9 Ranks = 12</p><p>Diplomacy 3+3 Circlet +2 Feat +4 Synergy = 12</p><p>Disguise 3+3 Circlet +2 Synergy = 8</p><p>Escape 3+9 Ranks +2 Synergy = 14</p><p>Gather Information 3+9 Ranks +3 Circlet +2 Synergy = 17</p><p>Hide 3+9 Ranks +5 Cloak +2 Feat = 19</p><p>Intimidate 3+3 Circlet +2 Feat +2 Synergy = 10</p><p>Jump 0+2 Synergy = 2</p><p>Knowledge Local 3+8 Ranks = 11</p><p>Move Silently 3+9 Ranks +5 Boots +2 Feat = 19</p><p>Open Lock 3+1 Rank = 4</p><p>Search 3+9 Ranks = 12</p><p>Sense Motive -1+9 Ranks +2 Feat = 10</p><p>Sleight of Hand 3+9 Ranks +2 Synergy = 14</p><p>Survival -1+2 Synergy = 1</p><p>Tumble 3+9 Ranks = 12</p><p>Use Rope 3+9 Ranks +2 Synergy = 14</p><p></p><p>Feats:</p><p>Stealthy</p><p>Negotiator</p><p>Persuasive</p><p>Quickdraw</p><p></p><p>-Sneak Attack 4d6</p><p>-Evasion</p><p>-Trapfinding</p><p>-Trapsense +1</p><p>-Improved Uncanny Dodge</p><p>-Death Attack</p><p>-Poison Use</p><p></p><p>+1 Mithral Chain 2100</p><p>Circlet of Persuasion 4500</p><p>Boots of Elvenkind 2500</p><p>Cloak of Elvenkind 2500</p><p></p><p>1.400 left</p><p></p><p>Languages:</p><p>Common</p><p>Azgundi</p><p>Thayvian</p><p>Emiran</p><p>Tureni</p><p></p><p>Background:</p><p></p><p>Keefe ___ was born into a life of luxury and affluence, neither of which he dislikes in any imaginable fashion. Given his noble birth and the fact of who is uncle is, Keefe has had every opportunity to succeed in a life of his choosing. Some would say that gift of freewill has tainted the young man, developing a rebellious streak laced with independence and a complete lack of authority, save for family law. Others would say that Keefe chooses his opportunities with wit and canny few possess, and in his devious and demented ways has harnessed abilities in him that were apparent since childhood but largely ignored due to their lascivious and salacious nature.</p><p></p><p>Suffice it to say that Keefe enjoys his life, albeit at times he has forced himself into unfathomable circumstances that normal men would find dooming save for his position in life and kinship with the King of Azgund. As a child Keefe would play and learn like most noble children would. Each progressive year would unfurl a darker side to the young boy, his play rougher and his actions darker. In his teenage years Keefe would abuse his freedom and station in life. Naturally charismatic, his peers and royal cousins gravitated toward him and soon followed in Keefe’s nefarious acts of debauchery, lewdness, and general mischief.</p><p></p><p>All this was fine with the family, though a few askance glances betrayed reticence at allowing the royal heirs to be manipulated by Keefe, until his direct action caused a death within the royal keep. Granted, the death was of someone of no import, so it was easy to push under the proverbial rug, but Keefe’s outlandish behavior was ultimately addressed. His punishment was to spend each waking hour under the watch and employ of his uncle, usually performing whatever mundane duties the castellan or men at arms could come up with. After initial stubborn consternation, Keefe eventually stopped his complaints and performs whatever duties decently. Over time, once trust was a little more common, errands would issue forth from more important people, occasionally the king himself, and Keefe would oblige. Odd jobs, secret jobs, unsavory jobs would seep their way through the cracks and find themselves asked upon Keefe, who soon took pride in his assorted abilities to perform his various tasks.</p><p></p><p>In time Keefe’s abilities manifested apparent and it was clear to all where his skills truly lay. When the Thay-Emiran War broke out and King ___ called his lords into action, everything was going smoothly in the Azgund Capital except for the rogue Lord Nolan. Instead of sending his beloved nephew to war, the King instead opted to put some of Keefe’s unique talents to use, either in hopes to persuade the lowly Lord Nolan to rally for war as the Thayvian threat is greater than that of any marauding orcs, or to do whatever else might need be done to best accomplish this task into finality.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="ethandrew, post: 3733029, member: 17456"] This is what I have thus far, it's very rough but it's something for you to look over at least: [sblock=Diplomat]Rogue 5 | Assassin 1 Str 10 Dex 16 Con 10 Int 16 Wis 8 Cha 16 F 2 R 8 W 1 23 HP BaB 4 Balance 3+2 Synergy = 5 Bluff 3+9 Ranks +3 Circlet +2 Feat = 17 Climb 0+2 Synergy = 2 Craft Poisonmaking 3+9 Ranks = 12 Diplomacy 3+3 Circlet +2 Feat +4 Synergy = 12 Disguise 3+3 Circlet +2 Synergy = 8 Escape 3+9 Ranks +2 Synergy = 14 Gather Information 3+9 Ranks +3 Circlet +2 Synergy = 17 Hide 3+9 Ranks +5 Cloak +2 Feat = 19 Intimidate 3+3 Circlet +2 Feat +2 Synergy = 10 Jump 0+2 Synergy = 2 Knowledge Local 3+8 Ranks = 11 Move Silently 3+9 Ranks +5 Boots +2 Feat = 19 Open Lock 3+1 Rank = 4 Search 3+9 Ranks = 12 Sense Motive -1+9 Ranks +2 Feat = 10 Sleight of Hand 3+9 Ranks +2 Synergy = 14 Survival -1+2 Synergy = 1 Tumble 3+9 Ranks = 12 Use Rope 3+9 Ranks +2 Synergy = 14 Feats: Stealthy Negotiator Persuasive Quickdraw -Sneak Attack 4d6 -Evasion -Trapfinding -Trapsense +1 -Improved Uncanny Dodge -Death Attack -Poison Use +1 Mithral Chain 2100 Circlet of Persuasion 4500 Boots of Elvenkind 2500 Cloak of Elvenkind 2500 1.400 left Languages: Common Azgundi Thayvian Emiran Tureni Background: Keefe ___ was born into a life of luxury and affluence, neither of which he dislikes in any imaginable fashion. Given his noble birth and the fact of who is uncle is, Keefe has had every opportunity to succeed in a life of his choosing. Some would say that gift of freewill has tainted the young man, developing a rebellious streak laced with independence and a complete lack of authority, save for family law. Others would say that Keefe chooses his opportunities with wit and canny few possess, and in his devious and demented ways has harnessed abilities in him that were apparent since childhood but largely ignored due to their lascivious and salacious nature. Suffice it to say that Keefe enjoys his life, albeit at times he has forced himself into unfathomable circumstances that normal men would find dooming save for his position in life and kinship with the King of Azgund. As a child Keefe would play and learn like most noble children would. Each progressive year would unfurl a darker side to the young boy, his play rougher and his actions darker. In his teenage years Keefe would abuse his freedom and station in life. Naturally charismatic, his peers and royal cousins gravitated toward him and soon followed in Keefe’s nefarious acts of debauchery, lewdness, and general mischief. All this was fine with the family, though a few askance glances betrayed reticence at allowing the royal heirs to be manipulated by Keefe, until his direct action caused a death within the royal keep. Granted, the death was of someone of no import, so it was easy to push under the proverbial rug, but Keefe’s outlandish behavior was ultimately addressed. His punishment was to spend each waking hour under the watch and employ of his uncle, usually performing whatever mundane duties the castellan or men at arms could come up with. After initial stubborn consternation, Keefe eventually stopped his complaints and performs whatever duties decently. Over time, once trust was a little more common, errands would issue forth from more important people, occasionally the king himself, and Keefe would oblige. Odd jobs, secret jobs, unsavory jobs would seep their way through the cracks and find themselves asked upon Keefe, who soon took pride in his assorted abilities to perform his various tasks. In time Keefe’s abilities manifested apparent and it was clear to all where his skills truly lay. When the Thay-Emiran War broke out and King ___ called his lords into action, everything was going smoothly in the Azgund Capital except for the rogue Lord Nolan. Instead of sending his beloved nephew to war, the King instead opted to put some of Keefe’s unique talents to use, either in hopes to persuade the lowly Lord Nolan to rally for war as the Thayvian threat is greater than that of any marauding orcs, or to do whatever else might need be done to best accomplish this task into finality. [/sblock] [/QUOTE]
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