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Sheoul (Orc-Tiefling)
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<blockquote data-quote="Malicene" data-source="post: 1083179" data-attributes="member: 12108"><p>Sheoul planned to escape form slavery, he knows a way to leave Acheron, and even if it’s not an easy way, he got to try it. This took him several weeks but he managed to find the correct location of the cave and saved part of his daily food to prepare his trip.</p><p>And one day in the greenish light of a new “day”, he ran away in the wilds and started his long way to Sleeth Cave. Leaving the camp wasn’t so hard as Slavers don’t bother so much about their cattle. Venturing the Battlefield of Acheron is very dangerous but very desolated at the same time, so Sheoul didn’t have too much trouble at start, as he travelled very carefully.</p><p>He wandered a week and he found a great scar into the surface of the cube, the entrance of Sleeth cave.</p><p>He knew that entering the cave mean certain death, and think about it. His plan was to wait for Sleeth leaving his lair and sneak into it. So he waited.</p><p>Only thing he didn’t know is: how long it takes a dragon to be hungry?</p><p></p><p>Days passes, Sheoul has built his camp into a crater, don’t light any fire, never…. Alone in the wilds, he sonly become paranoid and obsessed by *those* looking for him.</p><p>A morning, he wakes up, he got no more food, for days he hunted the place to find small lizard or fiendish rats, he is slowly turning into a mindless beast, his basic needs becoming his whole life.</p><p>Barmy he is! He doesn’t really remember who he is, what he is waiting for, he hunt rats all day long and now talk to them, before devouring them.</p><p>Crazed he stayed, nobody knows how long! But one day, he first hear the noise of a big flying creature taking off, as he look, he saw the massive dragon leaving his lair. This was like a signal for him, He doesn’t know why but he feel he MUST go into the cave, and did it!</p><p></p><p>He doesn’t know what happen into the cave, in fact he don’t have clear memories of these days, only bright images in a grey emptiness. One thing is sure, he succeeded in getting to The Outlands, and he lived like a beast for years, even here. Another thing is sure one day he met Oriel and this changed his life. A third thing is sure (as per the rule of Three), his hands are covered with blood.</p><p></p><p>HD: 8d12 +16 (77hp)</p><p>Raging HP: 8d12+32 (93hp)</p><p>Initiative: +3</p><p>AC: 19 (+3 Dex; +6 Breastplate), Touch: 13, Flat-footed: 16</p><p>Raging AC: 17, Touch 11, Flat-footed: 14</p><p>BAB: +8</p><p>Attack: Falchion +14 melee (2d4+8/18–20 x2) or javelin +11 ranged (1d6+5)</p><p>Full Attack: Falchion +14/+9 melee (2d4+8/18–20 x2) or javelin +11/+6 ranged (1d6+5)</p><p>Raging Attack : Falchion +16 melee (2d4+10/18-20 x2).</p><p>Special Quality: Darkvision 60 ft., light sensitivity, resistance to cold 5, electricity 5, and fire 5</p><p>Saves: Fort +8, Ref +5/+7 traps, Will +0/+2 raging</p><p>Abilities: Str 20, Dex 16, Con 14, Int 12, Wis 8, Cha 4 </p><p>Skills: Bluff: -2, Hide: +10, Climb: +15, Jump: +15, Listen: +9, Survival: +9</p><p>Feats/class feat: Fast movement, illiteracy, Improved uncanny dodge, Trap sense +2, Rage 3/day, DR1/-, Power attack, Endurance, DieHard.</p><p>Alignment: Chaotic Neutral</p><p>Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.</p><p>Darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).</p><p>Skills: A tiefling has a +2 racial bonus on Bluff and Hide checks</p><p>Language: Common, Infernal, Orc.</p><p>Equipment : Hellish style Breastplate +1, masterwork Falchion, Antidote (+5 fort save for 1 hour)</p></blockquote><p></p>
[QUOTE="Malicene, post: 1083179, member: 12108"] Sheoul planned to escape form slavery, he knows a way to leave Acheron, and even if it’s not an easy way, he got to try it. This took him several weeks but he managed to find the correct location of the cave and saved part of his daily food to prepare his trip. And one day in the greenish light of a new “day”, he ran away in the wilds and started his long way to Sleeth Cave. Leaving the camp wasn’t so hard as Slavers don’t bother so much about their cattle. Venturing the Battlefield of Acheron is very dangerous but very desolated at the same time, so Sheoul didn’t have too much trouble at start, as he travelled very carefully. He wandered a week and he found a great scar into the surface of the cube, the entrance of Sleeth cave. He knew that entering the cave mean certain death, and think about it. His plan was to wait for Sleeth leaving his lair and sneak into it. So he waited. Only thing he didn’t know is: how long it takes a dragon to be hungry? Days passes, Sheoul has built his camp into a crater, don’t light any fire, never…. Alone in the wilds, he sonly become paranoid and obsessed by *those* looking for him. A morning, he wakes up, he got no more food, for days he hunted the place to find small lizard or fiendish rats, he is slowly turning into a mindless beast, his basic needs becoming his whole life. Barmy he is! He doesn’t really remember who he is, what he is waiting for, he hunt rats all day long and now talk to them, before devouring them. Crazed he stayed, nobody knows how long! But one day, he first hear the noise of a big flying creature taking off, as he look, he saw the massive dragon leaving his lair. This was like a signal for him, He doesn’t know why but he feel he MUST go into the cave, and did it! He doesn’t know what happen into the cave, in fact he don’t have clear memories of these days, only bright images in a grey emptiness. One thing is sure, he succeeded in getting to The Outlands, and he lived like a beast for years, even here. Another thing is sure one day he met Oriel and this changed his life. A third thing is sure (as per the rule of Three), his hands are covered with blood. HD: 8d12 +16 (77hp) Raging HP: 8d12+32 (93hp) Initiative: +3 AC: 19 (+3 Dex; +6 Breastplate), Touch: 13, Flat-footed: 16 Raging AC: 17, Touch 11, Flat-footed: 14 BAB: +8 Attack: Falchion +14 melee (2d4+8/18–20 x2) or javelin +11 ranged (1d6+5) Full Attack: Falchion +14/+9 melee (2d4+8/18–20 x2) or javelin +11/+6 ranged (1d6+5) Raging Attack : Falchion +16 melee (2d4+10/18-20 x2). Special Quality: Darkvision 60 ft., light sensitivity, resistance to cold 5, electricity 5, and fire 5 Saves: Fort +8, Ref +5/+7 traps, Will +0/+2 raging Abilities: Str 20, Dex 16, Con 14, Int 12, Wis 8, Cha 4 Skills: Bluff: -2, Hide: +10, Climb: +15, Jump: +15, Listen: +9, Survival: +9 Feats/class feat: Fast movement, illiteracy, Improved uncanny dodge, Trap sense +2, Rage 3/day, DR1/-, Power attack, Endurance, DieHard. Alignment: Chaotic Neutral Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels). Skills: A tiefling has a +2 racial bonus on Bluff and Hide checks Language: Common, Infernal, Orc. Equipment : Hellish style Breastplate +1, masterwork Falchion, Antidote (+5 fort save for 1 hour) [/QUOTE]
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