[hider=Keystone] [u]Name[/u]: Keystone (Goes by last name only) [u]Age[/u]: 26 [u]Class[/u]: Fighter (Pugilist Kit) [u]Gender[/u]: Male [u]Length[/u]: 1.98 Meters [u]Race[/u]: Human [u]Racial benefits[/u]: Nice smile [u]Alignment[/u]: CG [u]Aliases Used[/u]: Fatty Endpiece, The Man Without Shame, Brute, "Animus, God of All Things BESTIAL", Edeknurl (Dwarven translation), and most recently "Man Who Has Lain With A Dragoness". [hider=Appearance:] The esteemed Mr. Keystone is a man of large proportions, standing a hair shy of two meters with broad shoulders and powerful physique. His squared features, steel-grey eyes, and extensive scarring give him a rather intimidating look, even for a young man. Close cropped brown hair fades into unapologetic facial stubble. Somewhere between "ruggedly handsome" and "unkempt brute", the man stands out in most crowds. [/hider] Stats: Str: 18/91 Dex: 15 Con: 17 Int: 11 Wis: 16 Cha: 10 AC: 10 (AC: 2 if unarmored) (-2 bonus from Dex, -2 bonus from Martial Arts, -2 bonus from Ironskin, -1 shield bonus from bracers, -1 magic bonus from bracers) AC: 5 ([b]AC: -1 total[/b]) (Masterwork Hide Armor AC: 5, -2 bonus from Dex, -2 bonus from Martial Arts, 0 bonus from Ironskin (while armored), -1 shield bonus from bracers, -1 magic bonus from bracers) [u]Spells[/u]: N/A [u]Skills[/u]: Cooking (60) Endurance (75) Intimidation (50) Language, Common (Native) Language, Dwarf (40) Language, Elemental Earth (30) [hider=Abilities:] -[u]Martial Arts / Brawler[/u] (master of the pugilistic arts, Keystone can hit harder, faster, and more often than even a man of his proportions is capable of ordinarily. This affords him certain advantages in movement and armor class; furthermore negates penalties normally associated with mixing it up with an armed opponent.) -[u]Iron Fist Technique[/u] (Through rigorous training, Keystone's extremities are as iron, giving him a base attack damage ordinarily associated with wielded weaponry. Coupled with his high strength and massive martial arts proficiency, this is especially deadly) -[u]Ironskin Technique[/u] (Physical conditioning has left Keystone with dense flesh and a toughened hide. Even when not wearing protective gear, he is considered lightly armored) -[u]Choke Hold Technique[/u] (A sustained grapple, if successful, opponent will be rendered unconscious for a short time. If maintained after unconscious, the effects are lethal) -[u]Feint Technique[/u] (A technique designed to open an opponents defense by initiating a light offense from one direction, and switching to another. Classic defense countering.) -[u]Basic Parry Technique[/u] (An attack launched against an incoming attack, used defensively. Negates a select attack in a martial exchange) -[u]Knife/Dagger[/u] (Skilled in the use of up-close and quiet stabby-stabby, as well as thrown. Rarely used as his unarmed skills are generally superior.)[/hider] [hider=Elemental Connection:] Keystone is connected to the Elemental Plane of Earth, and as such has been granted abilities similar to a lesser Earth Elemental, as described below: -[u]Earth Mastery[/u] (Keystone gains a bonus to hit and damage if he and his foe are touching the ground or stone of any kind. Further, this positively effects any opposed strength checks, so long as he is in contact with earth of some kind.) -[u]Regeneration[/u] (Albeit very slowly, Keystone's injuries will recover and he will be sustained during this time so long as he is in contact with naturally occurring earth or stone. If incapacitated, he will remain comatose until he recovers naturally. Further damage at this time is recoverable, but if his spirit has left his body before contact is made, this ability will be ineffective.) -[u]Earth Shape[/u] (Keystone possesses limited ability to shape earth and stone around him. In the past, he has used this to armor himself, open (or close) passages in stone walls, and conceal items inside doorless alcoves. There is potential to use this directly in an offensive capacity, but he is not powerful enough at this time) [/hider] [u]Clothing & Armour[/u]: Keystone currently armors himself with a masterwork, reinforced leather long coat (described in detail, below), and a pair of well constructed dwarfcraft bracers (covered with black cloth wrappings). Main/Native attire: Riveted grey canvas pants with several pockets, suspenders, off-white buttoned laborers’ shirt, a careworn mid-long black wool coat, tooled leather fingerless gloves, and large, black, steel-toed hobnail boots. Nothing appears new but everything well taken care of. Alternate/Monk: Black and grey Xiang Monk's attire including loose-fitting pants, high black boots, tooled leather fingerless gloves, and a sleeveless monk's robe, hooded. Robe is long, has occasional splashes of color, and lots of frog buttons. A belt with two carrying pouches and a wide, conical hat round out his visible wardrobe. Occasionally wears a large conical Shou hat. Two bandoleers holding six kunai each are visible about his torso. [u]Weapons[/u]: [i][b]Brass Knuckles[/b][/i] (+2 damage per attack, all damage is considered permanent, not temporary, otherwise counts as unarmed) [i][b]The Black Knuckles[/b][/i] (as Brass Knuckles, but +2 hit/+3 damage, described in detail below) [i][b]Unarmed[/b][/i] (1d6+8, ¾ dmg temporary (1d6+10 with Brass Knuckles, 1d6+11 with Black)) -THAC0: 12 (11) [i][b]Kunai[/b][/i], 12 (as dagger, below) [i][b]Dagger[/b][/i], 2 (1d4 +5 dmg, standard)-THAC0: 16, 14 if thrown Note: THAC0 and damage listed just above do not take into account Elemental Connection bonuses. [hider=Items:] -One leather and canvas working apron, lots of places for cutlery and tools to be safely tucked out of the way. Can be rolled up and carried as a tool kit. Includes various sharp items suitable for preparing a remarkable dining experience. -Two average quality knives, useful for fighting or utility. Kept in his pack. -Twelve Kunai, blackened steel with ring pommels. Kept 6 each in bandoleers, worn on his person. -Two Brass Knuckles, sized appropriately for his above-average size hands. Runes inlayed into the metal, he is unsure what they mean. -The Black Knuckles, custom masterwork Dwarfcraft knuckle dusters (described below). -Fighting Monk's Attire (described above, with three spares each) -Good quality clothing, stowed in his pack, (described above) -One large covered cast-iron pan. Suitable for all his covered cast-iron needs. -Shou cooking staples (addition to rations) and small wares -Personal cooking staples (addition to rations) and small wares -Packaged tea, black, 5 lbs -Travelers Pack, large -Traveler’s Rations, five weeks -Rope, silk, 15.25 meters (about 50 ft), 3 -Grappling hook -Waterskin, large, 3 -Stash of decent liquor: Whisky, Shochu, Plum Wine, Dwarven Spirits -Tent, basic -Tarp, large canvas, oiled -Flint/Steel -Whetstone -Steel Mirror -Needles & thread -Bedroll -Small Bag of Graveyard Dirt (paladin, few handfuls) -The Welder’s Bracers (magical forearm protection, described below) -Reverin's Ring (unidentified magical item) -Dagger (unidentified magical item, minor enchantment, back of belt) -Glith's Sword (??? - heavy two-hander, spirit prison) -Schizophrenic spirit lady(?) in his head, answers to Kaylee [/hider] Gold: 183 Platinum (100 in Avar's care), 32 Gold Animals: Heavy Horse, fully tacked and bagged (x2) [hider=Biography:] [u]History[/u]: Born Johnathon Keystone, our protagonist spent his early years pursuing an unwanted education in the School of Hard Knocks. Born to a poor family with an absent father, Johnathon did whatever was needed to take care of his mother, the one point of warmth in an otherwise chilly existence. She taught him to read and write, cook, and take care of himself. Even as a child, he was tall and broad, and quick-witted if not learned (in a formal sense). Subtlety and tact took a backseat, as did matters or etiquette. He is polite in his own way, but growing up in a slum surrounded by others trying to survive day to day stunted his social growth quite a bit. What friends he had generally referred to him by his last name (a practice he continued into adulthood), or sometimes “The Big Guy with the Angry Mug”. Everyone knew who they meant. Sometimes they’d just point. Effect remained the same; people got nervous and twitchy. A break in his life came when, upon nearing adulthood, Johnathon joined an underground boxing organization. Bareknuckle and oftentimes illegal, there were few rules and fewer that were actually enforced. It was a fine time for him - learning from many different types of combatants, then beating a lot of them silly. The money was okay. When there wasn’t a fight lined up, he made a modest but regular base income bouncing at taverns. When he wasn’t doing either, he trained. Life in the slums. It’s no picnic, but at least it was home. Until he figured out his next career move, he had to go back to what he knew best. His mother had sadly passed away a year before, but the money he kept sending her (almost all of his earnings) allowed her to finalize the purchase of the building in which they had lived. No prize and in need of repair, but it was his. He still had to eat, however, and the only thing he was ever really good at was cracking skulls. He quickly settled into a life of muscle work, mostly tavern bouncing and underground brawling. This was not the existence of a man who was going to do anything else with his life. This was the end of progress, a slow decay of dying dreams. Maybe then he could do something meaningful with his life, maybe join the Royal Army. Maybe a better fighter than he would end it for him. Maybe he’d get a blade to his back. Sometimes it seemed merciful. Here was the catch, though – he was fully grown, but he kept getting stronger. Tougher, too, able to take brutal punishment and keep in the fray. These maybes began to look less credible. Still, his soul felt empty. John did have one love that made his life bearable, however. He learned to cook from his mother. No master chef, certainly, and zero formal education, but he became a very talented cook with a penchant for collecting various kitchen odds and ends. The only time he would smile, and he really would, was when the oven opened to fresh baked bread and the pot above steamed with the aroma of stewed lamb. Or dumplings. Or whatever he could afford to put in the pot that week. The vast majority of the time, there was only one place set at the table, and one cup filled. He lacked companionship and purpose. Perhaps now, it was time to walk the path of an Adventurer. [u]What he doesn’t know[/u]: His life has been carefully monitored since his childhood by the Lords of Elemental Earth. They have not chosen mortal champions in a very long time, and are giving attention to Humanity for this purpose. Looking into his heart, they feel that he may be worthy. He is, despite his outward personality, kind and protective, with a sense of ethical flexibility and duty. He is also patient, tactical, and ruthlessly effective, also qualities of value. It is not necessarily the case that he will get the job. His life of despair and turmoil have given him some psychological flaws that can render him less than stable. For the time being, if any more favors are bestowed on him, they will be rare and gradual. One day, if he survives long enough, he will be formally acquainted with his elemental benefactors. [/hider] [hider=Anything else of importance:] Kit bonuses: -Free specialization in unarmed combat form -Free NWP of Blindfighting, Endurance, or Running -No penalty associated with attacking an armed opponent or creature with natural weapons, similarly no advantage given to the armed opponent or creature with natural weapons for attacking the unarmed PC. Kit hindrances: -Must start play from Low social class/starting funds reduced by half -Charisma effectively lowered by 1 when dealing with middle class that knows his profession -Charisma effectively lowered by 2 when dealing with upper class that knows his profession (If pressed, he may let on that he is a Fighting Monk to avoid difficulties with the gentry) Note: Advanced martial arts rules recommended for this kit One proficiency slot unused Armor Rules: As a Fighter class, he can use any armor. If character is encumbered by said armor (considered restrictive or over 185 lbs total weight) he loses martial arts bonuses to AC and techniques based on movement or quick action. Using armor of any type (excluding magical protection provided by various bracers, rings, or other items) will negate the Ironskin technique. [/hider] Fun Fact: Invented Instant Ramen during his travels in Faerun. Fun Fact: Has prepared and consumed Hell Hound. It tasted just a bit like sulphur and cumin. [hider=The Welder's Bracers] [hider=History/Information] This legendary item was forged by Iron Thorgood, a dwarven smith of the old Delzoun clan, to aid with his work and combat against the many dangers a dwarf faces underground. Made from the finest dwarven metals and richly decorated with gold and gems, the bracers seem ornamental and functionless at first. Someone has ruined a part of the engraving to scratch a broken Common word into the bracers, reading: 'Arcos'. Upon reciting the scribbled word, the gloves come to life with electrical energy, increasing the wielder's hand speed and having a small chance of shocking whomever or whatever the wielder hits with an unarmed hand. This power has some unintended side effects, as the wearer will act as a lightning rod of sorts for any nearby lightning sources, greatly increasing the chance of being hit by lightning outdoors, and taking more damage from lightning based magic. Above the damaged part of the engraving you can see there is an ancient Dwarven inscription, much longer and more complicated than the simple command word. Even with your dwarfish, you can't quite make out what it says. Perhaps a language expert or an old dwarf could help you translate the inscription? [/hider] Protection: Forearms, magical plate armour protection. Effects: - Small chance of shocking target if hit unarmed - 25% speed increase for arms/hands while worn - More likely to be struck by natural and magical lightning - Take more damage from lightning. [hider=For Later] (As you can see, this is a special item, and it comes with a little bonus sidequest you can attempt sometime...or not. That inscription might be the key to unlocking more magical properties of the gloves, or it might just be more flavour text.) [/hider] [/hider] [hider=The Black Knuckles] These knuckle dusters appear to be thick and heavy, fashioned from a dark, gleaming metal that seems to drain the light around them. Each ring is adorned with a small blunt spike and the piece is supported by a T-shaped brace. The only marks on the smooth metal are the crude initials 'AR' located on the flat back of the brace. The Black Knuckles are fashioned from an alloy of secret Dwarven knowledge, though it has physical qualities similar to both Adamantine and Ebonite. Additionally, they seem to absorb sound to a degree, remaining quiet even when striking metal with considerable force. They are considered Masterwork/Dwarvencraft and are unadorned, remaining simple, brutal, and effective without need for decoration. [/hider] [hider=Keystone's Coat] Masterwork, customized armor. It is a long, leather coat with segmented, hardened sections making this truly armor worthy attire. Despite its construction, it is non-bulky and as easy to move in as standard leather armor. Its protective quality is equal to chain mail, at a quarter of the weight. It reinforces at the ribcage, thighs, shoulders, upper arms, forearms, and has a column of wide chevron pieces protecting the back and spine. It features an attached hood, similarly reinforced with hardened leather with a mask-like section to protect his face from the nose down. It does not restrict his movement or perception in any way, and can be repaired easily by any standard leatherworker. The whole armor is easy to don and remove, taking only the time required to fasten three buckles. Game terms: This is master crafted armor, fitted for a very muscular human standing six and a half feet tall. It counts as a non-magical Hide Armor +1, conferring a base AC of 5 (equal to standard chain mail). Because of its masterwork construction, it is non-bulky and does not give the minor penalties for dexterity or movement associated with standard Hide Armor. It is suitable for enchantment. [/hider] [/hider]