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At the End of the Day
Meh.
Character name: Nathanial Eagler
Race: Human
Class and level: Fighter 5
Gender: Male
Age: 24
Physical description: A tanned young man from the coastal city of
Hatheriel’s Port Nathanial stands just short of six feet tall and weighs roughly 190 lbs. With short cropped Brown hair and Green eyes mixed with occasional tones of Brown Nathanial blends in quite well with the numerous humans that comes from his home province.

When not seen in his Uniform, which is usually just his armor and his weapons over his basic clothing Nathanial often sports a Dark green tunic and a pair of woolen brown trousers. His boots are always rigorously shined and he makes sure to maintain his physical hygiene. His career as a guard has given him a sense of discipline that carries over into his daily life.

When wearing his armor his clothing remains roughly the same, though his tunic is left behind in order to allow his breastplate to fit over his chest unhindered. With halberd resting against one shoulder and sword at his side Nathanial is the picture of a town guardsman.

Brief history: Born to poor parents in the town of Hatheriel’s Port some 24 years ago Nathanial grew up in what many would call an average human home. His mother tended to the home while his father worked his job with the city, patrolling the streets and making sure that the city was safe for not only his family but for all other families and individuals as well. While the lifestyle was far from decadent or even what many would call satisfying Nathanial and his parents made do with the little they had, enjoying a relatively simple and peaceful lifestyle.

Due to this Nathanial never received the education that many were afforded, instead he spent his time helping his mother with chores and ambling around the streets during the day. In fear that their son might fall into crime or into a bad group of children his parent's decided that his free time was best spent with his father, both as a way to learn some discipline and as preparation for a hopeful future career. Nathanial delighted in the time he got to spend around his father and his fellow guardsmen, always anxious to begin his own martial training when he was deemed old enough. And so as the young man grew older he would grow into the family business, beginning his martial training with the local guard at age 13, along with accompanying the men when the patrolled the streets, though most of his duties were simple weapon maintenance and chore doing. By the time he was 18, however, he was ready to take full responsibility and make a decent wage to help his family.

For 4 years he worked diligently in hopes of protecting the people of his home, catching thieves, settling disputes, and dealing with any issues the city faced as a whole. The status quo changed, however, with the death of his father in his 22nd year. His father was stabbed in the back one night while on patrol, succumbing to his wounds in the street but not before wounding his attacker. If this had been the whole tragedy than Nathanial would have been content. However when the murderer was apprehended and brought to the local judge he was let go, freed of his crime thanks to his ties to the local thieves guild. This lack of justice devastated Nathanial, and he was only further disappointed when he was told to let the issue go when he brought it up with his superiors. He was left with the sum the city had given him in compensation over his father's death, though this brought him no comfort. He knew about how corrupt the system was, but he had only fully realized how bad it had gotten when it hit home in his own family. For another year and a half he struggled at his job, showing great promise but also great disdain for the people who had let his father's killer go. To him the law was not a problem, in fact the laws were fine, it was those individuals who abused the law and the good hearted nature of the common man who were the problem. finally it was too much for him and he quit his post, formally resigning his position with the city guard.

Taking a small amount of the money from his mother's inheritance he bought what essentials he didn't already have and left home, saying that he would work to carry out the true spirit of the law and justice just like his father had. He is no cutthroat vigilante, he merely seeks to help those who haven't the power to help themselves.

Statistics-

Ability scores-

Strength: 13 (+1)
Dexterity: 12(+1)
Constitution: 12 (+1)
Intelligence: 8 (-1)
Wisdom: 11 (+0)
Charisma: 11 (+0)

The primary attributes for the Fighter class are Strength and Constitution, while dexterity plays a secondary role. While strength is important as it determines the effectiveness of Nathanial's melee attacks Constitution also provides the necessary hitpoints a fighter needs to sustain combat on the front lines. Dexterity is a useful side attribute as it also adds bonus AC and can be applied to the use of certain weapons.

Looking over these statistics we can see that Nathanial is a little above average when it comes to his physical fitness, though he doesn't stand out in comparison to other heroes. His intelligence is a bit low, reflected in his lack of a proper education.

Base attack, Initiative, and Movement

Hit dice: 41 (5d10+9((4 Favored class+5 Con. Modifier)))
Base speed: 30 ft.
Initiative: +1
Base attack bonus: +5
Attack statistics: 5 BAB + 1 Str + 1 Weapon focus(Halberd) + 1 Weapon training(Polearms)= +8 with halberd
Secondary attack statistics: 5 BAB + 1 Str = +6 With short sword.
Damage:
Halberd: 1d10+2 crit 20 x3
Short sword: 1d6+1 crit 19-20 x2

Armor class and Saving Throws:

AC: 17 (10+6(Breastplate)+1 Dex)
Flatfooted AC: 16 (10+6)
Touch AC: 11 (10+1)
Saves:
Fort:+5
Ref: +2
Will: +3 (+4 against fear)

Combat Maneuvers:

Combat Maneuver bonus: 5 BAB+1 Str = 6
Combat Maneuver Defense: 10+5 BAB+1 Str+1 Dex= 17

Skills, Feats, Weapon and Armor proficiency, Spells:

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Class Abilities:

Bravery (Ex):

Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex):

Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex):

Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Group(s) razz olearms: bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, lucerne hammer, mancatcher, monk's spade, naginata, nodachi, ranseur, rohomphaia, tepoztopili, and tiger fork.

Racial Abilities:

Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 bonus on Reflex saves and a +1 dodge bonus to armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces the skilled racial trait.

Skills: The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Climb:-2
Craft:-1
Handle Animal:0
Intimidate:+4
Knowledge (dungeoneering):-1
Knowledge (engineering):-1
Profession(Guard):+7
Ride:-2
Survival:0
Swim:-2

Feats:

Power Attack
Cleave
Weapon Focus(Halberd)
Combat Reflexes
Bodyguard
In Harm's Way
Iron will

Equipment and various gear:

Arms:

Halberd: 1d10 crit 20 x3 properties: Brace, trip
Short Sword: 1d6 crit 19-20 x2 properties: none

Armor:

Breastplate: Armor 6, Max Dex. 4, Armor check penalty -3, weight 30 lbs.

Misc. Gear:

Backpack
Book, Portrait
Clothing, Adventurer's Sash
Clothing, Traveler's Outfit
Bottle of Oldlaw whiskey: Roughly a half a pint of strong Rye Whiskey, it's a favorite of soldiers everywhere.
Food: Nathanial typically carries a loaf of bread, a hunk of cheese, and a bit of dried meat in his backpack at any given time.
Lanter, Bullseye+waterproofing
Manacles, Standard+Good quality Lock
Oil, Lamp (4 Pints)
Paper, sheet. (4 sheets)
Smelling Salts
Waterskin(with water)
Whetstone
Whistle, signal

Gold:600 GP remaining
Most of his spare gold is stored in a Small chest usually kept under his bed. Some is carried with him when he is about an about, but usually never more than 20 GP.





 
 
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