Valerius

Heir to a ruined estate, seeking to restore his family's power.

Description:

Lord Valerius Drogon
Gender: Male
Race: Aquilonian
XP: 27,300
Level: Soldier 6 / Noble 4 (Gestalt) / Tempter 1 (Gestalt)
Age: 25
Height: 6’0"
Weight: 200 lbs.
Handedness: Right
Hair: Long, Brown
Eyes: Brown
Skin: Tanned
Code of Honor: Civilized – 3 Morale Bonus to Will Saving Throws (6 vs. Corruption), 2 Reputation
Faith: Mitra – Atonement and Faith (
2 Morale Bonus to Will Saving Throws)
Fate Points: 3

Racial Features:


  • 2 Competency Bonus to Two Skills (Diplomacy and Ride)

  • Weapon Familiarity – Greatsword

  • 1 Racial Bonus to Fate Points

  • Favoured Class – All

  • 2 Background Ranks in Diplomacy, Dueling, Knowledge (Aquilonia), Knowledge (Nobility), Sense Motive

Class Features (Noble):


  • Proficiency – Simple weapon, Martial Weapon, Light Armor, Medium Armor, Heavy Armor, Shield

  • Title

  • Rank Hath its Privileges

  • Wealth

  • Aquilonian Regional Feature +1 (attack rolls with Broadsword, Hunting Bow, Heavy Lance, and War Spear)

  • Etiquette

Class Features (Soldier):


  • Proficiency – Simple weapon, Martial Weapon, Light Armor, Medium Armor, Heavy Armor, Shield, Two-weapon

  • Bonus Feats (4)

  • Formation Combat – Heavy Cavalry

  • Officer

Class Features (Tempter):


  • Proficiency – Simple weapon, Whip

  • Comeliness

  • Savoir-Faire

Ability Scores:


  • STR 16 (3)

  • DEX 14 (2)

  • CON 11 (0)

  • INT 14 (2)

  • WIS 11 (0)

  • CHA 14 (2)

Saving Throws (Total = Base + Ability + Misc.):


  • Fortitude – 6 = 5 + 0 + 1 (1 High-Living)

  • Reflex – 5 = 2 + 2 + 1 (1 High-Living)

  • Will – 10 = 4 + 0 + 6 (+3 Code of Honor, +2 Faith, +1 High-Living)

Hit Points: 39 (10 + 5d10)
Speed: 30 ft.
Initiative: 4

Load:


  • Light – < 76 lbs.

  • Medium – 77 – 153 lbs.

  • Heavy – 154 – 230 lbs.

  • Lift Over Head – 230 lbs.

  • Lift Off Ground – 460 lbs.

  • Push / Drag – 1150 lbs.

Defense (Total = Base + Class + Stat. + Misc):


  • Base – 10 = 10 + – + – + 0

  • Parry – 20 = 10 + 4 + 3 + 3 (Parry, Intricate Swordplay)

  • Dodge – 15 = 10 + 3 + 2 + 0

Armor Proficiencies:


  • Light

  • Medium

  • Heavy

Armor and Protection (Name – Type – DR/Shield – Max Dex – Chk Pen – Spell Fail – Speed – Weight):


  • Brigandine Coat – Med. – 6 – +2 – -5 – 70% – 25 ft. – 20 lb.

  • Large Shield – Shield – +4 – N/A – -4 – 15% – N/A – 8 lb.

Attack Bonuses (Total = Base + Ability + Misc.):


  • Melee – 9/4 = 6/1 + 3 + 0

  • Finesse – 8/3 = 6/1 + 2 + 0

  • Ranged – 8/3 = 6/1 + 2 + 0

  • Magic – 2 = 1 + 1 + 0

Weapon Proficiencies:


  • All Simple

  • All Martial

  • Greatsword

  • Two-Weapon Combat

Weapons (Name – Attack – Dmg. – Crit. – AP – Range – Hard. – HP – Type – Size – Weight):


  • Akbitanan Broadsword – 11/6 – 1d10 – 19-20/x2 – 5 – 5 ft. – 15 – 10 – S – 1-handed – 2.5 lb.

  • Lance, Heavy – 10/5 – 1d10 – x3 – 4 – 10 ft. – 6 – 8 – P – 1-handed – 7 lb.

  • Heavy Shield – 9/4 – 1d4 – x2 – None – 5 ft. – 6 – 10 – B – 1-handed – 8 lb.

  • Short Sword – 9/4 – 1d8 – 19-20/x2 – 1 – 5 ft. – 10 – 3 – S/P – Light – 1.5 lb.

  • Bow, Hunting – 9/4 – 1d8 – x2 – 2 – 50 ft. – 6 – 2 – P – Ranged – 1 lb.

Combat Maneuvers:

X Aim – BAB 1
_ Block and Counter – Intricate Swordplay, Parry, Combat Expertise and Reflexes, Improved Disarm/Trip
_ Bull’s Charge – Str 13
, Power Attack
X Cat’s Parry – Base Parry Bonus 3
_ Cause Overreach – Dodge, Mobility, Tumble 5 ranks
X Charged Jump – Ride 5
ranks
X Coax the Beast – Ride 5+ ranks
_ Combat Rotation – BAB 3, Mobility, Formation Combat
X Dance Aside – Dex 13

_ Decapitating Slash – BAB 10
X Deft Riding – Mounted Combat, Ride 5
ranks
_ Desperate Stab – BAB 15, Improved Initiative
_ Devastating Sweep – Whirlwind Attack
_ Distracting Arrow – Precise Shot
_ Force Back – Power Attack
_ Fling Aside – Str 15
, Improved Grapple, Improved Trip
X Hooking Parry – Dex 13+, Base Parry Bonus 1
_ Human Shield – Str 13
, Improved Grapple
X Improvised Attack – Str 13+, Dex 13+
_ Kip Up – Jump or Tumble 5+ ranks, Mobility
X Leaping Charge – BAB 6, Jump 1 ranks
X Leaping Onto Horse – Dex 13+, Jump 5+ ranks, Ride 5+ ranks
_ Leave Them For Dead – Cleave
X Masterful Disarm – Dex 13+
X Multi-Strike – BAB 3
_ Pantherish Twist – Improved Uncanny Dodge
_ Ranged Disarm – Precise Shot, Improved Disarm
X Rider’s Leap – Dex 13
, Ride 8+ ranks
X Riposte – Base Parry Bonus 4
X Shield Slam – Base Parry Bonus +2
_ Sideswipe – Ride 8
ranks, Ride-By Attack
X Snatch and Go – Dex 13+, Ride 8+ ranks
_ Straddling Two Horses – Dex 15+, Balance 8+ ranks, Ride 8+ ranks
X Sudden Halt – Ride 4+ ranks
_ Sundering Parry – Improved Sunder, Base Parry Bonus 1
X Tackle – Jump 3
ranks, Ride 5+ ranks
_ To The Hilt Power Attack
X Unhorse – Mounted Combat, Ride 4+ ranks

Skill Points:

Base Points – 28
Gestalt Bonus – 30
Total Skill Points – 58

Background Skill Points – 18
Background Skills – Diplomacy, Dueling, Knowledge (Aquilonia), Knowledge (Nobility), Sense Motive (10 points)

Skills (Skill Mod = Ranks + Stat + Misc.):


  • Appraise (INT) – 2 = 0 + 2 + 0

  • Balance* (DEX) – 13 = 9 + 2 + 2

  • Bluff (CHA) – 11 = 9 + 2 + 0

  • Carousing (CON) – 0 = 0 + 0 + 0

  • Climb* (STR) – 5 = 2 + 3 + 0

  • Concentration (CON) – 0 = 0 + 0 + 0

  • Craft (Alchemy) (INT) – 2 = 0 + 2 + 0

  • Craft (Herbalism) (INT) – 2 = 0 + 2 + 0

  • Craft (Locksmithing) (INT) – 2 = 0 + 2 + 0

  • Craft (INT) – 2 = 0 + 2 + 0

  • Decipher Script (INT) – - = 0 + 2 + 0

  • Diplomacy (CHA) – 19 = 9 + 2 + 8

  • Disable Device (INT) – = 0 + 2 + 0

  • Disguise (CHA) – 2 = 0 + 2 + 0

  • Dueling (INT/DEX) – 11/11 = 9 + 2/2 + 0

  • Escape Artist* (DEX) – 2 = 0 + 2 + 0

  • Forgery (INT) – 2 = 0 + 2 + 0

  • Gather Information (CHA) – 2 = 0 + 2 + 0

  • Handle Animal (CHA) – 7 = 5 + 2 + 0

  • Heal (WIS) – 0 = 0 + 0 + 0

  • Hide* (DEX) – 2 = 0 + 2 + 0

  • Intimidate (CHA) – 4 = 0 + 2 + 2

  • Jump* (STR) – 10 = 5 + 3 + 2

  • Knowledge (Aquilonia) (INT) – 4 = 2 + 2 + 0

  • Knowledge (Arcana) (INT) – - = 0 + 2 + 0

  • Knowledge (Geography) (INT) – - = 0 + 2 + 0

  • Knowledge (Nobility) (INT) – 7 = 5 + 2 + 0

  • Knowledge (Religion) (INT) – - = 0 + 2 + 0

  • Knowledge (Rumors) (INT) – - = 0 + 2 + 0

  • Knowledge (Treasure Lore) (INT) – 7 = 5 + 2 + 0

  • Listen (WIS) – 0 = 0 + 0 + 0

  • Move Silently* (DEX) – 2 = 0 + 2 + 0

  • Open Lock (DEX) – - = 0 + 2 + 0

  • Perform (CHA) – 2 = 0 + 2 + 0

  • Profession ( ) (WIS) – - = 0 + 0 + 0

  • Research (INT) – 2 = 0 + 2 + 0

  • Ride (DEX) – 15 = 9 + 2 + 4

  • Search (INT) – 2 = 0 + 2 + 0

  • Sense Motive (WIS) – 9 = 9 + 0 + 0

  • Sleight of Hand (DEX) – - = 0 + 2 + 0

  • Spot (WIS) – 0 = 0 + 0 + 0

  • Survival (WIS) – - = 0 + 0 + 0

  • Swim (STR) – 3 = 0 + 3 + 0

  • Tumble* (DEX) – 13 = 9 + 2 + 2

  • Use Rope (DEX) – 2 = 0 + 2 + 0

*Armor check penalty applies.
Skills with a total modifier of “-” indicate an inability to use that skill.

Feats:


  • Level 1 – Gestalt (Noble)

  • Level 2 – Parry

  • Level 3 – Mounted Combat

  • Level 4 – Gestalt (Tempter)

  • Level 5 – Gestalt (Tempter Level 1)

  • Level 6 – Gestalt (Noble Level 2)

  • XP 21,000 – Gestalt (Noble Level 3)

  • XP 27,000 – Gestalt (Noble Level 4)

  • Soldier Level 1 Bonus – Weapon Focus (Broadsword)

  • Soldier Level 2 Bonus – Combat Expertise

  • Soldier Level 4 Bonus – Intricate Swordplay

  • Soldier Level 6 Bonus – Weapon Specialization (Broadsword)

  • Favored Class Level 1 Bonus – Gestalt (Noble Level 1)

Languages:

_ Acheronian
_ Afghuli
X Aquilonian
_ Argossean
X Bossonian
_ Brythunian
X Cimmerian
X Corinthian
_ Darfarian
_ Demonic
_ Ghanatan
_ Hyperborean
_ Hyrkanian
_ Iranistani
_ Keshani
_ Khitan
_ Kosalan
_ Kothic
_ Kushite
X Nemedian
_ Nordheimr
_ Old Stygian
_ Ophirean
X Pictish
_ Puntian
_ Shemitish
_ South Island
X Stygian
_ Talking Drum
_ Tibu
_ Vendyhan
_ Zamorian
_ Zembabwean
X Zingaran

Reputation:


  • Base – 6

  • Noble Social Standing – +4

  • Code of Honor – +2

  • Comeliness – +2

  • Total – 14

Equipment:


  • Brigandine Coat (30 lb.)

  • Large Shield (8 lb.)

  • Short Sword (1.5 lb.)

  • Akbitanan Broadsword (2.5 lb.)

  • High Quality Bow, Hunting (1 lb.)

  • Arrows – 20 (3 lb.)

  • High Quality Lance, Heavy (7 lb.)

Gear:


  • Bedroll

  • Belt Pouch

  • Flint and Steel

  • Ink

  • Ink Quill

  • Lantern

  • Manacles

  • Mirror, Small Steel

  • Rations – 7 days

  • Rope, Hemp – 50 ft.

  • Soap

  • Tent

  • Torch – 3

  • Waterskin – 10

  • Whetstone

Clothing:


  • Belt, Knight’s

  • Boots, Riding

  • Cloak, Linen

  • Doublet, Arming

  • Gloves, Leather

  • Hose, Arming

Bio:

So it comes to this, the heir of the Drogon family estate sitting in a cage, awaiting his turn on a slaver’s auction block. Despite my predicament I cannot help but feel some sense of amusement as the gods overturn their chamber pots onto the Drogon line yet again.

It all started years ago, when Volmana was still the count of our province, Karaban. How the other nobles dealt with his mismanagement and squandering of our land’s riches is beyond me, but most all were bankrupt by the time King Conan had slain him. Most heaved a sigh of relief when he was beyond this world, expecting to be able to reclaim the land and rebuild the fortunes that were their legacy.

Unfortunately, unlike the heroes we grew up admiring, men of power rarely find the need to assist the abused and downtrodden in their recovery. Our new king, despite his popularity as a champion of the common folk, ignored the cries of our populace, no doubt fearing he would show weakness by aiding the vassals of a traitor. It did not matter if we all hated Volmana, as we were still his people.

My own family’s estate began falling into ruin earlier than most, as my parents held themselves to a strong code of honor, instilling into me the virtues and ideals they felt a necessity in this life. If the common people were to suffer first, it was felt we would do what we could to alleviate their suffering.

Of course, this also meant that, by the time people turned against Volmana, my family had no resources to help. Our home, once the halls of great generals and counselors, now stood barren, the furnishing and legacies of our forbearers pawned to put a turnip in a peasant’s larder. We may still have had some wealth, but nothing near appropriate for our standing.

Needless to say, I was hardly satisfied with my inheritance consisting of a better education and my good looks. I had to rebuild my family’s fortune, and, if anything, make my name more powerful than it was in the past. Like most anyone with my limited options, I joined one of the many free companies throughout Aquilonia. My status was enough to put me among the officer ranks of the Black Wind, under the command of the one-eyed Gunderman, Torentius.

The days with the Black Wind, repelling raids by the Picts, were some of the best of my life. The thrill of battle and the gleam of silver were my constant companions. As our victories multiplied, so did our wealth. It seemed I would soon be able to return to my nearly forgotten life of leisurely nobility, but I sometimes wondered if I wished to give up the fight. I knew myself to be a warrior at heart. Perhaps I could help Torentius to further expand the Black Wind, making us legendary for all time.

Always at one’s height is the fall greatest. I admit to a weakness for women, and it proved my downfall. Perhaps I did not see it coming, as, from a very early age I cultivated the ability to charm others. My appearance and words often brought others to my cause, even when that cause was feeding my more animal instincts. Whatever force was behind the trap, be it a rival mercenary company seeking to damage our officer ranks, a clever ruse by a sorcerer, or just someone out to make money, it took the form of a Zamorian dancing girl.

She was truly stunning, her dark eyes captivating all who looked at her, and by the way she dressed, she intended all to do just that. She accepted my invitation to join me in my pavilion following her show, and, given my history, that did not surprise me. Close-up, she was even more exquisite. Even now, knowing what awaited me, I doubt I would have resisted the urge. We hardly spoke. In fact, all I remember is learning her name, Mellisandre.

When I awoke, likely after a significant time due to sorcery or some mind-numbing draught she slipped me, I found myself here, in this slaver’s wagon. Voices stirred me from the lingering twilights of the remembered evening, speaking the Corinthian tongue. Asking what was happening aided me little, unless I was hoping to be struck.

I suppose it becomes difficult to fixate on anything but the past when a present looks as bleak as it does now, but I fail to see the folly in doing so. What happens to me next in unimportant. What brought me here is the critical question, and the matter of what will happen to the perpetrators will make the stuff of nightmares.

Valerius

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