Predat Tor (Eandroth Rogue Military Assassin, Sinestri)

OOC Chat, Dedicated XP, and group catch-all threads are located here along with all character sheets.
DM: Xy-Djehuti'Snafu (Maniple Sinestri)
AGM: Netosa

Moderators: Game Masters, AGMs

Predat Tor (Eandroth Rogue Military Assassin, Sinestri)

Postby Predat » Wed Feb 10, 2016 8:44 pm

Player Name: Mike
Google Hangouts:
YIM Handle:

Character True Name: Ryshaawn Lyr
Character Name: Predat Tor
Alias: Pre; Scales
Race: Eandroth Rogue
O.C.C.: Military Assassin
Alignment: Aberrant
XP Level: 7th
XP Points: 39,399 [Ace of Spades 6/9/18]
Next Level @ XP: 51,401
Racial Hostilities: Despises Hobgoblins and Trolls.
Sentiments/Western Empire: Secretly would love to visit the Western Empire, as the place sounds intriguing.
Sentiments/Dominion of Man: Respects the Domain of Man, but believes without Llorn to protect it would become easy prey to the Wolfen.
Disposition: Due to his time among the humans he appears easygoing, but that masks an arrogance, that reptilians are higher beings, and a slight paranoia that everyone is out to get him.
Insanity: Obsession Combat: Loves the thrill of combat and welcomes deadly competition and battles
Obsession Danger: Loves the thrill of danger, which usually means throwing caution to the wind (the more deadly the better)
* Dagger of Panath
* Sixth of Twelve Rings for the Elder Dwarven Kings
* Shadow Armor
* Ghost Armor of Kulbankirk

I.Q.: 21
M.E.: 21
M.A.: 16 (24)
P.S.: 37
P.P.: 27 (30)
P.E.: 27
P.B.: 7
Speed: 35 (45)

P.P.E.: 13
Natural A.R.: 12
H.P.: 68
S.D.C.: 161
Horror Factor of 13 (19)
Age: 46
Sex: Male
Height: 5'5"
Weight: 250 lbs
Description: One powerful looking scarred up lizard. Short, stocky and scarred from battle, but can move with an unearthly grace. Usually covered in thick dark robes with a scarf covering his nose and mouth.

Racial Abilities
Able to survive for several weeks without food or water (1d4+2 weeks)
Can function at peak levels on a tiny amount of food and water (1/2 gallon a water and 2 lbs of food per week) for as long as two months
Can tolerate great heat with no ill effects
Hates the cold
Trained from birth on how to ride a Silonar

Natural Abilities
Perception Bonus: 55% (+3%) (When being watched/listened to: +20%)
Charm/Impress: 0
Invoke Trust/Intimidate: 40% (80%) (Intimidate 95%)
Max. Encumbrance: 100 lbs
Max. Carrying Weight: 740 lbs
Max. Lifting Weight: 1,480 lbs
Max. Jumping Ability: Length - 40' Height - 13'
Can move 15 yards per action (19)/ 175 yards each melee (225)

Minor Psionic
Heat Point (Eandroth Only)

Thieves' Guild Member Abilities
Lock and Key Man
Read People
Base Skill to Read People - 65% (+3%)
Friends in Low Places

Red Brigade Benefits
Professional Contacts: 49% (+3%)

Racial Skills
Horsemanship Exotic - 97%/87% (+5%)
Wilderness Survival - 87% (+5%)
Land Navigation - 75% (+4%)
Dowsing - 72% (+5%)
Track and Trap Animals - 72%/82% (+5%)

O.C.C. Skills
Climb/Scale Walls - 87%/87% (+5%)
Concealment - 75% (+4%)
Detect Concealment/Traps - 82% (+5%)
Math: Basic - 102% (+5%)
Pick Locks - 112% (+5%)
Prowl - 117% (+5%, 12th level) (147%)
Track Humanoids - 72% (+5%)
Language: Dragonese/Elven - 98%
Language: Eastern - 92% (+5%)
Language: Gobbley - 92% (+5%)
W.P. Knife
W.P. Spear
W.P. Battle Axe
W.P. Whip
Hand to Hand Assassin

O.C.C. Related Skills
Detect Ambush - 97% (+5%)
Intelligence - 73% (+4%)
Locate Secret Compartment/Doors - 62% (+5%)
Streetwise - 71% (+4%)
Use & Recognize Poison - 85%/75% (+4%)
Identify Plants & Fruits - 62% (+5%)
Blindfighting - 72% (+5%)
Surveillance - 77% (+5%)
Interrogation Techniques - 77% (+5%)
Military Etiquette - 82% (+5%)
☞ Sense of Balance--67% (+5%)
☞ Work Parallel Bars & Rings--54% (+3%)
☞ Back Flip/Somersault--77% (+5%)

W.P. Sword
W.P. Archery
W.P. Targeting/Missile Weapons
Demon & Monster Lore - 56% (+5%, 5th Level)
Sailing - 67/57%% (+5%, 4th Level)
Swimming - 62% (+5%, 4th Level)
Literacy: Elven - 52% (+5%, 4th Level)
Stalk/Capture 57%/67% (+5%, 2nd Level)

Secondary Skills
Backstab x3
☞ Sense of Balance--87% (+5%)
☞ Walk Tightrope--54% (+3%)
☞ Back Flip--67% (+5%)

☞ Back Flip--77% (+5%)
☞ Pole Vault--87% (+5%)
☞ Stilt Walk--87% (+5%)

Juggling - 72% (+5%)
Heraldry - 57%/57% (+5%)
W.P. Chain
Physical Labor
Astronomy & Navigation 42% (+5%, 2nd Level)
Lore: Sea 37% (+5%, 2nd Level)
Seamanship: 26% (+4%, 2nd Level)
-Sew: 30% (+5%, 2nd Level)

RP Skills
Ta’Palladia Ka Panath
-Observer Awareness
-Keen Warrior: Half penalties due to distractions or confusion
-Concealed Weapon
-Poison Mastery
-Piercing Strike
Blending: 54% (+4%) (+10% at night; +20% in desert terrain)
Fluid Target: The Master gains Automatic Dodge and is +1 to do so
Increased Critical: Decrease the Master’s Critical range by two
Learned Resistance: The repeated strikes incurred during training has taught the Master how to minimize the impact of those strikes. He takes half damage from falls, fists, kicks and blunt weapons.
Distance Strike: The Master can now project his attacks 1 foot (0.3 m) per level. This requires an additional Attack, but targets are -4 to dodge or parry. Standard attacks can be projected 7' away

Combat Data
HTH Type: Assassin (11th Level)
Number of Attacks: 12
Initiative Bonus: +9
Strike Bonus: +9 (+11)
Melee Combat Strike Bonus: +11 (+13)
Thrown Weapons Strike Bonus: +11 (+13)
Ranged Attack Strike Bonus: +10 (+12)
Critical strike on a natural 16-20
Knockout/Stun on a natural 18-20
Pin/incapacitate on natural 18-20
Death Blow on natural 20
Parry Bonus: +12 (+14)
Dodge Bonus: +13 (+15)
Auto Dodge: +7 (+9)
HTH Damage Bonus (Strength): +22
HTH Damage Bonus (Training): +10
SN Damage Bonus (Ring): +4d6+25
Backstab: x3 (x5)
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +5
Bonus to Disarm: +1
Bonus to Entangle: +2
Karate Punch: 2D4 +32
Karate Kick: 2D6 +32
Crush/squeeze/body block: 1d4 +32
Body Throw: 1d6 +32
Backhand Strike: 1d6+32
Leap Kick (2 APM): 3d8+32
Tumbling Back Flip: +4 to Dodge
Back Flip
Back Flip Attack

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Paired weapons
W.P. Knife +3 to Strike/+3 to Parry/+7 to Strike when Thrown (includes Targeting Bonus)
W.P. Spear +3 to Strike/+3 to Parry/+5 to Strike when Thrown (includes Targeting Bonus)
W.P. Battle Axe +3 to Strike/+2 to Parry/+2 to Strike when Thrown/+1d6 to Damage
W.P. Whip +3 to Strike/+3 to Disarm/+3 to Entangle/+2 to Damage
W.P. Sword +3 to Strike/+3 to Parry/+1 to Strike when Thrown
W.P. Chain +3 to Strike/+1 to Parry
W.P. Archery +6 to Strike/+1 to Parry/+2 to Disarm (includes Targeting Bonus)
W.P. Targeting/Missile Weapons +4 to Strike

Saving Throw Bonuses
F&G: One Lucky S.O.B.: +3 bonus to all saves - added to those listed below
Coma/Death: +22%
Magic (varies): +9
Lethal Poison (14+): +14 (durations are 10% less)
Non-Lethal Poison (16+): +14 (durations are 10% less)
Insanity (12+): +7
Psionics (Minor 12+): +6
Horror Factor (varies) +9
Last edited by Predat on Sat Jun 09, 2018 7:29 pm, edited 52 times in total.
User avatar
Diamond Level Patron
Diamond Level Patron
Posts: 173
Joined: Wed Feb 10, 2016 3:31 pm
Location: PFRPG - Group 1

Re: Predat Tor (Eandroth Rogue Military Assassin)

Postby Predat » Wed Feb 10, 2016 8:46 pm


Purse: 4,223 Eastern Gold & (1) Old Kingdom dragon coin w/o the gems (On Belt) SNAFU-17-02-08
Ship Coin: 7,040 Marks SNAFU-17-02-04
Red Brigade Retirement: 50,000 gold

Silonar (An Eandroth's Mount) (Monsters and Animals/page 136)
Name: Hey Stupid!
Attributes: I.Q.: 3, M.E.: 4, M.A.: 7, P.S.: 26, P.P.: 21, P.E.: 27, P.B.: 6, Spd.: 50
H.P.: 38
S.D.C.: 55
Natural A.R: 10
Horror Factor: 13
Size: 8.5' tall at the shoulders
Weight: 700 lbs
Average Lifespan: 50 years
P.P.E.: 6
Natural Abilities: Can run without pause and without exhaustion for 10 hours; leap up to 20' in length and 10' in height; can go w/o food or water for a week w/o ill effect; eats just about anything from carrion and shrubs to fresh kills, animal of humanoid; smell blood up to a mile away; can track blood-scent - 55%; the smell of blood and the sight of combat sends the creature into a killing frenzy, unless restrained it will attack. 3d4 days of constant cold temp (<40 degrees) will kill the beast.
Attacks per melee: 4
Bite: 3D6 SD
Small Foreclaws Strike: 4D6 + 11 SD
Tail Slash: 2d6 + 11 SD
Head Butt: 2D4 SD
Clawed Feet: 5D6 + 11 SD
R.C.C. Bonuses: +1 on initiative, +1 to strike, +1 to parry, +3 to dodge, +6 vs psionic attack, and +12 to save vs Horror Factor fearless (and Stupid). All bonuses are in addition to attribute bonuses.

On Mount

Ranir's Heavy Crossbow
• Range: 660'
• Damage: 3d6+5
• Modifiers: +5 to Damage (Added Above); +2 to Strike

(3) dozen Ranir Crafted Crossbow Bolts (+3 to Damage)

Worn on Person
Hooded, thick, dark gray robes and a scarf
Dark leather boots
Soft leather gloves

Shadow Armor
Legendary Mystical Armor Forged Completely of Shadow
A.R.: 16 (Attackers are -5 to strike the wearer in darkness)
S.D.C.: 400 (Armor is indestructible. If S.D.C. is depleted all abilities become inert and it turns into a normal shadow worn by the character, but it is not removable. After 8 hours all S.D.C. regenerates and the armor returns to normal.)
-If touched by good aligned characters they take 4d6 damage straight to Hit Points and their hand passes through the armor. Selfish characters who touch the armor take no damage, but receive a vicious chill and their hands pass through as well.
Magic Features
• +30% to Prowl.
• Wearer can see perfectly in total darkness.
• Wearer is completely invisible in darkness. While in darkness, he is impervious to all forms of magical detection.
• Travel through Shadows.
•• Wearer has the ability to travel between shadows as if through a magic Portal.
•• Can travel to any shadow within 2000' radius unimpeded.
•• Beyond 2000', the wearer may travel any shadowed location within 15 miles which he is personally familiar with.
•• May be used 3 times /day.
• Turn into Shadow
•• The wearer can turn himself and everything on his person into a single shadow. (Twisted semblance of the wearer)
•• In this form wearer can perform no actions other than movement.
•• In this form wearer is impervious to everything (from weapons, to magic, to psionics) except sunlight. Sunlight does 4d6 damage directly to Hit Points. Wearers killed in this form become trapped as a shadow forever and the armor vanishes into the plane of shadow.
Curse: None, unless trapped in shadow form as noted above.
History: These rare suits are thought to have been created in the time of thousand magics by powerful evil forces long dead.

Guild Capes of the Agentes in Rebus
Enchanted Garment
S.D.C.: 60 (A.R. 10; clothing)
Magic Features
• Impervious to Fire: 60 minutes; twice daily.
• Impervious to Cold: 60 minutes; twice daily.
• Impervious to Horror Factor: 30 minutes; three times daily.
• Chameleon: 20 melees; twice daily

Sixth of Twelve Rings for the Elder Dwarven Kings (On right middle finger)
Extremely Rare Legendary Enchanted Ring
M.D.C.: (if armor or weapon, this is the default amount for such items unless increased through enchantment)
Magic Features
• Superhuman Agility (MA 16): 20 melees; twice daily.
• Superhuman Strength (BOM 109): 20 melees; twice daily.
• Increase P.P. by 3
• Increase Speed by 10

Guild Rings of the Agentes in Rebus (On left pinky)
Enchanted Ring
Magic Features
• Tongues: Gives the wearer the ability to understand and speak any language at 98%
• Truesight: The wearer of this ring sees through magical and psionic illusions, and drug induced hallucinations (half the usual penalties). In addition, the wearer is not hindered by magical or non-magical darkness, and can see the invisible. This ring does not allow the wearer to see through non-magical disguises, nor will the wearer be able to detect Changelings, other shapechangers (like werebeasts and dragons), or otherwise metamorphosed individuals or creatures.

Leather Knife Bandoleer (On Armor)
Worn over the shoulder and across the waist that can hold up the 8 small knives in the front and 2 reachable knives in the back (1 on top and 1 on the bottom).
• Sheath 1: Steel Anvil Throwing Knife
• Sheath 2: Steel Anvil Throwing Knife
• Sheath 3: Steel Anvil Throwing Knife
• Sheath 4: Steel Anvil Throwing Knife
• Sheath 5: Steel Anvil Throwing Knife
• Sheath 6: Steel Anvil Throwing Knife
• Sheath 7: Steel Anvil Throwing Knife
• Sheath 8: Steel Anvil Throwing Knife
• Back Sheath 1: Steel Anvil Dagger
• Back Sheath 2: Steel Anvil Dagger

(8) Steel Anvil Throwing Knives (All in Leather Knife Bandoleer)
• Damage: 1d6+6
• Range: 40'
Modifiers: Superior Blade Edge (+6 to damage - included above)

(2) Steel Anvil Dagger(s) (All in Leather Knife Bandoleer)
• Damage: 1D6+6
• Superior Blade Edge (+6 to damage - included above)
• Superior Balance (+3 to Strike and Parry)

Shadow Blade (In sheath on Back)
Legendary Mystical Long Sword Forged Completely of Shadow
Damage: 6d6
-If touched by good aligned characters they take 4d6 damage straight to Hit Points and their hand passes through the blade. Selfish characters who touch one take no damage, but receive a vicious chill and their hands pass through as well.
Magic Features
• Completely invisible in darkness and hard to see in light.
• Wielder is +5 to strike in darkness, +3 in deep shadow, and +2 in light shadow.
• Eternally Sharp and Indestructible.
• +5 damage to all good creatures. Double damage to all angels and supernatural creatures of light.
History: These rare blades (can be any type of sword) are thought to have been created in the time of thousand magics by powerful evil forces long dead.

Kingscleave (on Back)
A superior dwarven axe
Damage: 5d6+5
Bonuses: +4 to strike

Concealed Wrist Sheath (Left Wrist)
Dagger of Panath (In wrist Sheath) from Rifter #12, page 36
Greater Holy Weapon - Dagger
S.D.C.: 250 (Unusually tough; seldom break — it takes a lot to destroy one of these weapons and the blades rarely dull)
Damage: 4d6
Magic Features
• +3 to strike on a back stab
• Critical strike x3 from behind or an additional x2 to the modifier of an assassin that has a backstab
• Critical strike on a natural 19-20
• Raise the M.A. of the wielder to 24
• Acts as a normal dagger, except when in the hands of an assassin or follower of Panath
• Under all forms of scrutiny, magical and non, the dagger appears as a normal weapon even when in use

Dimensional Bag - Custom
•• Dimensional Pocket [8.0 Years, ~60lbs]
• Weight: 2.0 lbs.
• Modifiers: Ley-Line Crafted
•• Contains:
••• (2) Vampire Bone Spears
Magic Weapon (Black Vault p.31)
S.D.C.: 250
Damage: 4d6 (6d6 to Vampires and Undead, 6d6*100, to Vampire Intelligences)
Magic Features
• Will completely and instantly kill vampires if it strikes their heart
• +2 to strike, +2 to strike when thrown, +1 to disarm
History: Held in the vault of Llorn's House of Vald Tegor
•••(1) Mediums sized sack
•••(3) small sacks
•••(1) Grappling hook
•••(4) Iron spikes
•••(1) Small Hammer
•••(1) Pocket mirror
•••(1) Tinder box
•••Hooded, thick black robes and a black scarf

Utility Belt
Small holy symbol of Panath
(1) Water-skin
(1) Set of lockpick tools
(3) Doses of Basilisk's Eye (5d6 damage + paralysis for 2d4 rounds. -2 to save)
(1) Potion of Neutralize Poison

• Damage: 2D6
• Modifiers:

Stored in Saddlebags
50' of rope
(10) meals
10 lbs of dried fruit
10 lbs of dried vegetables
10 lbs of jerked beef
(1) set of hand manacles
(1) An animal trap

On Boat
Magical Plate Armor
Legendary Plate Armor
S.D.C.: 160
A.R.: 18
Magic Features
• A.R. Enhancement
• Noiseless
• Weightless

Ghost Armor of Kulbankirk
Type of Item
S.D.C.: 201 / 360
A.R.: 17
Magic Features
• Weightless
• Noiseless
• Frightmask (Intimidate 95%/H:F:19* (doesn't work on major supernatural foes))
• Invisibility: 10 minutes; three times daily.

Steel Anvil Long Spear
Uncommon Enchanted Spear
S.D.C.: 150
Damage: 2D6+6
Magic Features
• Blinding Flash, 3/day as a 4th lvl spell
Mundane Features
• Superior Blade Edge (+6 to damage - included above)
• Superior Balance (+3 to Strike and Parry)

A new dark gray heavy hooded cloak and scarf
A new black heavy hooded cloak and scarf
(1) Set of soft leather boots

Influential Contacts
Alexander De'vaue, Captain of the Duke's Guard

Silk, High Ranking member of the Thieves Guild

Hala Eskander (Daughter of the owners of a Quorian Arms Dealers based out of Troker)
Last edited by Predat on Thu May 31, 2018 9:11 pm, edited 20 times in total.
User avatar
Diamond Level Patron
Diamond Level Patron
Posts: 173
Joined: Wed Feb 10, 2016 3:31 pm
Location: PFRPG - Group 1

Re: Predat Tor (Eandroth Rogue Military Assassin)

Postby Predat » Wed Feb 10, 2016 8:46 pm

Background Story

In the dungeons below the Llornian Palace is a file room that holds the enlistment contracts and files of everyone that enlists with the Red Brigade. This is one such file.

RED (Retired Extremely Dangerous)

Name: Predat Tor (Note: Not believed to be his real name. The story has it that this was a moniker given to him by a Wolf Hammer patrol that brought him back to camp.

Species: Eandroth (Note: Therefore he needs a sponsor to join the Red Brigade)

Sponsor: Lt. Corrilian of the Wolf Brigade

Reason for Sponsorship: Lt. Corrilian's patrol rescued him from a group of Hobgoblins and Trolls that had him trapped in a valley near the disputed lands. He had dozens of wounds across his body, but there were a dozen bodies at his feet. The patrol dispatched the rest of the monsters and brought the wounded lizard back to camp. Surprisingly, he survived his injuries and was back on his feet sooner than expected. Instead of leaving he hung around and became an unofficial scout for Wolf Hammer. He performed every duty assigned him in an exemplary fashion. Predat asked about joining up and several of the officers voluteered to sponsor him.

Place of Birth: The Baalgor Wastelands

Age at Time of Enlistment: 26 years old

Experience prior to Enlistment: He was part of a tribe of Eandroth (Note: He wouldn't name them or give a specific location) from the Wastelands. For years he was a simple hunter and scout for the tribe. He admitted to killing over a hundred of his own kind in a barbaric mating ritual that is performed twice a year (Note: He argued against the barbaric label stating that it strengthened the blood lines of the tribe by weeding out the weak). He claimed that after many seasons with the tribe he grew bored and longed for adventure and to explore the world (Note: We think there is more to it than that, but he didn't elaborate on what happened).

Status of Initial Enlistment: Based on Lt. Corrilian's recommendation, Predat Tor has been APPROVED for training and an initial enlistment of 10 years.

Training Record: In the first weeks of training it was obvious that Tor was tough, smart, agile and strong as an ox. His instructors also pointed out that he was ruthlessly efficient in completing any assigned exercises. (Note: Tor sent two other recruits to the infirmary after the first two combat exercises. One with a broken wrist and the other with a broken leg) His Instructors stated that Tor could handle a tougher training regiment and they recommended that he be sent to the more advanced and covert section for training. Based on Predat Tor's natural abilities and the recommendations of his instructors, the new training regiment was approved. He excelled at everything that he was taught and he was heavily indoctrinated on loyalty to Llorn and Red Brigade. (Note: even the instructors who weren't comfortable training a lizard, commended Tor for his abilities and no one questioned his loyalty) PASSED THE SPECIAL OPERATIONS TRAINING REGIMEN.

Operations Record:

Confirmed Solo Kills: 48 Wolfen; 12 Trolls; 9 Hobgolins; 8 Orcs. (Note, This does not include the confidential portions of his record)

Enlistment Year One to Ten: Tor was first assigned to Southwatch. As per the attached yearly evaluations, Tor performed all duties admirably and rarely complained of any hardships. The only complaint any of his CO's could remember was his complaints about the cold during the winter seasons. He participated in several skirmishes and one major campaign, where he was commended for saving the life of his CO after the man was knocked from his horse by 5 Wolfen warriors. Tor slayed the Wolfen and added a few more scars to his stout frame. The only official reprimand Tor received during his time at Southwatch was for getting into a bar fight with a drunken troll in the Paradise section of town (Note: The troll didn't survive his injuries). There are several sections of the file during his time at Southwatch that have been deleted and marked as confidential. Tor requested that he be allowed to reenlist and it was APPROVED.

Spec Ops Mission Classified Notes: In between duty stations Predat was assigned to get a line of fire warlocks 40 miles behind Wolfen lines. A full army of Wolfen soldiers was raiding into the Eastern territory and we received intel that this army would be hitting a human village in the near future. Predate managed to get all 25 Fire Warlocks to the Wolfen Encampment undetected (He was always on the move trying to intercept any Wolfen scout before they could raise the alarm). The Warlocks hit the army with complete surprise and decimated them with a display of overwhelmingly destructive fire magic. Predat returned all 25 warlocks to the Domain of Man even though most of their energy was spent. Casualties inflicted were believed to be over two thousand Wolfen. On a side note, the leader of this mission was the now infamous Major General Zastee.

Major Zastee and his aide Gurias highly recommended that Predat Tor be advanced in rank. Promotion to Corporal: APPROVED. (Several officers objected to a lizard being promoted, but it was noted for the record that none of the officers who objected actually served with Predat Tor.)

Enlistment Year Eleven to Fifteen: After his ten year reenlistment Tor was transferred to the Wolf Hammer Company. Upon his arrival he was promoted to Corporal. (Noted: a few of the company grumbled about a lizard being promoted, but those grumblings ended one night after a private was dropped at the infirmary with 6 broken bones, two black eyes and a smashed nose.) No formal complaints were made against Tor during his entire tenure with Wolf Hammer. Wolf Hammer was involved in various missions against the Wolfen and Tor, as usual, performed well. He was heard commending the Wolfen's martial spirit a few times, but this was overlooked and it has happened to others who are assigned to Wolf Hammer. Tor was specifically commended for one engagement where he, alone, slipped behind enemy lines and killed the Wolfen field commander moments before the attack by Wolf Hammer. He added a few more scars to his frame as he fought his way back to his company.

Another Spec Ops Mission Classified Notes: While on a long-range reconnaissance mission near Wolfen controlled lands, Corporal Tor came across the slaughter of a small

Enlistment Year Sixteen to Eighteen: At this time Tor was transferred back to Llorn for simple guard duty at the palace. His entire file for the three years he was at Llorn has been redacted and marked as confidential.

Enlistment Year Nineteen to Twenty: Corporal Tor was was transferred to the newly created Earthshaker Company and assisted in their training. Again most of his record has been redacted and marked as Confidential.

Retirement: After twenty years of service, Predat Tor chose to retire from service. He made his mark on a statement saying he would never knowingly act against Llorn. He also, marked an agreement stating he would be willing to perform freelance work for Llorn at a negotiated rate. He is residing in Llorn at the time of this entry.


Background Reference Material

    1. What emotion best describes your character? Cold
    2. What emotion does your character evoke in others? Fear
    3. What does your character need most? Power
    4. What is your character’s goal in life? Acquire enough power and smarts to take control of his caravan at a much later date
    5. How does your character believe this goal can be accomplished? Training, Experience and Combat

    1. Where did your character come from? Baalgor Wastelands,
    2. When did you grow up? About 40 years ago as an Eandroth, 20 years as a Rogue.
    3. What values does your character hold? Becoming a perfect killer.
    4. How does your character dress? Dark hooded robes with a scarf to cover his face even further, keeps him from frightening the locals too much.
    5. What are your character’s means? Practice, adventure and combat. He generally acts as a mercenary warrior until his assassin skills are needed.

    1. What are your character’s personal tastes? Blood of his enemy
    2. What are your character’s opinions? Llorn is basically a just place and needs to be protected. People are selfish by nature.
    3. What is your character’s comfort zone? Combat
    4. Who has had the biggest impact on your character’s life? The members of Wolf Hammer who saved him
    5. What are some of your character’s unexpected quirks? Doesn't like to see children of any race suffer, well except maybe trolls and hobgoblins.

Play Details
    1. What kind of story does your character belong in? Adventures that suits his personal code.
    2. What role does your character fill? Tank, Killer & Scout
    3. What should the other players know about your character? He's a killer and nothing will keep him from getting the job done
    4. What is your play style? Narrative
    5. How do you want your character to die? If he has to go, after an epic battle with a an ancient dragon, then down its gullet. :alien:

    Item 1: Boots Of Mystery
    Item 2: Shadow Beast Amulet
    Item 3: Any Type of Shadow Item
    Item 4: Dark Rune Item with at least psionic abilities

Short Term Goals:

    Goal 1: Find a decent team to work with
    Suggested Solutions (Goal 1): Get out there

Mid Term Goals:
    Goal 1: Become an Arena Champion
    Suggested Steps and Solutions (Goal 1): Train, Raise the Gold and enter a tournament

Long Term Goals:
    Goal 1: Dual class to warlock or a Dark Priest of Panath
    Suggested Steps and Solutions (Goal 1): Wait to level 8-10 assassin then dual class to one of the above
    Goal 2: Return home and take over the Cavaran
    Suggested Steps and Solutions (Goal 2): Gather power and train.
Last edited by Predat on Sat Feb 27, 2016 3:04 pm, edited 2 times in total.
User avatar
Diamond Level Patron
Diamond Level Patron
Posts: 173
Joined: Wed Feb 10, 2016 3:31 pm
Location: PFRPG - Group 1

Return to The Guild Registry (7/8)

Who is online

Users browsing this forum: No registered users and 0 guests