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Barbarian in the Playground
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Re: Thattaman's Carrion Crown OOC
Grim will be Dark Gray
Grim DuMaine
Male N Half-Elf Summoner (Synthesist), Level 1, Init +2, HP 9/9, Speed
AC 12, Touch 10, Flat-footed 12, Fort +1, Ref +0, Will +4, Base Attack Bonus 0
Light Crossbow (Bolts x20) +0 (1d8, x2)
Dagger -1 (1d4-1, x2)
Switchblade -1 (1d4-1, x2)
Lamellar Cuiriass (+2 Armor)
Abilities Str 8, Dex 10, Con 12, Int 14, Wis 14, Cha 18
Condition None
And in synthesized form:
Spoiler
Grim DuMaine
N , Level , Init +2, HP 9(11)/9(11), Speed
AC 16, Touch 12, Flat-footed 14, Fort +1, Ref +2, Will +2, Base Attack Bonus 1
Bite +3 (1d6+2, x2)
Claw x2 +3 (1d6+2, x2)
(+4 Armor, +2 Dex)
Abilities Str 14, Dex 14, Con 13, Int 14, Wis 14, Cha 18
Condition None
Background:
Spoiler
Born to parents unknown in the anarchic region of the River Kingdoms, Grim grew up nameless and destitute, guaranteeing that Grim would either die young or grow to become a bandit and rogue like so many around him. This destiny was not for him, however, as he was caught stealing from a Varisian traveling band, the leader of which, Marko Krispin, press-ganged him into service as another hand in the group.
At first terrified to be leaving all that he had ever known, Grim slowly took to the routine of assisting the Varisian and when Marko gave Grim the chance to leave the troupe, Grim decided to stay. He used the magical tricks he knew to assists in the acts but a laugh could never be found, from which he gained his adopted name. Despite the nature of his circumstances, the Varisians adopted him as their familial son, each sharing a bit of the family tie.
Grim's affinity for magic resulted in his growing knowledge of the otherworld and the creatures that lurked there. One in particular spoke with him of history and the arcane, and for weeks Grim would summon the spirit to him while he sat in bed at night. One fateful night, the spirit made a deal with young Grim: his family name and the strength to be as free as the Varisians in exchange for binding the spirit to himself.
Grim agreed, and so the spirit Acre bound itself to Grim, of the family DuMaine's, soul.
The power provided by the soul could not be hidden from his adoptive family, so he presented himself to his adoptive father, Marko, and showed him the power he possessed. The Varisian, both a wanderer and a warrior at heart, recognized the new potential of Grim and helped him learn to fight in his new combined form, setting Grim as a protector of the caravan.
It was due to this position that Grim came to meet the good Professor as he was wandering through the River Kingdoms in search of lore and legend regarding the local Nagas. Within a day, a bandit gang fell upon the troupe in search of the Professor, intending to ransom him. Grim stood fast in his shining form and drove off the the attackers, gaining the gratitude of the Professor.
Appearance/Personality
Spoiler
Picture
Grim stands dressed in typical Varisian style, but without much of the brilliant colors that make the Varisians stand out. He has a small beard in the Varisian style and keeps his shoulder-length black hair pulled back into a ponytail. He is tall at just over six feet and is slender and wiry.
He prefers to observe, rather than be observed, but he is quick to assert himself and has picked up the Varisian gift of wit and diplomacy.
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Character(s)
Player Profile at the Registry
Last edited by Down Comforter : 07-20-2012 at 01:43 AM.
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