Djarumi Ambros

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Djarumi Ambros (A.K.A. The Crow) is a human of noble pedigree originally from the wealthy port city of Darzbin. When his father disappeared mysteriously, and his mother subsequently committed suicide, psychics the heir to the Ambros fortune left his childhood home and his inherited wealth behind to search for adventure and hopes to one day find and confront his father. Ambros currently works with a band of sellswords given the task of rooting out and destroying a criminal organization that has been terrorizing the small city of Terrace Green. Djarumi's methods and mannerisms are considered brutal by some, and the few people who know him well understand him to be very straightforward with a powerful sense of justice to guide him through what he sees as an ever darkening world.

A little backstory

Character Stats

Class: Swashbuckler 3 / Rogue 3 Alignment: Neutral Good

Size & Type(subtype): Medium Humanoid(human)

Hit Dice 3d10 + 3d6 HP: 31hp

Abilities: Str 12, Dex 17, Con 10, Int 14, Wis 10, Cha 12

Initiative: +3 Speed: 30ft Space/Reach: 5ft/5ft

AC: 18 = 10 + 4 (+1 studded leather) + 1 (buckler, mw) + 3 dex

Touch: 13 Flat-Footed: 15

AC modifiers: Combat Expertise, Trapsense +1, Wall of Blades

Saves: Fort +6, Ref +9, Will +4

Base Attack Bonus: +5 Grapple: +6

Full-Attack: Masterwork Rapier; Shortlife (+9 melee, 1d6+3 dmg, 18-20/x2) or

Shortlife (+7 melee, 1d6+3 dmg, 18-20/x2) and Masterwork Kukri (+7 melee, 1d4+2, 18-20/x2)

Attack Options: Combat Expertise, Sneak Attack (3d6), Insightful Strike(always active), Combat Reflexes, Weapon Finesse

Other Combat Gear: mw light lammers (x2), mw composite congbow (mighty +1), mw daggers (x6), sap, whip, kneeblade, sleeveblade, elbowblade

Skills(ranks): Balance(5) +10, Bluff(5) +6, Climb(6) +9, Decipher Script(1) +3, Disable Device(5) +9, Disguise(2) +5, Escape Artist(2) +5, Forgery(1) +3, Hide(6) +9, Jump(6) +9, Move Silently(6) +9, Open Lock(6) +11, Search(6) +8, Sleight of Hand(3) +8, Spot(6) +6, Tumble(9) +14, Use Rope(5) +8

Feats: Weapon Finesse(B), Two-Weapon Fighting, Combat Reflexes, Combat Expertise, Daring Outlaw

Skill Tricks: Twisted Charge, Speedy Ascent, Extreme Leap, Whip Climb

Special Abilities: Sneak Attack (3d6), Trapfinding, Evasion, Trapsense, Grace (+1), Insightful Strike, Wall of Blades (+2)

Languages: Common, Goblin, Giant

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