...will probably change this at one point, nothing seems to really fit.
Name: Johnathon Keystone
Aliases: Keystone, Fatty Endpiece, The Man Without Shame, Brute, "Animus, God of All Things BESTIAL", Edeknurl (Dwarven translation), and most recently “Man Who Has Lain With A Dragoness”.
Age: Mid to Late 20s
Race: Human
Alignment: CG
Place of Origin: Argentum, the Great Silver City
Gender: Male. Very.
Class: Fighter (Training as Pugilist and Monk)
Strength: 20
Dexterity: 14
Constitution: 15
Intelligence: 9
Wisdom: 9
Charisma: 8
Height: 6’5”
Weight: 235
Build: Muscular
Eyes: Steel Grey
Hair: Brown, short
Skin Tone: Caucasian, weathered
Racial Abilities: N/A
Tattoos/Scars/Piercings: Extensive scarring about his face and body, none particularly disfiguring. Most from combat, some from torture.
Day To Day Attire: Riveted canvas pants with several pockets, grey woolen shirt with three buttons near the top (commonly worn with sleeves pushed above the elbows, tooled leather fingerless gloves, and large, black, steel-toed hobnail boots. Nothing appears new but everything well taken care of.
Strengths: Powerful, coordinated, observant
Weaknesses: Prone to bouts of horrifying, nightmarish flatulence, offputting extensive scarring, repeated damage has led to manageable, but recurring pain.
Protective * Stubborn * Kind * Intimidating
Sexuality: Hetero (though he has crossed race/species boundaries, sometimes unknowing)
Relationship Status: Technically single, but has involvements.
Personality: The consummate Taurean Male, Keystone is prone to acts of both great kindness and great insensitivity. He is stubborn, possessive, and loud, but at the same time kind, protective, and driven.
He can be described as ambitious, even single-minded in the pursuit of his personal goals. Luckily, these goals usually fit in line with the task at hand. Getting him to change his mind about something generally takes a feat of will. Despite his larger size and extensive background with fisticuffs, Keystone is open to discussion of opinions/ideas contrary to his own without becoming threatening.
Habits: Popping knuckles/joints, picking teeth with his nails.
Hobbies: Cooking, Home Gardening, Exercise/Forms Practice. Keystone has a penchant for recording new recipes and culinary techniques, and is presently recording his personal thesis on close quarter combat.
Fears: Voices in his head (he has a long history of this), returning to his former station in life, Watching more people he cares about die.
Likes: Reading, Writing, Food, Spirits, Unarmed Combat, Cooking
Dislikes: Wizards (generally), the Upper Class, Overbearing Clergymen, Getting Slapped by the Fairer Sex (though it comes with the territory of being HIM), the color Pink, anything Undead (long and bloody history fighting the undead).
- Advanced Martial Arts/Brawler: A master of the pugilistic arts, Keystone can hit harder, faster, and more often than even a man of his proportions is capable of ordinarily. This affords him certain advantages in movement and armor class; furthermore negates penalties normally associated with mixing it up with an armed opponent. (2 attacks/round)
- Iron Fist Technique: Through rigorous training, Keystone's extremities are as iron, giving him a base attack damage ordinarily associated with wielded weaponry. Coupled with his high strength and massive martial arts proficiency, this is especially deadly.
- Ironskin Technique: Physical conditioning has left Keystone with dense flesh and a toughened hide. Even when not wearing protective gear, he is considered lightly armored.
- Choke Hold Technique: A sustained grapple, if successful, opponent will be rendered unconscious for a short time. If maintained after unconscious, the effects are lethal.
- Feint Technique: A technique designed to open an opponent’s defense by initiating a light offense from one direction, and switching to another. Conversely, starting an attack and halting, throwing off adversarial defense before continuing. Classic defense countering.
- Basic Parry Technique: An attack launched against an incoming attack, used defensively. Negates a select attack in a martial exchange, costs one attack to perform.
- Chi Attacks: A passive technique, all attacks that count as unarmed are considered magical. At present level of proficiency, Keystone counts as a +1 weapon.
- Knife/Dagger: Skilled in the use of up-close and quiet stabby-stabby, as well as thrown. Rarely used as his unarmed skills are generally superior.
- Meditation: A non-martial technique, this allows Keystone to enter a mental state in which he can focus and regain his energies. For each hour he spends in uninterrupted meditation, he gets as much rest as two hours of sleep. While meditating, the Keystone is oblivious to hunger, thirst, heat, and cold (but he can still take damage). He remains conscious and aware of his surroundings, and suffers no penalties on surprise or initiative.
- Cooking: Advanced; Keystone is the equal of most any court culinarian. Though he doesn’t know it, he is constantly improving this skill as he comes in contact with more cultures and ideas. It may possibly be his greatest mundane ability.
- Endurance: Hardship and training allow Keystone to continue in the face of daunting conditions. His stamina is twice that of a normal human of similar base Constitution.
- Intimidation: Similar to interrogation, but focuses more on what actions the person intimidated will or won’t do. Keystone can be a very frightening man, and has worked hard to become so.
- Language, Common: Native language, complete proficiency.
- Language, Dwarven: Speaks and reads fluently, but tends to communicate with formality
- Language, Shou: The common language of the dominant and most numerous Eastern culture in his realm. His proficiency is halting and needs practice at present.
A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw backs to casting
Possessions Generally On Person: - Money: 100 Gold Coins, 30 Silver Coins
- Clothing: Covered in “Day To Day Attire”, above.
- Bracers: “The Welder’s Bracers’, magical item described below.
- Coat: “Keystone’s Coat”, armor described below
Weapons: Personal weapons, no magically enhanced items
- Unarmed: 1d6+8, ¾ dmg temporary
- Brass Knuckles: 1d6+10 - Two brass knuckles, sized appropriately for his above-average size hands. Runes inlayed into the metal, he is unsure what they mean.
- The Black Knuckles: 1d6+13 - Fashioned from an alloy of Adamantite and Ebonite, they are considered both Dwarfcraft and Masterwork.
In game terms, the pair of knuckle dusters are considered +3 to hit and damage, due to their superior construction and materials. They are functionally impossible to damage, and can be used to quickly sunder objects and destroy constructs, easily penetrating material hardness. They have the same qualities as cold iron against fey, infernal, and certain extra-planar creatures. The knuckles absorb light and heat, appearing black even to infravision. The Black Knuckles are immune to rust, tarnish, and corrosion; and are silent, not clanging even when struck against other metals or stone with force. They are not ensorcelled in any way, and do not radiate magic. - Dagger (2): 1d4+5 – All-purpose knives of decent quality.
- Kunai (12): 1d4+5 - Black, triangular bladed daggers with ring pommels and cord wrapped handles, kept in bandoleers. Usually 6 out at a time.
Armor: Base armor only, no magically enhanced items
- Keystone’s Coat: Masterwork, customized armor. It is a long, leather coat with segmented, hardened sections making this truly armor worthy attire. Despite its construction, it is non-bulky and as easy to move in as standard leather armor. Its protective quality is equal to chain mail, at a quarter of the weight. It reinforces at the ribcage, thighs, shoulders, upper arms, forearms, and has a column of wide chevron pieces protecting the back and spine. It features an attached hood, similarly reinforced with hardened leather with a mask-like section to protect his face from the nose down. It does not restrict his movement or perception in any way, and can be repaired easily by any standard leatherworker. The whole armor is easy to don and remove, taking only the time required to fasten three buckles.
Animals: Pack Contents: What do you carry in you pack when traveling
- Clothing: Spares, good condition and quality.
- Pan, covered cast-iron: Suitable for all his covered cast-iron needs.
- Cooking Wares: Small wares for preparing a decent meal in optimal and less optimal conditions.
- Traveler’s Rations: Five weeks’ worth of foodstuffs, many items of his own devising. He’s creative with this, and replenishes every opportunity he gets.
- Tea, loose: Packaged black tea, about five lbs.
- Toolkit: One leather and canvas working apron, lots of places for cutlery and tools to be safely tucked out of the way. Can be rolled up and carried as a tool kit. Includes various sharp items suitable for preparing a remarkable dining experience.
- Rope, silk: 150 feet in three 50 ft coils.
- Grappling Hook: Standard tempered hook of blackened, hammered iron.
- Waterskin (3): Three large waterskins, for the thirsty guy on the run.
- Liquor: Stash of decent liquor; whiskey, shochu, plum spirits, and a distillation of incredible potency with questionable quality (supposedly Dwarven). Uses it for trade, among other things.
- Tent: Fairly basic tent, large enough to comfortably accommodate himself and his belongings. Usually only uses it for inclement weather if no other shelter is available.
- Tarp, large: Oil treated canvas with brass gromitted holes along the edges
- Flint/Steel: Standard Firestarter.
- Whetstone: With two different grades of grit.
- Needles & Thread: Keeps his seams together.
- Steel Mirror: For preening.
- Bedroll: Someplace dry to rest.
- Money: An additional 100 Gold Coins stashed in his pack.
Magical Items:- The Welder’s Bracers: This item was forged by Iron Thorgood, a dwarven smith of the old Delzoun clan, to aid with his work and combat against the many dangers a dwarf faces underground. Made from the finest dwarven metals and richly engraved, the bracers seem ornamental and functionless at first. They provide protection as a shield +1 (overall bonus of 2 to AC) at all times. When activated, they give a 5% chance per successful strike for additional 2d6 electrical damage, and a 25% increase of hand speed, allowing an extra attack/action per combat round. The downside: When activated, the wearer is more likely to be hit by lightning of electrical sources (-1 save vs.), and will take more damage from these sources (+1 per).
- Dagger +2: 1d4+7, +2 to hit. This is a masterfully crafted large knife with minor enchantments placed upon it. It is considered eversharp, everbright, and balanced perfectly for throwing, in addition to its uses in melee or as a tool. If thrown, it has double range and no negative modifiers for distance. The knife is single-edged with a bone handle and clip point, minimal crossguard.
Potions: Premade or prepurchased potions - limit 5
Creation Materials: Anything used to brew potions or for alchemy
Parents: Mother – Dead, Natural causes. Father – Dead, Keystone hammered his head concave on the edge of a bar after the elder man crammed a blade in his side.
Siblings: Technically an only child, he has half-siblings through his father with whom he has no meaningful contact.
Childhood: His childhood was a horrific example of how a child should NOT be treated by society, the only spot of kindness being his mother.
Adulthood: Approaching adulthood, Keystone took up training as a pugilist. When not pit fighting, he worked as a bouncer or bodyguard. His large size and natural talents took him far, and he eventually began traveling to find and learn from other masters. One incident, poking through the Librarium of his home city, exposed him to the teachings of ancient Xiang masters. This fueled his desire to learn more and broadened his repertoire into techniques in which other Occidental fighters were unversed. While he has other, more personal reasons for adventuring, Keystone remains something of an Errant Monk, ever in pursuit of new teachings.
Special Moments: Punching out a Death Knight (with assistance), lighting a fart on fire that required a save vs. breath weapon, finding out the lady with whom he was shacking up was in fact a Steel Dragon in human form, Giving the general of an undead army “the finger”, fisticuffing his way into (and out of) a zombie horde.
Current Events: Keystone’s adventuring career has been saddled with conflicts larger than himself and his own motivations for being there. Seemingly a magnet for intrigue and drama, Keystone greatly appreciates quiet times when he can merely practice his talents at his leisure. His brainpan has housed two spirits (thankfully not at the same time), and he has recently come out of a conflict against an army of Undead spanning months of time. It cost him the lives of friends. The sole survivor of his group, he emerged victorious, but changed.
His presence in Salarn is due to his travels. Happenstance brings him there; his last big adventure was resolved, his mind now free of visitors and influence, and Keystone continues his journey to amass knowledge and wealth in hopes of building up his little slice of home into a proper stronghold for his activities.
⚜ High Ranking * ☯ Neutral * ☮ Friends * ♥ Crush * ⚤ Significant Other * ☠ Enemy
- ???: ☠ A free-willed undead lieutenant, formerly of the army Keystone helped to scatter. Freed from servitude, this soldier has a unique attitude toward the brawler – gratitude, plus a need to prove that he is better than the brawler that killed his master. The creature intends to find and challenge Keystone to single combat, to the death. At present, Keystone is unaware of his existence, and the Lieutenant is uncertain of Keystone’s location.
Other NPC contacts, while very useful, are nowhere near Salarn. If they have reputation that may assist him, Keystone will namedrop, respectfully. - Avar Rocksteady: ☮ Master Smith, descended of the old Delzoun Clan, an ancient line of Dwarves noted as legendary among the legendary smiths. Avar is the creator of Keystone’s Black Knuckles.
- Shein-Fang: ⚜ Grandmaster of the largest Xiang Temple in the western Realms, this man taught Keystone some of his personal techniques and forms, recognizable by anyone versed in the Art.
Character Quote: “If you can’t do something smart, do something right.”
“Bacon can cover for many social indelicacies.”
“That’s right attractive there, y’Grace. About made me splat my undergarments.”
"Don’t matter which god you pray to, nor how much blood you’ve got on you. Got a job needs doing.”
“You’re causin’ a disturbance, sir. I’m afraid I’m going to have to ask you to sod off.”
Theme Song: Two Steps From Hell - ArchangelAura Color: Keystone would have a simmering, muted orange aura, peeking through a granite grey exterior.
Scent: Bacon, black tea, tooled leather, and anger.
Anything Else:Fun Facts:-Invented Instant Ramen during his travels in Faerun.
-Has prepared and consumed Hell Hound. It tasted just a bit like sulphur and cumin.