Jack | |
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Aliases: | John, "Boss" |
Age: | 30 |
Hair: | Brown |
Eyes: | Blue |
Height: | 6'3'' |
Weight: | 196 lbs |
Race: | Offworlder Human |
Class: | Scout 4/Monk 1 |
Alignment: | Lawful Neutral |
Deity: | None |
Level: | 5 |
Experience: | 10,001 |
Hit Points: | 55/55 |
Gold: | 2,560 |
Current Status: | Active |
Played by Scathien |
- Description
- Stats & Combat
- skills
- Feats
- Class Abilities
- Race
- Equipment
- Adventures
- Background
- Questionnaire
Stats |
STR | DEX | CON | INT | WIS | CHA | |
Score | 16 | 16 | 16 | 13 | 18 | 10 |
Bonus | +3 | +3 | +3 | +1 | +4 | +0 |
Score | 16 | 14 | 16 | 13 | 18 | 10 |
Bonus | - | +2 | - | - | - | - |
Combat |
Initiative | +3 | BaB | +3 | Graple | +10 | Speed | 40 ft. |
Electrical Torture Experience: Electricity Resistance 2 (Character Level / 2, round up) |
Skirmish: +1 Competence Bonus to AC if moved at least 10 feet in a round. |
Defense | Ttl | Bonuses | Save | Ttl | Bonuses | |
AC | 20 | 10 + 4 (Wis) + 3 (Dex) +1 (Armor) +1 (Natural Armor) +1 (Deflection) | Fortitude | +7 | +3 (Con) + 1 (Scout) +1 (Competence) +2 (Monk) | |
Flat | 20 | 10 + 4 (Wis) + 3 (Dex) +1 (Armor) +1 (Natural Armor) +1 (Deflection) | Reflex | +8 | +2 (Dex) + 4 (Scout) +2 (Monk) | |
Touch | 18 | 10 + 4 (Wis) + 3 (Dex) +1 (Deflection) | Will | +7 | +4 (Wis) + 1 (Scout) +2 (Monk) |
Skirmish: +2d6 damage if moved at least 10 feet in a round. |
Hand Crossbow Focus: Reload as a Free Action, +1 Atk to hand crossbow |
Weapon Focus (Unarmed Strike): +1 atk to Unarmed Strikes |
Offense | Attack | Damage | Type | CritRng | CritDmg | Range |
Combat Knife (Masterwork Gut Blade) | +7 | 1d4+3 | Piercing | 18-20/x2 | 2#1d4+3 | Melee |
Masterwork Hand Crossbow | +7 | 1d4 | Piercing | 19-20/x2 | 2#1d4 | 30 ft |
Unarmed Monk Strike | +7 | 1d6+3 | Bludgeoning | 20/x2 | 2#1d6+3 | Melee |
Flurry of Blows | +6/+6 | 1d6+3 | Bludgeoning | 20/x2 | 2#1d6+3 | Melee |
Ammunition | Quantity |
Crossbow Bolts | 10 |
Infiltration Training: +2 Competence Bonus to Hide and Move Silent |
C | U | Skills | Rnk | Abi | Syn | Msc | Mag | Ttl |
C | U | Climb (Str) | 0 | + 3 | + 0 | + 0 | + 0 | + 3 |
C | U | Jump (Str) | 0 | + 3 | + 0 | + 0 | + 0 | + 3 |
C | U | Swim (Str) | 0 | + 3 | + 0 | + 0 | + 0 | + 3 |
C | U | Balance (Dex) | 5 | + 3 | + 0 | + 0 | + 0 | + 8 |
C | U | Escape Artist (Dex) | 6 | + 3 | + 0 | + 0 | + 0 | + 9 |
C | U | Hide (Dex) | 6 | + 3 | + 0 | + 2 | + 0 | + 11 |
C | U | Move Silently (Dex) | 6 | + 3 | + 0 | + 2 | + 0 | + 11 |
- | - | Open Lock (Dex) | 0 | + 3 | + 0 | + 0 | + 0 | + 1 |
C | U | Ride (Dex) | 5 | + 3 | + 0 | + 0 | + 0 | + 8 |
- | - | Sleight of Hand (Dex) | 0 | + 3 | + 0 | + 0 | + 0 | + 1 |
C | - | Tumble (Dex) | 6 | + 3 | + 0 | + 0 | + 0 | + 9 |
C | U | Use Rope (Dex) | 5 | + 3 | + 0 | + 0 | + 0 | + 8 |
C | U | Concentration (Con) | 1 | + 3 | + 0 | + 0 | + 0 | + 4 |
- | U | Appraise (Int) | 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
C | U | Craft (Int) | 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
- | - | Decipher Script (Int) | 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
C | - | Disable Device (Int) | 6 | + 1 | + 0 | + 0 | + 0 | + 7 |
- | U | Forgery (Int) | 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
C | - | Knowledge (Int) | 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
C | U | Search (Int) | 6 | + 1 | + 0 | + 0 | + 0 | + 7 |
- | - | Spellcraft (Int) | 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
- | U | Heal (Wis) | 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
C | U | Listen (Wis) | 6 | + 4 | + 0 | + 0 | + 0 | + 10 |
C | - | Profession (Wis) | 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
C | U | Sense Motive (Wis) | 1 | + 4 | + 0 | + 0 | + 0 | + 5 |
C | U | Spot (Wis) | 6 | + 4 | + 0 | + 0 | + 0 | + 10 |
C | U | Survival (Wis) | 6 | + 4 | + 0 | + 0 | + 0 | + 10 |
- | U | Bluff (Cha) | 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
C | U | Diplomacy (Cha) | 5 | + 0 | + 0 | + 0 | + 0 | + 5 |
- | U | Disguise (Cha) | 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Gather Information (Cha) | 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Handle Animal (Cha) | 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Intimidate (Cha) | 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
C | U | Perform (Cha) | 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Use Magic Device (Cha) | 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
C | - | Speak Language | + 0 |
Skill Points Per Level:
1st Level: (8 + 1 (Int)) x 4= 36 + 4 (Human)= 40
Scout: 8 + 1 (Int) + 1 (Human) = 10 per level
Monk: 4 + 1 (Int) + 1 (Human) = 6 per level
Skill Points | 70 |
-U = usable untrained
-C = class skill
Craft | Knowledge | Language | Perform | Profession | Skill Trick | |
- | - | Common, Literacy | - | - | - |
Trained with "The Boss": Jack is able to take feats requiring fighter levels. Effective Fighter Level is Character Level - 2 |
Level 1 - Improved Trip: You are trained not only in tripping opponents but in following through with an attack.
Level 3 - Hand Crossbow Focus: Your hand crossbow attacks gain accuracy and speed.
Level 6 - Feat: Desciption
Level 9 - Feat: Desciption
Level 12 - Feat: Desciption
Level 15 - Feat: Desciption
Level 18 - Feat: Desciption
Human Bonus Feat - Combat Expertise: You are trained at using your combat skill for defense as well as offense
Scout Level 4 Bonus Feat - Dodge: You are adept at dodging blows.
Monk Level 1 Bonus Feat - Improved Grapple: You are skilled in martial arts that emphasize holds and throws.
REP Feat 1 - Exotic Weapon Proficiency (Hand Crossbow): You understand how to use that type of exotic weapon in combat.
REP Feat 2 - Weapon Focus: You are especially good at using Unarmed Strikes in combat
Scout 4
Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.
A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook.
Starting at 3rd level, a scout’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player’s Handbook.
At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must be selected from the following list:
Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Brachiation, Combat Expertise, Danger Sense, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen, Improved Initiative, Improved Swimming, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track.
She must meet all the prerequisites for the feat.
Monk 1
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus is equal to his monk level or his base attack bonus which ever is higher. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage.
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Offworlder Human
Offworlders:
Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapon | Damage | Crit | Range | Type | Notes |
Combat Knife (Masterwork Gutblade) | 1d4+3 | 18-20/x2 | Melee | Piercing | Combat Knife from Jack's Homeworld, Masterwork |
Masterwork Hand Crossbow | 1d4 | 19-20/x2 | 30 ft | Piercing | Masterwork Quality |
Protective Item | AC | Type | MD | ACP | SF | Move | Notes |
Bracers of Armor +1 | +1 | Armor | - | - | - | - | +1 Armor |
Amulet of Natural Armor +1 | +1 | Natural Armor | - | - | - | - | +1 Natural Armor |
Ghost Shroud | +1 | Deflection | - | - | - | - | +1 Deflection, Melee Attacks count as Ghost Touch |
Slot | Item | Description |
Head | Item Here | Description Here |
Face | Item Here | Description Here |
Neck | Amulet of Natural Armor | Description Here |
Shoulders | Item Here | Description Here |
Torso | Ghost Shroud | Jack's BDUs seem to have a strange look to them… |
Arms | Bracers of Armor | Simple bracers reinforcing the forarms of Jack's BDU's |
Hands | Gloves of Dexterity | Black form fitting gloves |
Right Ring | Item Here | Description Here |
Left Ring | Item Here | Description Here |
Waist | Item Here | Description Here |
Feet | Item Here | Description Here |
Pack | Item Here | Description Here |
List of Items Here:
Statistics of Items Here:
Bracers of Armor +1: 1,000 gp
Ghost Shroud (+1 Deflect, Melee Attacks treated as having Ghost Touch property): 5,000 gp
Gloves of Dexterity +2: 4,000 gp
Necklace of Natural Armor +1: 2,000 gp
Masterwork Hand Crossbow: 400 gp
Masterwork Gut Blade: 380 gp
Quest | XP | Other Rewards | Updated? |
Lesbians from Space | 1,000 | 10,000 gp | Yes |
Fiery Assassins | 360 | 480 gp | Yes |
Old Man S Mansion | 740 | 1,110 gp and a Silver Dagger (sold for 11 gp) |
Character History:
Jack, John… whatever the hell you wish to call him (some even surmise that he does not even have a name) is an offworlder. A soldier born and raised, and a soldier he will always be. How he actually got to Therafim is anyone's guess, but he tells a story of being wounded in a battlefield, and passing out trying to patch himself up only to find himself here.
He is a tortured man, having been forced to kill his own mentor, a person that was like a mother to him, and still not fully understanding -why- he had to do so. Even though he is on this new world, he still searches for an answer to that question, and has still not accepted the title he was given for remaining loyal to his mission that day. Perhaps in time he will come to accept it, but for now, he is just a simple lost soldier still recovering from the physical and mental wounds of a life of conflict.
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
Jack is a male human, and looks about thirty years old. He stands at about six and a half feet fall, tan skin, blue eyes, brown hair (and a beard). He also wears a tan colored bandana around his forhead, and a black eyepatch over his right eye. He tends to have a grim look about him, and is generally considered a loner.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
Jack appears to have an S shaped scar running down the length of his chest. His right eye is also scarred and milky white if anyone ever looks under the eyepatch.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
His voice is deep and gruff, and simply tends to just stay away from people unless he is on the battlefield. At times like these, he seems much more lively.
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
Jack was born on earth in 1935. His exact birthdate he never speaks about, or has forgotten about it. His birthplace also remains unmentioned, as he simply no longer cares.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Same as above, he does not care, and has left them behind.
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
No
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
No
5) How did you get along with your family?
N/A
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
In a manner of speaking. He apprenticed under his mentor, a woman who he would only refer to as "The Boss" and through it learned and developed his manner of combat. He trained with her for roughly 9 years.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
N/A
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
The Boss was female, human, roughly 30 years old at the time they began training together. The boss was caring, but harsh, and she bonded with Jack over the course of their time together. She was like a mother to him, which made it all the more difficult when she betrayed him by defecting from their home country, forcing the leaders of that country to order Jack to locate… and kill her…
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
No
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
Jack grew up learning how to read, but he tends to not do so very often, usually putting his energy into more physically active things like fighting.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Jack has no other jobs, but still considers himself a soldier for hire.
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
Jack grew up as a solitary man, with few friends, and even more enemies. Even those who assisted him on missions he went on couldn't be trusted to not betray him in some form or another.
2) How many of these people are still alive? How many are you still friends with?
As of his appearance in Therafim, its hard to say how many of Jack's "Friends" still live
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
The only person who ever came close to being a friend to Jack was The Boss
4) What do you look for in a friend?
Jack looks for loyalty above all.
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
Jack was in love once, and it culminated in a one night stand shortly before his partner had to betray him. She was ordered to kill him, but left him alive instead, defying her orders because she too loved him. They have not seen each other since that night.
This is however, slowly changing as Jack grows closer to the Bard-Siren Cerulean. He has admitted feelings toward her, and he finds himself able to trust her without fear of her betraying him. As for actual love? Perhaps in time… with enough patience on her part…
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
Jack does not follow any religion in particular, nor does he care to.
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
Jack has seen some rather strange things in his life, and he doesn't dwell on them all too much.
3) What gods, religions, or priesthoods will you have nothing to do with?
N/A
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
Kill: A battlefield can be filled with death, but it doesn't always have to be…
Steal: When you find yourself without things that you need to survive, take from what is around you, especially if it deprives your enemies of using the same.
Lie: If it accomplishes the mission, go for it.
Violence: Though death can be avoided on the battlefield, violence can not. It is the one thing that helps me feel alive.
Magic: What?
Sex: There is rarely time for such things on the battlefield.
Dealing with Evil Beings: Politics tend to bend one's viewpoint on who is evil or not, if they are seen as an enemy, they will be dealt with.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
Loyalty to the mission above all other things…
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
On a Scale of 1-10 (10 being highest):
Knowledge: 8
Fame: 4
Love: 6
Friends: 5
Family: 2
Wealth: 7
Honor: 10
Power: 3
Religion: 1
Job: 9
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
Jack tends to be haunted by nightmares of his previous missions, and tends to do whatever he can to forget about it, though the questions that mission raised still haunt him to this day.
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
It isn't the first time Jack has faced something strange in the course of completing a mission, he will barrel through it like he does with most other things.
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
Jack is good at fighting, it is probably the only thing he lives for these days.
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
Jack is a smoker, he also drinks some but tends to avoid doing so while on a mission.
3) Do you have any enemies? How much trouble do those conflicts cause you?
Plenty, but with him now missing from Earth it is unlikely that these conflicts will cause any more trouble.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
Jack loves to examine weaponry (the more complicated the better), and tends to enjoy eating various things, regardless of if its poisonous or not (generally his first thought toward something edible is "Does it taste good?")
2) What do you hate? How do you typically react to these hated things?
People who would abandon their duties, and throw their loyalty away because things got tough.
3) What do you fear? What is your worst nightmare?
That he will never learn why The Boss betrayed him and his homeland.
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
N/A
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
N/A
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
N/A
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
Jack keeps a bandana that he took from his mentor shortly after he killed her, and tends to wear it in memory of her.
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)
Jack, John… whatever the hell you wish to call him (some even surmise that he does not even have a name) is an offworlder. A soldier born and raised, and a soldier he will always be. How he actually got to Therafim is anyone's guess, but he tells a story of being wounded in a battlefield, and passing out trying to patch himself up only to find himself here.
He is a tortured man, having been forced to kill his own mentor, a person that was like a mother to him, and still not fully understanding -why- he had to do so. Even though he is on this new world, he still searches for an answer to that question, and has still not accepted the title he was given for remaining loyal to his mission that day. Perhaps in time he will come to accept it, but for now, he is just a simple lost soldier still recovering from the physical and mental wounds of a life of conflict.