Nox Feratu | |||
Aliases: | Sir Nox | ||
Age: | 19 | ||
Hair: | Bald | ||
Eyes: | Black | ||
Height: | 6'8" | ||
Weight: | 220 | ||
Race: | Beastfolk | ||
Class: | Knight 3 Fighter 3 Psychic Warrior 2 Crusader 1 | ||
Alignment: | Lawful Neutral | ||
Level: | 9 | ||
Experience: | 37,902 | ||
Hit Points: | 101/101 | ||
Gold: | 5079.2 | ||
Current Status: | Active | ||
Played by Videospirit |
- Description
- Abilities & Skills
- Feats & Class Abilities
- Equipment
- Powers
- Blade Magic
- Previous Quests
- Questionnaire
Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 22 | +6 | +26 | +8 |
Dexterity | 16 | +3 | +0 | +0 |
Constitution | 12 | +1 | +0 | +0 |
Intelligence | 14 | +2 | +0 | +0 |
Wisdom | 14 | +2 | +0 | +0 |
Charisma | 10 | +0 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 +3 Dexterity +10 armour +1 natural armour = 24 |
Flat-Footed | 21 |
Touch | 13 |
Saving Throws | Base | Ability mod | Bonus | Total |
Fortitude | +9 | +1 | +2 | +12 |
Reflex | +2 | +3 | +2 | +7 |
Will | +4 | +2 | +2/+3* | +8 |
- +1 on saves vs. fear
BAB | Mod | Total Range/Melee | Trip with Chain |
+8/+3 | +Dex/+Str | +11/+16 | +22 |
Initiative |
3 Dex +2 Competance = +5 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +2 | +0 | +0 | +2 |
X | Balance (Dex) | +0 | +3 | -2 | +0 | +1 |
X | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Climb (Str) | +0 | +8 | -2 | +2 | +8 |
C | Concentration (Con) | +5 | +1 | +0 | +2 | +6 |
C | Craft (Weaponsmithing) (Int) | +2 | +2 | +0 | +0 | +4 |
X | Decipher Script (Int) | +0 | +2 | +0 | +0 | +2 |
X | Diplomacy (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Disable Device (Int) | +0 | +2 | +0 | +0 | +2 |
X | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Escape Artist (Dex) | +0 | +3 | -2 | +0 | +1 |
X | Forgery (Int) | +0 | +2 | +0 | +0 | +2 |
X | Gather Information (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Heal (Wis) | +0 | +2 | +0 | +2 | +4 |
X | Hide (Dex) | +0 | +3 | -2 | +0 | +1 |
C | Intimidate (Cha) | +11 | +0 | +0 | +2 | +13 |
C | Jump (Str) | +5 | +8 | -2 | +2 | +13 |
C | Knowledge (Nobility and Royalty, Psionics, Dungeoneering) (Int) | +11 | +2 | +0 | +0 | +13 |
X | Listen (Wis) | +0 | +2 | +0 | +0 | +2 |
X | Move Silently (Dex) | +0 | +3 | -2 | +0 | +1 |
X | Open Lock (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Profession (Wis) | +0 | +2 | +0 | +0 | +2 |
X | Psicraft (Int) | +4 | +2 | +0 | +0 | +6 |
C | Ride (Dex) | +0 | +3 | +0 | +0 | +3 |
C | Search (Int) | +0 | +2 | +0 | +0 | +2 |
X | Sense Motive (Wis) | +0 | +2 | +0 | +0 | +2 |
X | Sleight of Hand (Dex) | +0 | +3 | -2 | +0 | +1 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
X | Spellcraft (Int) | +2 | +2 | +0 | +0 | +4 |
X | Spot (Wis) | +0 | +2 | +0 | +0 | +2 |
X | Survival (Wis) | +0 | +2 | +0 | +0 | +2 |
C | Swim (Str) | +0 | +8 | -4 | +2 | +6 |
X | Tumble (Dex) | +0 | +3 | -2 | +0 | +1 |
X | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Use Rope (Dex) | +0 | +3 | +0 | +0 | +3 |
Where C is a Class skill and X is a Cross Class Skill
Languages Known: Common, runnertongue, giant, wildlander
Skill Tricks:
Skill Tricks go here
Skill Point Total: 44
1st 16 2nd-8th 28<—Breakdown of skills generated per level, helps you keep track.
Feats:
1st: Combat expertise
Knight: Mounted Combat
Fighter 1: Combat Reflexes
3rd: Power Attack
Fighter 2: Improved Trip
PW 1: Exotic Weapon Proficiency(Spiked Chain)
6th: Mage Slayer
PW2: Practiced Manifester(Psychic Warrior)
9th: Weapon focus(Spiked Chain)
Class Abilities:
Weapon and Armor Proficiency: Fighters are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and all shields.
Steely Resolve (Ex): Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below). Damage reduction does not apply to the damage that is received from Steely Resolve.
Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you.
At 1st level, your delayed damage pool can hold up to 5 points of damage.
Furious Counterstrike (Ex): You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.
Shield Block (Ex): Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to defl ect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.
Knight's Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.
You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.
Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.
Fighting Challenge (Ex): As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.
If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight's challenge ability for the day because of the blow to your ego and confidence from this defeat.
The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).
If you are capable of issuing a knight's challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.
Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.
The Knight's Code: You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, and win renown across the land. The stories that arise from your deeds are just as important to you as the deeds themselves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power.
The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.
- A knight does not gain a bonus on attack rolls when flanking. You still confer the benefit of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
- A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
- A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.
If you violate any part of this code, you lose one use of your knight's challenge ability for the day. If your knight's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a -2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.
While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight's path.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1
In addition, a fighter can also move at his normal speed while wearing medium armor
Racial Abilities:
+2 Strength, +2 Constitution, -2 Dexterity
-Medium-size.
-30' Movement.
-Dominating Personality: +2 to Concentration and Intimidation checks.
-Powerful Build: Whenever anyone with this trait is subjected to an opposed check based on size modifiers (such as bull rushes, grapple checks, and trip attempts), they count as one size larger if doing so is advantageous. In addition, characters with this trait count as one size larger to determine how different special abilities affect them (such as improved grab or swallow whole). However, characters with this Feat count as their normal racial size for determining space and reach. The abilities of this Feat stack with powers, abilities, and spells that affect size category.
-Tireless: Large ungulates gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold their breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, large ungulates may sleep in light or medium armor without becoming fatigued. This stacks with the Endurance feat, which also allows large ungulates to sleep in heavy armor without becoming fatigued.
-Low-light Vision.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Cold Iron Flail | +16 | 1d8+7 | 20 x2 | Bludgeoning |
Alchemical Silver Sickle | +16 | 1d6+6 | 20 x2 | Slashing |
Masterwork Scimitar | +17 | 1d6+7 | 19-20/x2 | Slashing |
Masterwork Scimitar | +17 | 1d6+7 | 19-20/x2 | Slashing |
Sweeping Living Chain(Fiendslayer Crystal, Least) | +18 | 2d4+13 | 20/x2 | Piercing |
SLC, -2 power attack | +16 | 2d4+19 | 20/x2 | Piercing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Mithril Dwarven Plate | +10 | +5 | -2 | 25% | 30ft | 25.5lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Torc of the Titans and Natural armour +1 | 3/day swift action for +5 morale to strength checks, strength skills, and melee weapon damage for 1 round |
Shoulders | Cloak of Resistance +2 | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Armbands of Might | +2 damage when using power attack at -2 or more, +2 to all str checks and str based skills |
Hands | Gauntlets of Ogre Strength +4 | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Healing Belt of Battle | +2 Competance bonus to initiative, 3 action charges/day. 1d8+1d8/charge healing, 3 healing charges a day. +2 to heal. |
Feet | Boots of Swift Passage | 5/day teleport 20 as move action |
Pack | Item name goes here | Brief item description |
List of Items Here:
Explorer's outfit 8Ib
Rope, Silk 50ft
1 Everburning Torch
Flint and Steel
Waterskin
Signet Ring
Heavy Wooden Shield
Chainshirt
Statistics of Items Here:
Living Chain: +1 Spiked Chain with +2 to trip checks. Sweeping gives another +2 to trip.
Least Fiendslayer Crystal: +1d6 to evil outsiders
2 Potions of cure Serious wounds 2d8+3
1 Dose of Kython Poison DC 15 1d6 con damage 300gp value
Armbands of Elusive Action:
Power Points per Day:
7
Power DCs:
10+2+Spell Level=12+
Powers Known:
Level 1:Expansion, Force Screen
Maneuvers per Encounter:
5
Maneuvers Known:
Level 1:Charging Minotaur,
Level 2:Battle Leaders Charge, Shield Block
Level 3:Defensive Rebuke, White Raven Tactics
Stance Known:
Level 3:Thicket of Blades
Devil from the machine
catacombs-of-chaos
in-pursuit-of-the-prince
dem-bones
howard-the-unlucky
to-test-thy-faith
something-stinks-here
part-one
ravidous-house
malignant-harvest-part-two
kythons-on-the-streets
a-troublesome-aroma
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?)
Nox is Big, not necessarily tall compared to most "Big races", only 6 '8" tall from toe to ear, but he stands nearly 5 feet from shoulder to shoulder. His skin is gray and rough, not nearly as soft as that of a human, but not tough enough to turn away a blade. His head juts out from his shoulders rather than up, staring forward or to the left or right, unable to look behind him without turning his entire body. He wears clothing tattered and torn from conflict, although his armour is new and sturdy and the gleaming dwarven crafted mithril plates with a Rhino Emblem on the breastplate look quite magnificent and unspoiled. He wears a signet ring with the same emblem upon it, that of a Rhino with a full horn. Which would draw attention to one of Nox' more unusual aspects, the horn upon his nose has been chipped clean off, leaving but a stub behind, and has refused to regrow, leaving Nox' without one of a Rhino's most distinguishing features. His eyes are Blue and his has no hair or fur to speak of.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
Nox skin is marred by countless minor scars from slight injuries, but aside from the broken horn, there are no significant markings or scars.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behaviour?
Nox speaks in a bastardized combination of the scatterland dialect and the linguistic style of the travelling knight who was his mentor. He is usually very formal however, and does not speak like one would expect a ragemonger from a small village to speak. He also tends to say his name a lot, to better help people know who he is.
B: Birth and Familys
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?)
Nox was born in the middle of winter 19 years ago, in the village of Rocksly, of Terratos City States, but his village did not have an accurate calendar, measuring time by season only. His birth coincided with a local crazed old rhino making yet another crazed prophecy, which coincidentally matched up to the rise of the new evil god roughly 18 years later.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive?
Nog Feratu is a Wizard and is Nox' father. He learned the craft from a travelling avian wizard from Kendu Aerie and used his talents for the good of the village, never going out adventuring or anything dangerous like that.
Xana Feratu is a Psion and is Nox' mother. She awakened to her powers early, and struggled to control them for a time. She married Nog and lost her maiden name(Wallflower) after he became the head arcanist for the village. Never really got much use out of her psionic talents, fearing them from an accident she had caused growing up.
Both are still alive and well.
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
Nox was an only child.
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
Rhino beastfolk have a short life expectancy, and Terratos is a wild and often savage place where the cities are safe, but the lands outside their walls are not. Nox did not know his grandparents, and his father was also an only child. He had 2 uncles on his mother's side, and 5 cousins from them. The village children were all pretty much equally close however, and so he rarely treated them any different from the other children.
5) How did you get along with your family?
Nox greatly respected his parents, although the other children would occasionally question his physical prowess since both of his parents were practicioners of "magic stuff". He did not hold this against his parents however, because he greatly enjoyed the conflict brought about by such accusations.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
Nox travelled with a young human knight adventurer who visited his lands learning the secrets of chivalry and honour, to figure out how the much slimmer man could be more powerful than Nox. It was not some formal apprenticeship, but Nox learned a great many things from the Knight before his brutal death at the hands of a devil.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
Nox Psionic abilities developped much later, after he had already been adventuring for some time, but unlike his mother, he was never afraid of them, growing up with his mother after she had already attained control of them, and recieving a few slight lessons from her as he was younger in case he ever developed powers of his own helped. He has been figuring out how to use this power all on his own ever since.
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?
Sir Lucien of Camlann was Nox master in the code of the knight. He considered Nox a curiosity but later considered him a kindred spirit as Nox adopted his own version of the knight's code. He was brutally murdered by a devil, sent by a friend of a great evil Sir Lucien had vanquished.
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
No, he was reluctant to take even nox, as he was a travelling adventurer, rather than a settled knight.
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?
Nox does not consider such writings greatly important. He does not despise them or have a grudge against those who are literate however, he just considers it unhealthy to read, although enjoys the prospect of his fame being eternally recorded.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Not presently, although Nox often goes out and finds his own "Adventure" prowling about the wilds looking for beasts to challenge.
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
Nox was never really good friends with anyone in his village, he was a bit of a troublemaker and bully, trying to be "King Rhino" as it were, and so he had little reservations following after Sir Lucien once he was older. He became good friends with Sir Lucien while travelling with him. Since arriving in Avalon he's made a few scattered friends and acquaintances, Aeron the Warblade, Sihak the Slaver, and Liliana the psion among the more favoured ones.
2) How many of these people are still alive? How many are you still friends with?
The one's he's met since arriving in avalon are all still his friends. Sir Lucien has died of course.
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
Sir Lucien was Nox best friend, the most memorable thing they did togethor was probably when they felled a Manticore togethor when Nox was still barely able to fight.
4) What do you look for in a friend?
Nox looks for strength first when seeking friends, strength of body, strength of mind, strength of honour. Occasionally he'll latch onto someone for a different reason, like Liliana for being a psion like his mother.
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?
Nox has had minor crushes since leaving home, but he was still too young to be truly involved with anyone, and most of the races he's associated with since seem small and fragile compared to his powerful build. He is looking for love, but holds himself back for fear of injuring in an act of passion.
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?
Nox is a follower of matra, although not especially devout. She is the mother of all beastfolk, and so garners his faith on principle if nothing else. He does not know much more of her faith or any other for that matter, and it would be possible to sway him to another faith, he'd be especially susceptable to persuasion by members of the faiths of Tiamat, The Morrigan, Sin, Arca, Kujata, and Lendys. Nox does not have any deep understanding of the afterlife, but he beleives in a sort of reincarnation.
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
The dead are returned to the earth, and their spirits will be born again. The "spirits of nature" are just magical beasts and perfectly valid targets for conquest.
3) What gods, religions, or priesthoods will you have nothing to do with?
Nox will not associate with The Dark one, due to his involvement in the demonic invasion of avalon. He knows too little about other faiths to have any qualms withthem.
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behaviour about violence? Magic? Sex? Dealing with Evil Beings?
Nox will not kill a defenseless humanoid. If forced to fight someone unarmed(although if they appear trained in unarmed combat he considers them armed) he will grapple and subdue them rather than assault them with weapons himself. Most arcanists have no place on the front lines of battle, since their magics require them to be unmolested to perform, and he is forced to protect them rather than fight using proper honourable combat. He also hates fighting arcanists, since they either cannot provide any decent challenge to him, or do so only through magical trickery. Magic's purpose is for making citizens lives easier and enchanting items, nothing more. Nox considers Sex an act of pleasure, but any children spawned by the act are both parents responsibility. Evil beings are the same as good to him, but fiends are unnacceptable. Nox has no problems fighting a worthy opponent who is a paragon of good however. Nox will not rob someone he has not personally challenged and defeated in some way, and does not lie often or by intention.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
Nox will see a task through to the end unless the circumstances he accepted when first undertaking the task turned out to be false. He would never willingly aid a Demon or Devil.
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?
I order from most important to least: Honor, Fame, his job, Power, Friends, Wealth, family, religion, and knowledge. Nox will go to any lengths to achieve fame, as long as he does not give up his honour to do so.
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?
Nox doesn't pay any attention to his dreams. Dreams are illusions of the mind, and not real. There's no point dwelling on such nonsense.
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Magic is a tool to enhance other things, it is not a tool to use for all circumstances. Magic users must also be warriors for Nox to consider them worthy comrades, although those who enhance his own battle prowess rather than try to fight with magic directly are respected. Nox considers the unknown and fearsome monsters as a challenge and opportunity to earn fame, rather than something to avoid.
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?
Nox is strong, he's loud, he's an in your face kind of guy. He doesn't use stealth, he doesn't use tactics, he solves his problems with sheer might and bravado, and he's gotten quite good at it too. He also dabbles a bit in knowledges one wouldn't expect him to have, but it is only so he can better combat his foes.
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
Nox can't hold alcohol very well,
3) Do you have any enemies? How much trouble do those conflicts cause you?
Nox dislikes Seren, for how he treated Liliana when he learned of her miscarriage, and considers him an unworthy mate for any female as a result. He can be somewhat protective of any woman Seren makes a pass at, but does not want the man dead or hinder him in any other way. He is also very rude to most adventuring arcanists. This gets him into quite a bit of conflict, but nothing too severe to date.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
Nox loves to test the limits of his strength, in whatever forms that may come. Wrestling, athletics, combat, anything that pits his strength against another's is his greatest pleasure. He gets along with any other person of similar beliefs. His diet tends to stay away from meats, he can digest them, but as a race originally shaped from rhino he handles vegetables much better and meat tends to give him an upset stomach. He prefers places that are wide open, to those that are confined, since he needs a lot of room to move around with his large stature.
2) What do you hate? How do you typically react to these hated things?
Nox hates any man who is not willing to take responsibility for a woman he impregnates and can get quite angry about it, despite normally being very calm. He also hates fiends, and anyone who deals with them, and will slay any fiends he comes across. If their summoner moves to their defense they too will earn no mercy.
3) What do you fear? What is your worst nightmare?
Nox fears falling in love with a member of a smaller race and accidentally hurting them with his massive strength. He fears having his mind altered by magic. His worst nightmare is to be dominated by a fiend and forced to serve it.
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)
When nox was 6, he was attacked by an owlbear while out foraging with his mother. He got hurt badly by its claws but his mother managed to defeat the creature and tended his wounds. He never went foraging with his mother again, but that was when he truly started training to become stronger.
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
Nox first experience with psionics involved him heading out to battle a great umber hulk, The creature managed to get him in its grip and proved more than Nox could match until Nox suddenly found himself growing in size to be even bigger than the hulk. He quickly got a grip on his newly emerged powers after that.
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)
Not applicable
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
Nox has a signet ring, he had one crafted after Sir Lucien died, thinking it was a requirement of a Knight to have their own emblem. He didn't really get that it was a nobility thing.
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)
Nox grew up in an isolated village amongst his fellow Ragemongers. His mother was a Psion and his father was a Wizard, but he didn't seem to get along with either of them particularly well, preferring tests of might and skill a great deal more than studying after his parents. One fall during a harvest festival a party of adventurers that was passing through stopped in his Village. Seeing the festival they joined in, a Knight among them took part in a wrestling tournament and soundly defeated Nox in the finals. Stunned by this turn of events, Nox followed him around challenging him over and over again for several months, learning about the man and his ideals, as well as his source of strength all the while. Nox became enamoured with the strength of his devotion to honour and chivalry, and took him as a teacher for about a year.
Nox never did fully comprehend the man's ideals, and was encouraged to find his own source of strength, drawing on his competitiveness and desire to be the best as his source of strength, vows to never fail in battle or run from a fight becoming ingrained deeply into his subconscious to stir him ever on to victory. This relationship came to a sad end however, when Nox friend and master fell in battle to a demon, whose purpose for being on therafim was never discovered. Nox performed a quick service for him, in the manner of the ragemongers, and than headed out into the world to polish the skills he'd gained and avenge his master by killing as many demons as he could. His growing anger, and desire to defeat as many powerful foes as he can causing him to walk a very narrow line between good and evil.