A testament to change (a failure of fate)
A warrior in search of a cause worth fighting for... (now in lizard flavor)
Male lizardfolk Fighter 8
CG Medium humanoid (reptilian)
Init +3 ; Senses Perception +10
AC 24, touch 16, flat-footed 20 (+3 shield, +2 deflection, +3 dex, +1 dodge, +5 natural)
hp 101 (8d10+32)
Fort +11, Ref +6, Will +5
Spd 30 ft./x4 Swim 15 ft.
Melee Flail +1 +15/+10 1d8+8 20/x2 (Tripping w/Flail: +19/+14)
Ranged Mwk Composite Longbow [+2] +12/+8 1d8+2 20/x3
Str 18, Dex 17, Con 18, Int 14, Wis 14, Cha 12
Base Atk +8, Cmb +12Cmd 28
Feats Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Combat Expertise (PFCR 119), Combat Reflexes (PFCR 119-120), Dodge (PFCR 122), Greater Trip (PFCR 126), Improved Trip (PFCR 128), Mobility (PFCR 130), Shield Focus (PFCR 133), Shield Proficiency (PFCR 133), Spring Attack (PFCR 134), Weapon Focus (PFCR 136-137), Weapon Specialization (PFCR 137)
Skills Acrobatics +10, Climb +17, Handle Animal +7, Intimidate +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (religion) +8, Perception +10, Profession (farmer) +7, Ride +9, Stealth +5, Survival +11, Swim +25,
Languages Common, Dwarven, Goblin, Halfling, Lizardfolk
Combat Gear +1 Flail, Mwk Composite Longbow [+2], heavy wooden shield
Other GearGloves of Climbing and Swimming, Ring of Protection +2, Cloak of Resistance +1
Class Abilities • FIGHTER BONUS FEATS – At 1st level, and at every even level, a fighter gains a bonus feat from the Combat Feats list. (PFCR 55). • FIGHTER WEAPONS AND ARMOR – A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). (PFCR 55). • BRAVERY – As a fighter of level 8 you get +2 bonus to Will saves vs. fear. (PFCR 55). • ARMOR TRAINING – Armor check penalty is reduced by 2 (to a minimum of 0) and maximum dexterity bonus is increased by +2. No movement penalty for heavy armor. (PFCR 55). • WEAPON TRAINING (Flails) – You have the following attack and damage bonuses on chosen weapon groups: Flails +1. (PFCR 56). Traits • Titanite Society (Society) – Member of the Titanite Society. Bonus language: Halfling; +5 to Appraising minerals and gemstones; +4 to Diplomacy with other Society members; +1 to Knowledge (History) and Knowledge (Religion), and they are always considered Class Skills; +1 to Perception and Survival.
Corbin stands well over six foot and possesses a powerful build, the product of years of physical labor. His broad, expressive face is framed by an unkempt tangle of brown locks that end just below his collar. In keeping with his humble origins, Corbin generally dresses in simple clothing of home-spun wool and leather. However when expecting danger (an increasingly common occurrence for Corbin) he equips himself with the finest armor that opportunity and his all-too meager money pouch can afford. Corbin favors a flail in combat as it is reminiscent of the threshing tools he grew up with, but has been known to use a bow when needs must.
Attitude and Behavior
When Corbin first began his adventuring career his outlook was very positive. He considered himself first and foremost an optimist, and whole-heartedly believed that anything could be accomplished with the right attitude. His views have become decidedly more jaded in light of the death of his friend Timothy Vizjeri. Following his demise, Corbin has become very dour and prone to outbursts of rage (especially directed to members of clergy, whom Corbin blames for Timothy’s death). Although a tad more disillusioned with the concept of heroism than he was in his youth, Corbin still continues on his path with a steely determination.
Corbin was born in the village of Hilldale, a quaint unassuming settlement of farmers. For the majority of his 19 years Corbin worked as a wheat harvester. Life was simple yet far from satisfying for young Corbin: the only reprieve from the mundane labor of the harvest and the poverty of the life of a peasant came in the tales of heroes and adventure his father would tell around the hearth after the day’s work was over. Corbin dreamed of life beyond village, picturing himself standing side by side with the great heroes of old. Curiously, he never fancied himself the hero of these tales: in his fantasies he was always the loyal retainer, stalwartly supporting greater men and women in their defense of the realm.
The course Corbin’s life was irrevocably altered two years ago with his participation in a combat tournament put on by his local lord. Though his low-birth prevented him from entering into the tournament proper, a special competition was arranged for the peasant class with an opportunity to be considered for a position as a man-at-arms awarded to the victory. Donning a patchwork armor of thick quilts and scraps of metal, Corbin entered the competition armed with his battered threshing flail. Although he did not win the tournament nor the coveted post as man-at-arms, he performed admirably enough to catch the attention of Saul Valleth, an agent of the Titanite Society. Seeing potential in the youth, the Saul offered Corbin the opportunity to leave his village and join the organization. Needless to say, Corbin readily agreed.
In short order, Corbin found himself under the tutelage of the stern dwarf Brannelthor Balarn. Brannelthor sought to refine Corbin’s combat skills, transforming the wide swings of a wheat harvester to the disciplined strikes of a warrior. When Corbin had sufficiently improved Brannelthor deemed him fit to join the Titanite Society as a full member, with all the danger and adventure such a position entails. Corbin was overjoyed, and is eager to turn his fantasies of childhood into a reality.
After joining the party Corbin endeavored to make himself useful in their mission to find the great hero of legend. Although his overly-enthusiastic manner, forceful approach to problem solving, and borderline heretical views on religion caused some consternation among some of the more conservative members of the group, Corbin was able to prove himself very effective in combating the forces arrayed against the party. During their travels Corbin and Timothy Vizjeri struck up an unlikely friendship founded by a shared distrust of the Gods and a mutual passion for the game of chess. However tragedy awaited the duo. During a battle with clerics of The Cult of Erinyes that had covertly established themselves within a temple dedicated to Apollo, Timothy nobly sacrificed himself to seal a portal to the Plane of Retribution that threatened to claim the lives of the party. Needless to say Corbin did not take the death of his friend well, and in his rage and grief he nearly destroyed Apollo’s temple. Only the interfearance of Jason and Wraya prevented Corbin from enacting his “revenge” upon the Gods that he felt partially responsible for Timothy’s death. Although their altercation did not come to blows, a rift of mutual hostility has arisen between Corbin and the two Apollonians.