Pathfinder 1E Pathfinder Beta -- Burnt Offerings -- Character Repository


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Current XP:
484 XP each (334 XP for encounters, plus 150 XP for story award/end of Chapter 1)
+250 XP each for roleplay (Oct 9, 2009)
+250 XP each for roleplay (Nov 16, 2009)
------
984 XP total

Current Treasure:
Dogslicer--Initial Assault (Grokk)
Ladies' Gold Bauble--Initial Assault (Grokk)
Carved wooden amulet--Goblin Pyros (Taran)
Jar containing clear green liquid--Goblin Pyros (Elyra)
 
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Ambrus

Explorer



.T A R A N
. t h e . t h u n d e r e r

Male bronze dragon 1 (hatchling)
(Dragon Magazine 320, pg. 36)
LG Small Dragon (water)
Init +2; Senses darkvision 120 ft., dragon senses 1; Perception +4
––––––––––––––––––––––––––
Defense

AC
13, touch 11, flat-footed 13; (+2 armor, +1 size)
hp 13 (1d12+1)
Fort +3, Ref +2, Will +3
Immune electricity, paralysis, sleep.
––––––––––––––––––––––––––
Offense

Spd
20 ft., swim 20 ft.
Melee bite +4 (1d6+4) and 2 claws +4 (1d4+1) and tail slap +4 (1d4+1)
Space 5 ft.; Reach 5 ft.
––––––––––––––––––––––––––
Statistics

Abilities
Str 14, Dex 10, Con 13, Int 14, Wis 12, Chr 10
Base Atk +1; CMB +2; CMD 12;
Feats Dragon Tail 2, Multiattack, Improved Multiattack
Flaws Shaky, Wild 3
Traits Absent Minded, Reactionary
Skills Diplomacy +4, Disguise +10, Knowledge (arcana) +7,
Knowledge (dungeoneering) +7, Knowledge (history) +7,
Knowledge (local) +7, Knowledge (religion) +7, Linguistics +6,
Perception +4, Survival +5, Swim +10.
Languages Common, Draconic, Thassilonian, Varisian
SQ water breathing
Gear coronal pearl of disguise, leather armor, artisans tools (stowed),
wooden unholy symbol of Lamashtu.
––––––––––––––––––––––––––
Treasure Value 233.33 gp (stowed)
Experience 984
––––––––––––––––––––––––––
Overall Lg. 8 ft. / Body Lg. 2 ft. / Neck Lg. 2 ft.
Tail Lg.
4 ft. / Body Width 2 ft. / Standing Hgt. 2 ft.
Max. Wingspan
16 ft./ Min. Wingspan 8 ft.
Weight 40 lb

[sblock=Appearance]Although a dragon, Taran spends most of his time disguised as a rough collie with a lustrous tawny coat, an unusually long tail and a distinctive white blaze on his face where his magical pearl is hidden. Aware that his disguise would be easily betrayed by probing hands, the hatchling shies away from those who try to pet him. His other distinguishing traits as a canine are a distinctly long tail, a smell reminiscent of sea spray and an oddly thunderous bark.

As a bronze dragon Taran's sleek, muscular body is equally suited for cutting through water as it is through the air. His membranous wings, tall neck crest and webbed feet help facilitate nimble turns while moving through either medium. The hatchling's head is characterized by a pair of expressive green eyes, large swept-back fan-like frills that frame his face and a long tapered snout tipped with small chin horns. Taran's scales are smooth, flat and are colored a patinated yellow with a faint bronze luster while the trailing edge of his wings and frills are tinged blue-green. Having been introduced to a marauding goblin's dogslicer once or twice before, the hatchling now sports a leather breastplate, pauldrons and cuisses he carefully fashioned himself from stitched scales of salvaged leather.[/sblock][sblock=Background]On a cool Arodus day in 4703 AR a lone bronze dragon hatched from an egg left to incubate in a sea cave along the Lost Coast. Emerging from a shallow tide pool, the hungry hatchling proceeded to explore his sanctuary. He found only a small mound of treasure, a coronal pearl, mysteriously etchings along the walls and tide pools containing a ready meal of shellfish. Having sated his hunger, curiosity led the hatchling to venture outside where he quickly discovered the town of Sandpoint. Although the fearful dragon tried to remain out of sight, he was nevertheless spotted during his initial forays below Junker's Edge by Gorvi, the town's dung-sweeper. Believing he'd seen the infamous Sandpoint Devil, the half-orc excitedly related his tale over the next few weeks to anyone who would listen but was largely dismissed by the dismissive locals.

Having retreated in fright to his sea cave home for a time, the clever hatchling eventually discovered that the beautiful coronal pearl could magically disguise his true appearance when affixed to his forehead. Assuming the form of a locally bred rough collie, the curious dragon ventured out once more into the nearby community to learn about its fascinating neighbors. Emerging from the Old Light's ruins, the dragon-turned-sheepdog cautiously approached the nearest house at the end of Tower Street and so met Brodert Quink, the venerable sage of Sandpoint. The old scholar lived alone and so soon took a liking to the friendly stray.

The disguised dragon frequently visited the lonely sage over the next little while, teaching himself to read by perusing Brodert's collection of books and scrolls during his long naps. In time the hatchling began accompanying Brodert during his visits to the Curious Goblin library on Main Street. There he would examine the rare tomes on display while listening intently to the discussions of the town's most learned residents: Chask Haladan, the library's owner; Sabyl Sorn, the House of Blue Stones' caretaker; Ilsoari Gandethus, the headmaster of the Turandarok Academy and Brodert himself.

As the following few years passed the town's residents became accustomed to the sociable though independent collie in their midst; occasionally offering him scraps or a warm place to sleep on cold nights. In turn the dragon made himself helpful by finding misplaced items, chasing away marauding goblins or simply warning of danger with its distinctly thunderous bark. The disguised dragon is now a favorite of the children of the Turandarok Academy. The hatchling can often be found there hunting hiding children, being "it" in a game of tag or discreetly following along during their lessons. The gregarious dragon also makes frequent visits to the Rusty Dragon Inn, where he often enjoys a meal of spiced seafood leftovers while listening to Ameiko Kaijitsu and her adventurous patrons' exciting tales.

Although he's been given an assortment of names by local residents (including Ruckus, Foofaraw, Furor and Hobo among others) the hatchling thinks of himself as Taran; the first word he deciphered from those etched into the wall of his sea cave. The only person with whom he's shared the name so far however is the namesake of Risa's Place; the venerable and mostly blind Varisian sorceress Risa Magravi. Having realized that Risa is perhaps the only person in Sandpoint with whom he can converse without revealing his true nature, Taran has taken to visiting the tavern when Risa might be found alone; usually in the early mornings. The blind sorceress has come to appreciate Taran's company; gladly sharing her tales of ancient legends and myths with her inquisitive though somewhat evasive young friend.

Intelligent, curious and fascinated with learning new things, the little dragon has amassed a surprising amount of knowledge about the area, its residents and history. Part of his desire to learn is to uncover his own origins and how he came to be left alone in the sea cave beneath the Old Light. Based on his research the hatchling has come to believe that, unknown to most residents of Sandpoint, the town used to have a bronze dragon guardian watching over it. Why the draconic sentinel made the area its residence, or what it might have been guarding (or guarding against) remains a mystery however. With Brodert's unknowing aid, Taran now suspects that the elder bronze's guardianship may have had something to do with the Old Light's ruins, the Cathedral's seven standing stones and the Rusty Dragon Inn's foundation; three of the area's oldest structures. His relative's presence might also have inadvertently engendered the rumors surrounding the infamous Sandpoint Devil. Regardless of its past activities the dragon appears to have disappeared from the area a few years ago for reasons unknown. This disappearance may or may not have something to do with the Late Unpleasantness and the subsequent fire that ravaged the community. Much of it remains mere conjecture on the little hatchling's part however.[/sblock][sblock=1]Dragon Senses (Ex)
Dragons see four times as well as a human in dim light and twice as well in normal light.[/sblock][sblock=2]DRAGON TAIL
(Races of the Dragon, pg. 98)
Your draconic ancestry manifests as a muscular tail you
can use in combat.
Prerequisite: Dragonblood subtype, 1st level only.
Benefit: You have a tail that you can use to make a
secondary natural attack in combat. This attack deals
bludgeoning damage according to your size (Small = 1d4).
Special: Unlike most feats, this feat must be taken at
1st level, during character creation.[/sblock][sblock=3]WILD [Flaw]
(Dragon Magazine 329, pg. 95)
Accustomed only to a free life in the wild, you
panic when captured or restrained.
Prerequisite: Survival 1 rank.
Effect: Whenever you are entangled,
pinned, or bound, you immediately become
panicked. Your fear is alleviated 1 round after
you are free of all bonds. Spells and effects
that remove fear do not prevent this effect.[/sblock]
 
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Shayuri

First Post
Talashia
Chaotic Good
Female Varisian Human Sorceror 1

[sblock=Description]With her tan skin and wild, long white hair, Talashia is an exotic vision; ravenously gorgeous in face and figure but radiating a sense of ferocity barely caged behind her sky-blue eyes.

She's on the tall side, and slim, most often wearing clothes that offer little hindrance to movement; favoring skirts with long slits up the sides and sleeveless blouses that leave her arms free of impediment. Most of her outfits are in shades of blue and grey. She wears no armor, and carries only the starknife hooked to her belt to defend herself.[/sblock]

[sblock=Stats]Str 8 (-2pts) -1
Dex 14 (5 pts) +2
Con 12 (2pts) +1
Int 10 (0pts)
Wis 10 (0pts)
Cha 18 (10pts +2 racial) +4

Hit Points: 7
AC 12 (10 + 2 Dex)
BAB +0
Melee: -1
Range: +2

Fort +1
Ref +2
Will +2

Race Traits
Bonus Skill points
Bonus feat
Martial Proficiency: Starknife

Class Traits
Eschew Materials
Cantrips (All 0 lvl spells castable at will as SLAs)
Air Elemental Bloodline
Powers
- Elemental Ray: Lightning (1d6 dmg, Su, at-will, 30')
Bonus Feats
Bonus Spells

Feats
Point Blank Shot
Dodge

Skills (4)
Bluff +8 (1 rank + 4 cha + 3 class)
Intimidate +8 (1 rank + 4 cha + 3 class)
Knowledge: Arcana +4 (1 rank + 0 int + 3 class)
Spellcraft +4 (1 rank + 0 int + 3 class)

Languages: Common, Varisian

Spellcasting (Sorc CL 1, base DC 14+lvl)
0 Detect Magic, Mage Hand, Message, Dancing Lights
1 Shield, Magic Missile (1d4+1)

Equipment
Money: 27gp 9sp

Weapon:
Starknife, -1 to hit (+2 thrown), 1d4-1 damage, 20' range, 3lbs, 24gp

Armor:
None

Gear:
Backpack, 2gp, 2lbs
Bedroll, 1sp, 5lbs
2 scroll cases, 2gp, 1lb
Flint/Steel, 1gp
Small Steel Mirror, 10gp, .5lb
2 belt pouches, 2gp, 1lb
Waterskin, 1gp, 4lbs

Magic
Potion of Cure Light Wounds, 50gp

Total Load: 17.5lbs[/sblock]

[sblock=Background]Talashia is what Varisians call a stormbairn, a child born of a mother who was struck by lightning while pregnant. While it's rare, even miraculous, for an unborn child, to survive such an event, those that do have an affinity with the mystic element of air, as if the lightning left some of its essence behind inside the growing baby.

As a child Talashia was a handful. Rebellious and stubborn and difficult to discipline. She became a rather slick liar, both to get her way and to cover her tracks...though she wasn't above bullying if it came to that. Things came to a head though when the elemental essence within her began to mature faster than she did. What had begun as strange but minor supernatural events linked to her suddenly became dangerous in intensity and completely overwhelmed her ability to control them.

The local hedge wizards and folk of Sandpoint couldn't help, so Talashia went to Maginar with a visiting wizard who'd been in town doing research on nearby phenomenon. There she learned the fundamentals of magical theory, and gained the skills necessary to control the tempest that boiled within her. During her studies there, Talashia also became fascinated by the lore of the elemental planes, and of elementals themselves.

However, before she could learn as much as she wanted, she was called on by the academy to perform an errand...a simple thing, really. And one that would take her back to the place of her birth, but now as a (more or less) grown woman. Back to Sandpoint.[/sblock]
 
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mfloyd3

Explorer
Elyra Colereus

[sblock=Elyra: Stats]
Name: Elyra Colereus
Age: 21
Height: 5'8"
Weight: 180lb
Eyes: Brown
Hair: Black
Class: Ranger 1 (Favored Class: Ranger)
Race: Human [Varisian]
Size: Medium
Gender: Female
Alignment: Neutral Good
Deity: Erastil and Desna

Str: 13 +1 (3p.) Level: 1 .. XP: 0
Dex: 16 +3 (5p.) BAB: +1 ....HP: 10 + 1 = 11
Con: 12 +1 (2p.) CMB: +2 ....Dmg Red: -
Int: 12 +1 (2p.) Speed: 30' .Spell Res: -
Wis: 14 +2 (5p.) Init: +3 ...Spell Save: -
Cha: 8 -2 (-2p.) ACP: -1 ....Spell Fail: -
(Racial bonus on Dex)

-------Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +2 +1 +3 +0 +0 +0 16
Touch: 13 Flatfooted: 13

-----Base Mod Misc Total
Fort:....2....+1....+0....+3
Refl:....2....+3....+0....+5
Will:....0....+2....+0....+2

Weapon
Composite Shortbow (+1 Str)...+4 1d6+1 20x3 70’ range pierce (+1/+1 <30')
Longsword............................+2 1d8+1 19-20x2 slash
Throwing Axe.....................+2/+4 1d6+1 20x2 10’ range slash (+1/+1 <30')
Dagger.............................+2/+4 1d4+1 19-20x2 10’ range prc/sl (+1/+1 <30')

Ranged: +1 attk/+1 dmg w/in 30'

Languages: Common, Varisian (bonus), Shoanti

Abilities:
Favored Enemy: Humanoid(Goblinoid) (+2 attk/dmg, +2 Bluff, Perception, Sense Motive and Survival)
Track (+Ranger lvl to Survival rolls to track)
Wild Empathy: +0

Feats:
Point Blank Shot, Alertness (+2 Perception and Sense Motive)

Skill Points: 9 (+6 class +1 favored, +1 Int, +1 human)
Skills --------------------Base Mod Misc ACP Total
Climb(Str)..........................1.....1.....3....-1.....4
Handle Animal(Cha).............1....-1.....3.....0.....3
Knowledge(Nature)(Int).......1.....1.....3.....0.....5
Knowledge(Geography)(Int)..1.....1.....3.....0.....5
Perception(Wis).................1.....2.....5.....0.....8 (+2 vs. Goblinoid)
Ride(Dex) ........................1.....3.....3....-1.....6
Stealth(Dex).....................1.....3.....3....-1.....6
Survival(Wis)....................1.....2.....3.....0.....6 (+2 vs. Goblinoid)
Swim(Str)........................1.....1.....3....-1.....4

Bluff(Cha)........................0....-1.....0.....0....-1 (+2 vs. Goblinoid)
Sense Motive(Wis)............0.....2.....2.....0.....4 (+2 vs. Goblinoid)


Equipment (300 starting gold): Cost Wgt
leather armor....................................10.....15
buckler............................................15.....5
composite shortbow.........................175.....2
30 arrows (20 in quiver, 10 in pack)......1.5....4.5
longsword........................................15.....5
throwing axe......................................8.....2
dagger..............................................2.....1

traveller's clothes
backpack........................................2.....2
belt pouch......................................1......0.5
bedroll............................................0.1....5
fishhook and line...............................0.2
flint & steel......................................1
torch..............................................0.01...1
2 days trail rations............................1.....2
1 waterskin.....................................1.....4
Wooden holy symbol: Erastil...............1
Wooden holy symbol: Desna...............1

Total Load: 49 lb
Money: 65 gp, 2 sp


-----------Lgt Med Hvy
Max Weight: 50 100 150

[/sblock]

[sblock=Elyra: Appearance]Elyra is a tall Varisian woman with olive skin, brown eyes and close-cropped black hair. She is broad-shouldered and well-built, but her chiseled features would be better described as handsome than beautiful. Though she is young, her skin is already weatherbeaten and her face is beginning to show lines.

She favors simple clothing, and more often than not wears her battered leather armor. On the road, she wears a longsword and throwing axe at her belt, a dagger in a sheathe strapped to her leg, and a powerfully-built shortbow across her back. She has the sense not to carry such an arsenal around a town, but usually wears her sword.
[/sblock]

[sblock=Elyra: History]

ELYRA COLEREUS:

Elyra was the third daughter of a large Varisian family that traveled northern Varisia as a traveling show. She grew up surrounded by flamboyant showpeople who loved to fleece the townies. She did her part as a youngster in the group, helping prepare for shows, mending costumes, and whatever else needed doing. But it became clear as she became older that she was not fated for the show herself. She was too quiet, and lacked the qualities of a good showperson. It stung Elyra to see her brothers and sisters earning applause before the crowd where she could not, but even so, she knew she did not have the skills or the passion to play to an audience.

The family had always had a place for those who did not serve on stage, and Elyra began accompanying her Uncle Bara, the show's advance man. The two would set out ahead of the wagons and scout locations for shows as well as keeping an eye out for danger. It did not take Elyra long to realize that this was the life she wanted. Her brothers and sisters loved the stage; Elyra loved the road.

But the more time she spent away from her family, the more she came to realize that there were more profound differences. In addition to the shows, the family had always engaged in a confidence games and petty theft, a little "honest grifting" as her father called it. But it was not honest. In her role as advance person, Elyra met more outsiders and came to see the world differently. The townies were mostly hard-working, earnest people who came to the shows to escape a difficult existence. They were not saints, but they did not deserve to be sold bottles of worthless remedies or have their pockets lightened by tricky fingers. Elyra loved her family, but could not take pleasure or pride in this family business.

The day after her sixteenth birthday, she set out on her own, parting amicably with a family that did not fully understand her reasons. The skills she had learned on the road with her uncle served her well, and she has worked variously as a hunter, guide, drover and sellsword. Life is a series of new places and new experiences. How else would one live it?

Now 21 years old, she is well-established in this path. Every spring she takes to the road, wandering with the caravans, working in distant logging camps, or hunting and trapping in some remote locale. She hopes someday to hire on with a caravan going all the way to the Mindspin Mountains, or perhaps even on to Cheliax, just to see these places. But she has not yet had the chance.

Unlike most Varisians, Elyra makes devotion to both Desna and Erastil, and wears a symbol of each around her neck, under her tunic. She rarely discusses religion, but is adamant that there is no inconsistency in her faith. Even if she cannot articulate exactly why.

For all her wanderlust, Elyra is a hard-headed and practical woman. She knows that the gods move in the world, that spellcasters wield twisted arcane powers, and exotic beasts lurk in forgotten places. But these are only her problem if they cross her path. For her, life is putting her feet on the road, food in the pot and, the gods willing, coin in her purse.



[/sblock]
 
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Merlin's Shadow

First Post
Grokk
NG Half-orc Cleric 1

[sblock=Stats]Ability Scores: Str 15 (+2), Dex 8 (-1), Con 12 (+1), Int 10 (+0), Wis 17 (+3), Cha 13 (+1)

HP: 9 (1d8+1)
AC: 15 (-1 Dex, +4 armor, +2 shield)

Saves: Fort +4 (5 w/ Resistant Touch), Ref -1 (0 w/ Resistant Touch), Will +5 (6 w/ Resistant Touch)

Init: -1
Movement: 30’

BAB: +0
CMB: +2
Attacks
Warhammer +2 (1d8+2, 20/x3)
Dagger +2 (1d4+2, 19-20/x2)
Crossbow +0 (1d10, 19-20/x2)

Skills (Total/Ranks): Heal +4(0), Intimidate + 3(0), Knowledge (Religion) +4(1), Perception +3(0), Sense Motive +7(1), Spellcraft +6(0)

Languages: Common, Orc

Flaws: Murky-Eyed (if foe has concealment, roll miss chance twice. If either comes up miss, attack misses)

Traits: Caretaker (+1 on Heal checks and it is a class skill), Resilient (+1 on Fort saves)

Feats: Intimidating Prowess (Add Str and Cha to Intimidate checks), Skill Focus (Concentration)

Special
Race: Darkvision 60’, Weapon Familiarity (greataxe, falchion, and weapon with ‘orc’ in name), Orc Ferocity (1/day continuing fighting for one round when brought below 0 hp), Orc Blood (counts as orc and human), Favored Class (Barbarian)

Class: Aura (good), Channel Energy (positive), Domain Powers (Good, Protection), Touch of Good (Su) (Touch a target to give it a bonus equal to caster level on an attack roll, skill roll, ability check, or saving throw. Target can only be affected once per 24 hours.), Resistant Touch (Su) (+1 bonus on saving throws. Can touch an ally to transfer bonus for one minute.), Orisons

Spells (3/2, DC=13+spell level)
0: Detect Magic, Guidance, Read Magic
1: Divine Favor, Shield of Faith

Equipment:
warhammer, dagger, heavy crossbow (20 bolts), chain shirt, heavy steel shield, wooden holy symbol, backpack, bedroll, waterskin, 50’ rope (hemp), artisan’s tools (woodworking), traveler’s outfit, cleric’s vestments, 38 gold, 9 silver[/sblock]

[sblock=Description]Grokk is nearly 6-and-a-half feet tall and solidly built. He has thick, black hair that hangs down just past his shoulders. His skin has a slighty gray tone and he has two tusks that just barely peek through his lips. His forehead is high due to his receding hairline. His nose is flat, but comes to a sharp downward point. [/sblock]

[sblock=Background]This is a quick sketch. I'd like to flesh it out a bit more.

Grokk grew up in Korsova an orphan never knowing either of his parents. It was a hard scrabble life that hardened the half-orc, physically and emotionally. He might have grown up to be a thug were it not for Korhag, a dwarven cleric of Torag. Korhag showed Grokk a kindness that he had not seen before and, though it took a few years, the half-orc eventually began to soften. Korhag did not not push it on him, but Grokk decided he wanted to dedicate his life to protecting and serving the downtrodden, the weak, and everyone who could not protect themselves. The half-orc has a zeal for taking the fight to the enemy and not waiting for them to act first.

Grokk has come to Sandpoint with an interest in seeing the new church consecrated even if it is not his own faith. He also felt compelled to come as if his god was pushing him along. [/sblock]
 
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jkason

First Post
Code:
[B]Name:[/B] Tac Abor
[B]Class:[/B] Rogue 1
[B]Race:[/B] Human (Varisian)
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] None

[B]Str:[/B] 11  +0 (1p.)      [B]Level:[/B] 1        [B]XP:[/B] 984/1000
[B]Dex:[/B] 16  +3 (5p.)      [B]BAB:[/B] +0         [B]HP:[/B] 9/9 (1d8+1*)
[B]Con:[/B] 10  +0 (0p.)      [B]CMB:[/B] +0         [B]Dmg Red:[/B] -
[B]Int:[/B] 12  +1 (2p.)      [B]CMD:[/B] 13         [B]Spell Res:[/B] -
[B]Wis:[/B] 14  +2 (5p.)      [B]Speed:[/B] 30'      [B]Spell Save:[/B] -
[B]Cha:[/B] 12  +1 (2p.)      [B]Init:[/B] +3        [B]Spell Fail:[/B] -

* Favored class bonus

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +3    +0    +0    +1*  16
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 12

* Dodge

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +0         +0
[B]Ref:[/B]                       2    +3         +5
[B]Will:[/B]                      0    +2         +2


[B]Weapon                  Attack   Damage*    Critical[/B]
Rapier....................+3**...1d6...........18-20/x2
Shortbow..................+3.....1d6...........x3, range 60 ft.

* +1d6 sneak attack
**Weapon Finesse



[B]Languages:[/B] 
Common
Varisian
Dwarven (Int bonus)
Chelaxian (Linguistics 1)

[B]Abilities:[/B]

--Human--

* +2 ability of choice (Dex)
* Bonus feat
* Bonus skill point ea. level
* Choose favored class (Rogue) 

--Rogue--

* Sneak attack +1d6
* Trapfinding (+1/2 rogue level to Perception v. traps and Disable Device)
* Simple weapon proficiency
* Proficiency: hand crossbow, rapier, sap, shortbow, shortsword
* Light armor proficiency

--Misc.--

* Skills swap: replace Know (local) with Know (engineering) on class skills

[B]Feats:[/B] 
Weapon Finesse (1st level)
Dodge (human bonus)

[B]Skill Points:[/B] 10       [B]Max Ranks:[/B] 1
[B]Skills                   Ranks  Mod  Class  Misc  Total[/B]

--Class (+3 bonus)--
Acrobatics.................1....+3....+3..........+7
Bluff......................1....+1....+3..........+5
Climb......................1....+0....+3..........+4
Disable Device.............1....+3....+3....+3*^..+10
Escape Artist..............1....+3....+3..........+7
Know:
    Engineering............1....+1....+3..........+6
    Dungeoneering..........1....+1....+3..........+5
Linguistics................1....+1....+3..........+5
Perception.................1....+2....+3..........+6 (+7 vs. traps)
Stealth....................1....+3....+3..........+7

* MW Thieves Tools
^ + 1/2 rogue level (min 1)

[B]Equipment:               Cost  Weight[/B]

--Worn / Carried--
Leather armor............10gp...15lb
Rapier...................20gp....2lb
Shortbow.................30gp....2lb
Arrows(20)................1gp....3lb
Backpack..................2gp....2lb
Belt pouch................1gp....1/2lb
Signal Whistle............8sp....--
Explorer's outfit..........--....--

--In Backpack--
MW Thieves Tools........100gp....2lb
Chalk (5).................5cp....--
Scroll case...............1gp....1/2lb
Flint & Steel.............1gp....--
Ink (1 oz.)...............8gp....--
Inkpen....................1sp....--
Parchment (4).............8sp....--
Trail rations (4).........2gp....4lb
Waterskin.................1gp....4lb
Sunrod (2)................4gp....2lb
Tindertwig (2)............2gp....--


[B]Total Weight:[/B]37lbs      [B]Money:[/B] 2pp 35gp 2sp 5cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                38   76   115   230   575

[B]Age:[/B] 17
[B]Height:[/B] 5'10"
[B]Weight:[/B] 190lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Black
[B]Skin:[/B] Olive



[sblock=Appearance]Tac still sports the acrobat's build he developed in his youth: lean muscle and a light step. He's cut his hair short more in keeping with city fashion than his Varisian roots, but his clothes and hair are still always just a bit disheveled, usually from his rush to get to whatever project currently has his attention.[/sblock]
[sblock=Background]Tac had the life most town children dreamed of, growing up as part of a traveling Varisian circus. He was tumbling before he learned to walk, and walking a rope not long after. Jugglers, contortionists, clowns, trapeze artists, all of them family, all eager to teach the young boy.

And while Tac was a good student, in truth he'd much rather have been measuring the gauge and tension on a rope than walking it; calculating the perfect weight distribution for juggling pins than tossing them. He contented himself playing clan handyman, fixing what needed fixing, dismantling mechanisms whenever possible to see how they were made. He longed to learn more, though his family would not allow him to leave the troupe unattended.

When his cousin Elyra crossed paths with the clan in her travels during his twelfth year, the perfect opportunity presented itself. He begged her to escort him to the engineering guildhall in Magnimar. And while she was at first reluctant of the company. But when he proudly showed her how much help he had been to his uncle in learning to dismantle various locks, he apparently impressed her enough to change her mind. She did ask the odd boon of his promise never to dismantle another lock (outside of coursework) in return, but Tac was only too eager to agree.

As an apprentice, Tac did quite well. His mind's mathematical bent made his coursework a joy rather than a burden. And his acrobatic early life made his hands-on training easier, as--after tight ropes and balance beams--scaffolding was nothing more than another kind of staircase. His ability to act as both an architect and a crewman pushed Tac up the list for field assignments, and as he became a journeyman, he was sent to the ambitious rebuild of the temple at Sandpoint.

With the temple's completion, Tac stands ready to be named a full engineer. He's left word at the guildhall for his cousin, and hopes she'll be able to make it to see what the bright-eyed little cousin she escorted to Magnimar has accomplished.[/sblock]
 
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Walking Dad

First Post
Sivan

Human paladin of Shelyn

[sblock=Stats]
Name: Sivan Calderon
Class: Paladin 1
Race: Human [Varisian]
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Shelyn

Str: 16 +3 (5p.) Level: 1 .. XP: 984
Dex: 12 +1 (2p.) BAB: +1 ....HP: 10 + 2 + 1= 13
Con: 14 +2 (5p.) CMB: +4/+8 .Dmg Red: -
Int: 12 +1 (2p.) Speed: 20' .Spell Res: -
Wis: 10 +0 (0p.) Init: +1 ...Spell Save: -
Cha: 11 +0 (1p.) ACP: -1 ....Spell Fail: -
(Racial bonus on Str)

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +6 +0 +1 +0 +0 +0 17
Touch: 11 Flatfooted: 16

---Base Mod Misc Total
Fort: 2 +2 +0 +4
Refl: 0 +1 +0 +1
Will: 0 +0 +0 +0

Weapon
Glaive +4 1d10+6 20x3

Languages: Common, Celestial, Varisian

Abilities:
Aura of good
Detect evil
Smite evil 1/day (+1 to hit, +1 damage)

Feats:
Overhead Chop, Defensive Combat Training


Skill Points: 4
Skills --------- Base Mod Misc Class Total
*Knowledge (Religion) 1 +1 +3 +0 +5
*Diplomacy----------- 1 +2 +3 +0 +5
*Craft--------------- 1 +1 +3 +0 +5
*Spellcraft---------- 1 +1 +3 +0 +5

Equipment: (240gp)
Glaive (8gp) (10lb)
Dagger (2gp) (1lb)
Spiked Gauntlet (5gp) (1lb)
Banded Mail (250gp) (35lb)
215gp

Backpack (2gp) 2lb
Holy Symbol (wooden) 1gp --
Grappling Hook 1gp 4lb*
Traveler's clothes (free) (-)
4gp


Total Weight:58lb Money: 31gp

-----------Lgt Med Hvy Lift Push
Max Weight: 76 153 230 460 1,150

Age: 23
Height: 6'0"
Weight: 194lb
Eyes: Blue

[/sblock]

[sblock=Changed Stats for final rule set]
Name: Sivan Calderon
Class: Paladin 1
Race: Human [Varisian]
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Shelyn

Str: 16 +3 (5p.) Level: 1 .. XP: 734
Dex: 12 +1 (2p.) BAB: +1 ....HP: 10 + 2 + 4= 16
Con: 14 +2 (5p.) CMB: +4 ....Dmg Red: -
Int: 10 +0 (0p.) Speed: 20' .Spell Res: -
Wis: 10 +0 (0p.) Init: +1 ...Spell Save: -
Cha: 13 +0 (3p.) ACP: -1 ....Spell Fail: -
(Racial bonus on Str)

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +6 +0 +1 +0 +0 +1 18
Touch: 12 Flatfooted: 16

---Base Mod Misc Total
Fort: 2 +2 +0 +4
Refl: 0 +1 +0 +1
Will: 2 +0 +0 +2

Weapon
Glaive +4 1d10+4 20x3

Languages: Common, Varisian

Abilities:
Aura of good
Detect evil
Smite evil 1/day (+1 to hit, +1 damage)

Feats:
Dodge, Toughness


Skill Points: 3 (+1 favored class)
Skills --------- Base Mod Misc Class Total
*Knowledge (Religion) 1 +0 +3 +0 +4
*Diplomacy----------- 1 +1 +3 +0 +5
*Craft--------------- 1 +0 +3 +0 +4
*Spellcraft---------- 1 +0 +3 +0 +4

Equipment: (240gp)
Glaive (8gp) (10lb)
Dagger (2gp) (1lb)
Spiked Gauntlet (5gp) (1lb)
Banded Mail (250gp) (35lb)
215gp

Backpack (2gp) 2lb
Holy Symbol (wooden) 1gp --
Grappling Hook 1gp 4lb*
Traveler's clothes (free) (-)
4gp


Total Weight:58lb Money: 31gp

-----------Lgt Med Hvy Lift Push
Max Weight: 76 153 230 460 1,150

Age: 23
Height: 6'0"
Weight: 194lb
Eyes: Blue

[/sblock]


[sblock=Background]
Gifted with a strong body and personality, Sivan was an oddity because of his strong lawful tendencies among his people, the Varisians.
Being also a strong lover of the arts, he was naturally driven to the teachings of Shelyn. As he tried to become part of her cleregy, the other priest soon realized, that he lacked the certain kind of wisdom to become a regular cleric. Instead, and noting his lawful tendencies, they urged him to become a paladin, protector of arts and artists alike.

Having formed a friendship with another 'odd' Varisian painter and would be wizard, Chaine, he choosed to stay with him in Sandport during his apprenticeship.

37154d1224448159-rogues-gallery-pathfinder-rpg-burnt-offerings-sivan-animated.jpg
[/sblock]
 
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