Pathfinder 1E Paths of Legend: Resurrection

JustinCase

the magical equivalent to the number zero
Sure, here it is.

Peregrin Badgerfoot, "the Shadowborn"
LN Halfling Monk 1 (Underfoot Adept [link])

[sblock=character sheet]STR 10 (+0) (-2 racial)
DEX 18 (+4) (+2 racial)
CON 13 (+1)
INT 12 (+1)
WIS 16 (+3)
CHA 10 (+0) (+2 racial)

Fort 4 (+2 base, +1 con, +1 halfling luck)
Ref 7 (+2 base, +4 dex, +1 halfling luck)
Will 6 (+2 base, +3 wis, +1 halfling luck)

AC 18 (+4 dex, +3 wis monk, +1 size)
Hit Dice 1d8+1
HP 9

BAB +0
Flurry of Blows (base): -1/-1
Attack (kama): melee +4 (1d4)
Attack (unarmed): melee +4 (1d4)
Attack (shuriken): ranged +4 (1)

CMB: -1 (BAB +0, strength +0, size -1)
CMD: 16 (BAB +0, strength +0, dex +4, wis +3 [monk], size -1)

Favored class:
Monk (gains 1 skill point per level in monk)

Languages: common, halfling, goblin

[sblock=Halfling racial features]- Abilities: dexterity +2, charisma +2, strength -2
- Small size: +1 size bonus to AC, +1 size bonus on attack rolls, -1 penalty on CMB and CMD, +4 size bonus on Stealth
- Slow speed: 20 feet base speed
- Fearless: +2 racial bonus on saving throws against fear
- Halfling Luck: +1 racial bonus on saving throws
- Keen Senses: +2 racial bonus on Perception
- Sure-Footed: +2 racial bonus on Acrobatics and Climb
- Weapon Familiarity: proficient with slings, treat weapons with the word "halfling" in its name as martial weapons
- Languages: automatic languages common and halfling; bonus language options are dwarven, elven, gnome, goblin[/sblock]

[sblock=Monk class features]- Weapon and armor proficiency: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear. Not proficient with armor or shields.
- AC bonus: adds wisdom modifier to AC and CMD; starting at level 4, gains bonus to AC and CMD.
- Flurry of Blows: Make an additional attack with -2 penalty, using monk level as base attack bonus.
- Unarmed strike: Gains Improved Unarmed Strike as bonus feat; damage 1d4 (small).
- Underfoot Grace (Underfoot Adept racial archetype): When using the Acrobatics skill to avoid attacks of opportunity by moving through a threatened area or an enemy's space, he only takes a -5 penalty when doing so at full speed, instead of the normal -10 penalty. This ability replaces the bonus feat gained at 1st level.
- Bonus feat: At 2nd level and every 4th level thereafter, a monk gains a bonus feat from the list. (Not at 1st level, because of the Underfoot Grace ability.)
- Underfoot Trip (Underfoot Adept racial archetype): At 1st level, an underfoot adept learns a number of maneuvers and grabs that can cause even the largest opponents to stumble and fall. He gains Improved Trip as a bonus feat, even if he does not meet the requirements. At 4th level, and every four levels thereafter, he acts as if he is one size larger for the purposes of determining the maximum size of creatures he can trip and when determining his CMB and CMD for purposes of a trip combat maneuver. This ability replaces stunning fist.[/sblock]

Feats:
- Weapon Finesse
- Improved Unarmed Strike (monk)
- Improved Trip (Underfoot Adept)

Skills:
(4+int) plus 1 per level in favored class = 6 skill points
- Acrobatics +10 (1 rank, +3 class skill, +2 sure-footed)
- Climb +6 (1 rank, +3 class skill, +2 sure-footed)
- Escape Artist +8 (1 rank, +3 class skill)
- Perception +9 (1 rank, +3 class skill, +2 keen senses)
- Perform (dance) +4 (1 rank, +3 class skill)
- Stealth +12 (1 rank, +3 class skill, +4 size)

Equipment:
starting gold: 40 gp (1d6*10=)
- 2x kama (4 gp)
- 50x shuriken (10 gp)
- sack (0.1 gp)
- rope, silk, 50 ft (10 gp)
- rations, 6 days (3 gp)
- acid, flask (10 gp)
- 2 gp, 9 sp[/sblock]

[sblock=appearance and background]Appearance:
At first glance, Peregrin Badgerfoot looks like your average halfling: slim-framed and small of stature, inquisitive silver eyes, obsidian hair tied in a ribbon on the back of his head. A closer look, however, reveals that his skin is more greyish than is the norm, and at certain times his eyes turn pitch black.
Walking barefoot and clad in faded black monk robes that leave his arms exposed, Peregrin is unremarkably dressed. Twin kamas hang on his hips, tied to a simple belt; several shuriken are tucked in his clothes, unseen. A sack containing his other possessions is slung casually over his shoulder.

Personality:
As a monk of the Shadow Dance, Peregrin has a more serious demeanour than most halflings, seeing balance and compassion as important parts of life. This means he is more often listening than talking, more observing than drawing attention to himself.
Every day before dawn, Peregrin performs his ritual dance, incorporating mock attacks and evasive manoeuvres, keeping his body in shape. His fighting style focuses on tripping larger opponents and defensive movements.

Background:
As the only child of Tom Badgerfoot and Rosalyn Thistlemoon, Peregrin was loved and, fair enough, spoiled rotten by his parents. As a former assassin, his father was one of the first to be redeemed by the newly ascended Lord of Shadows and he became a fierce advocate of the path of righteousness. Therefore it was only natural that he, along with his loving wife, sacrificed himself repairing the barrier between this world and the Nothing.
Somehow seven-year-old Peregrin was touched by the Shadow World during his parents’ sacrifice, changing the child’s appearance drastically. Blonde curly hair turned into sleek black strands; sun touched skin turned ashen grey; sparkling green eyes turned silvery black.
Seeing this as a sign form the Lord of Shadows himself, a former Djihon slave named the child “the Shadowborn” and took him to a nearby monastery, to be raised and trained as a monk of the Shadow Dance.
Now twenty years of age, Peregrin has learned all he can from teachers within the monastery and is ready to continue his training in the world at large. A call for volunteers on a mission deep into orc territory might be just what he needs… [/sblock]
 

log in or register to remove this ad




KirayaTiDrekan

Adventurer
Ah yeah, I recall that from the last campaign when I played his relative.

Keep in mind that as far as the world's "canon" goes, I'm only using what was played on EN World. Specifically, Tragedy at Silvergard and The Azgundi Tournaments (up to the point where it stopped). That's mostly because the stuff after that is lost to the ether (ironically, since we moved due to EN World's technical issues at the time).
 


KirayaTiDrekan

Adventurer
Are Gripplis and ratfolk allowed?

Yup!

Gripplis are quite rare and found in the Djihon Islands in small tribes. They usually avoid contact with all other races, but a Grippli or two has been caught by Thunian slavers. Only the Vishkanya, children of The Serpent, are more elusive.

Ratfolk have no lands of their own, lairing in the sewers or underground tunnels beneath most major cities. They are seen as scavengers at best and vermin at worst by most humans who know of their existence.
 

Shayuri

First Post
Hee hee

Did Shayuri marry the barbarry and cure the dragon plague? :)

I recently went back and found that old thread. I forgot how much fun that old game was. Super glad to be rejoining this now. :)
 

Voda Vosa

First Post
A general idea:
A ratfolk alchemist who's kicked out of his clan after some reckless experiments. He sees Aston's call like a chance to enrich himself and prove his pack mates wrong.
 

KirayaTiDrekan

Adventurer
Hee hee

Did Shayuri marry the barbarry and cure the dragon plague? :)

I recently went back and found that old thread. I forgot how much fun that old game was. Super glad to be rejoining this now. :)

The dragon plague was cured but Shokar died during scouting a mission into orc territory under mysterious circumstances. He and Shayuri never "hooked up" and whatever prophecy Shokar was supposed to fulfill was apparently forgotten as the Drukkar tribes are now fighting amongst themselves more than ever.

Voda, a ratfolk alchemist would work well. The study of alchemy is currently focused in the capital city of Azgund, which is just a two week ride from Vedlund to the west. There are several ratfolk clans there that inhabit the sewers. Near the Arcane Academy, alchemical waste makes it way into the sewer and creates a fair number of monstrous...things, but also provides a ready source of materials for independent experimentation and a means for a ratfolk to teach itself to be an alchemist.
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top