Pathfinder 1E [RG] airwalkrr's Rise of the Runelords Reborn!

airwalkrr

Adventurer
Post your characters here. All I request is that you keep a copy of your character as he or she appeared upon first attaining each level. So you'll have two blocks to begin. Make a "1st-level start" block then just copy and paste a "1st-level in progress" block.

Players
[MENTION=29558]Mowgli[/MENTION]
[MENTION=24234]kinem[/MENTION]
[MENTION=11456]Tailspinner[/MENTION]
[MENTION=30016]SelcSilverhand[/MENTION]
[MENTION=49929]Scott DeWar[/MENTION]

Retired
[MENTION=88649]perrinmiller[/MENTION]

Recruiting/OOC
IC
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Kelvyn Damonder

KelvynDamonderEarthBreaker_zps86c29a06.png
Kelvyn Damonder
Keleshite Two Handed Fighter/Martial Master 01
CG Medium Humanoid (Human)

--------------------
Statistics
--------------------
Str: 19, Dex: 16, Con: 12, Int: 10, Wis: 10, Cha: 10

Languages: Common, Kelish, Varisian

Init: +3; Senses: Perception +0

Traits: Family Ties
Feats: Dodge, Power Attack, Toughness


--------------------
Defense
--------------------
HP: 15 (1d10+5)
Armor DR: 5/Magic or Large (+4 Armor)

Defense 14, Flat-Footed 10 (+3 Dex, +1 Dodge)
Critical Defense: +8 (+5 DR, +3 Dex)
CMD: 19 (+1 BAB, +4 Str, +3 Dex, +1 Dodge)

Fortitude: +3, Reflex: +3, Will: +0


--------------------
Offense
--------------------
Speed: 20 ft.
BAB: +1; CMB: +5
Melee: Earth Breaker +5 (2d6+6/20 ×3)
............GreatSword +5 (2d6+6/19 x2)
............Spear +5 (+4) (1d8+6/20 x3)
............ShortSword +5 (1d6+4/19 x2)
............Dagger +5 (+4) (1d4+4/19 x2)
KelvynDamonderGreatSword_zps1b5372f1.png

Skills:
Code:
[U]Skill                  Bonus  Ranks  Class  Ability  ACP  Misc[/U]
Acrobatics              -01                   03     -04   
Appraise                +00                   00           
Bluff                   +00                   00           
Climb                   +04     01    03      04     -04   
Diplomacy               +00                   00           
Disguise                +00                   00           
Escape Artist           -01                   03     -04   
Fly                     -01                   03     -04   
Heal                    +00                   00           
Intimidate              +00           03      00           
Knowledge (Dngnrng)                   03      00           
Knowledge (Engnrng)                   03      00           
Knowledge (Local)       +05     01    03      00           01
Perception              +00                   00           
Ride                    +01           03      03           
Sense Motive            +00                   00           
Stealth                 -01                   03     -04   
Survival                +00           03      00           
Swim                    +04     01    03      04     -04
Other Gear:
Code:
[U]Gear                       Cost          Weight[/U]
Scale Mail                  50 gp        30  lb
EarthBreaker                40 gp        14  lb
GreatSword                  50 gp         8  lb
Spear                        2 gp         6  lb
Shortsword                  10 gp         2  lb
Dagger                       2 gp         1  lb
Backpack                     2 gp        41½ lb
  Bedroll                    1 sp
  Rope (Hemp, 50 ft.)        1 gp
  Mess Kit                   2 sp
  Pot                        8 sp
  Soap                       1 cp
  Torch (10)                 1 gp
  Trail Rations (5)     2 gp 5 sp
  Waterskin                  1 gp
Belt Pouch                   1 gp          ½ lb
  Flint & Steel              1 gp
  07 gp, 03 sp, 09 cp
Cost of Living (3 gp)

--------------------
Background
--------------------
Kelvyn is a huge, boisterous man from the Southern continent who grew bored with the 'adventures' offered in his native desert and took up travel when an opportune berth on an outbound ship gave him the chance to leave his country before the authorities caught up with him.

He landed in Riddleport and quickly found himself in hot water once more, as his enthusiastic and impulsive nature got him involved in a . . . situation . . . when he came to the defense of two young women being harassed by some toughs in a bar. He left Riddleport in a hurry, once more just ahead of the law, but the women were daughters of the head of the local Szarni family, and that grateful gentleman arranged for Kelvyn to be tucked away by his contact in Sandpoint.


[sblock=Post Formatting][section]
[URL=http://i1103.photobucket.com/albums/g473/BronaghArdRi/Character%20Portraits/Kelvyn%20Damonder/KelvynDamonderPostShot_zps3ddefee8.png.html][align=left]http://i1103.photobucket.com/albums/g473/BronaghArdRi/Character%20Portraits/Kelvyn%20Damonder/KelvynDamonderPostShot_zps3ddefee8.png[/align][/URL]
[INDENT=3] IC content goes here.
[color="#FF8C00"]"I speak in Dark Orange!"[/COLOR]
[color="#FF8C00"][B]"I shout in Bold!"[/B][/COLOR]
[color="#FF8C00"][I]"I think in Italics!"[/I][/COLOR][/INDENT]
[/section]

[sblock=Actions/Rolls]--[/sblock]
_______________
[sblock=MiniStats]
[COLOR="#FF8C00"][URL=http://www.enworld.org/forum/showthread.php?380440-RG-airwalkrr-s-Rise-of-the-Runelords-Reborn!&p=6437050&viewfull=1#post6437050][B][SIZE=+1]Kelvyn Damonder[/SIZE][/B][/URL][/COLOR]
[COLOR="#FF8C00"][B]HP:[/B][/COLOR] 15/15, [COLOR="#FF8C00"][B]Speed:[/B][/COLOR] 20' [COLOR="#FF8C00"][B]Perception:[/B][/COLOR] +0

[COLOR="#FF8C00"][B]Defense:[/B][/COLOR] 14, [COLOR="#FF8C00"][B]Critical Defense:[/B][/COLOR] +08, [COLOR="#FF8C00"][B]Armor DR:[/B][/COLOR] 5/Magic or Large, [COLOR="#FF8C00"][B]CMD:[/B][/COLOR] 19
[COLOR="#FF8C00"][B]Fort:[/B][/COLOR] +3, [COLOR="#FF8C00"][B]Reflex:[/B][/COLOR] +3, [COLOR="#FF8C00"][B]Will:[/B][/COLOR] +0

[COLOR="#FF8C00"][B]Perception:[/B][/COLOR] +0, [COLOR="#FF8C00"][B]Sense Motive:[/B][/COLOR] +0

[COLOR="#FF8C00"][B]Weapon in Hand:[/B][/COLOR] None

[COLOR="#FF8C00"][B]Abilities:[/B][/COLOR] Str 19, Dex 16, Con 12, Int 10, Wis 10, Cha 10

[COLOR="#FF8C00"][B]Condition:[/B][/COLOR] None
[/sblock][/sblock]

[sblock=Notes on Language]Keleshite Language Base: Belarusian
Vocabulary
moj siabar: my friend
dziakuj: thank you
baćka: father
[/sblock]

[sblock=Level 01 Start]Kelvyn Damonder
Male human (keleshite) fighter (martial master, two-handed fighter) 1 (Pathfinder RPG Advanced Class Guide 93, Pathfinder RPG Advanced Player's Guide 108)
CG Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
Defense 14, flat-footed 10. . (+3 Dex, +1 dodge)
Armor DR: 5/magic or Large. . (+5 armor)
Critical Defense: +8. . (+5 DR, +3 Dex)
hp 15 (1d10+5)
Fort +3, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+4/19-20) or
. . earth breaker +5 (2d6+6/×3) or
. . halberd +5 (1d10+6/×3)
--------------------
Statistics
--------------------
Str 19, Dex 16, Con 12, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 19
Feats Dodge, Power Attack, Toughness
Traits family ties
Skills Acrobatics -1 (-5 to jump), Climb +4, Knowledge (local) +5, Swim +4
Languages Common, Kelish, Varisian
Other Gear scale mail, dagger (2), earth breaker, halberd, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, torch (10), trail rations (5), waterskin, cost of living (worth 3 gp), 59 gp
--------------------
Special Abilities
--------------------
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
--------------------
Kelvyn is a huge, boisterous man from the Southern continent who grew bored with the 'adventures' offered in his native desert and took up travel when an opportune berth on an outbound ship gave him the chance to leave his country before the authorities caught up with him.

He landed in Riddleport and quickly found himself in hot water once more, as his enthusiastic and impulsive nature got him involved in a . . . situation . . . when he came to the defense of two young women being harassed by some toughs in a bar. He left Riddleport in a hurry, once more just ahead of the law, but the women were daughters of the head of the local Szarni family, and that grateful gentleman arranged for Kelvyn to be tucked away by his contact in Sandpoint.[/sblock]
 
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perrinmiller

Adventurer
Name: Jamir Rolande (Character Sheet)
Race/gender: Human male
Alignment: True Neutral

Description:
Jamir is of average height with athletic build. He wears a hat with a brim that covers the top of his head, and his brown hair is visible from underneath as it reach his neck. He is unshaven, but has a trimmed mustache and a beard that makes a point on his chin. He wears brown leather armor and has sturdy grey trousers tucked into his black leather boots.
Height: 5' 11"
Weight: 170 lbs
Age: 18​

Personality:
Sometimes boisterous and obnoxious, but when comfortable with friends he will be agreeable and a loyal companion. When alone, he prefers avoiding confrontations and hiding away to avoid trouble. But he can be smart and devious and can hold his own when it comes to dealing with problems.
BarloNarrow_zpsde01f37a.jpg
[sblock=Background]Jamir grew up as a vagabond child after his parents were killed. Rumor had it that it was an accident, but he was never really sure what happened. He was too young and was not present. Any adults in the neighborhood that actually knew the truth had determined that the small child did not need to know such things.

He lived on the streets of Magnimar relying on the compassion of some and taking what he could to survive and eat. He was able to sneak into places at night and steal scraps without arising suspicion. Like most street urchins, survival meant being quick on his feet and sticking together with other kids to combine efforts.

As he got older, Jamir was finding that he was capable of more than general thievery. He had a way with words and some folks found his stories entertaining. He was developing an innate aptitude for practicing magic. However after learning a few tricks, he started hiding the other spells he was capable of casting. The gang leaders would have taken steps to keep him in their control and taken away his freedom if they learned he could do more than a few parlor tricks.

Jamir did not want to be tied to a gang at all, looking at becoming more than a street thug in Magnimar. He actually wanted to get out and see more of the world.

Surviving his teenage years had been a continual struggle to avoid being taken by a thieves' guild and scrounging enough coin to feed himself. Learning to provide some entertainment in the taverns proved to be the solution. He was able to do well enough to feed himself and secure lodging on a regular basis without having to steal any more.

By the time he was 18, Jamir had earned enough to pay for some weapons training from a retired gladiator and buy some decent gear. He even had a small amount of saving starting to build up.

Unfortunately, all of that changed when one of gang leaders he had often rejected and eventually had to turn in to the Guard to get him off his back was free once more. He came looking for Jamir with some of his thugs. Jamir booked passage on a small coastal trader to flee the city with what he could carry. The ship had stopped off at Sandpoint and that was all the farther his gold could take him, since he was unable to pay for the passage onwards to Korvosa.[/sblock]
[sblock=First Level Start]Bard Level 1 (Favored Class)

Str: 14, Dex: 18, Con: 12, Int: 13, Wis: 8, Cha: 15

Init: +6, Speed: 30, Senses: Perception +3
Defense: 14, Touch: 14, Flat-footed: 10, CMD: 16
Armor DR: 3/Magic or Large (+3 armor)
Critical Defense: +7 (+3 DR, +4 Dex)

Fort: +1, Ref: +6, Will: +1
HP: 9 (1d8+1)

BAB: +0; CMB: +2; Crit Attack Bonus: +0

Bardic Performances: 6/6
Favored Class Bonus: +1 Cantrip
Cantrips (unl/day - DC12): Prestidigitation, Message, Mage Hand, Dancing Lights, Detect Magic(FC)
1st Level Spells (2/day - DC13): Cure Light Wounds, Grease

Feats: Arcane Strike, Point Blank Shot
Traits: Outlander Exile, Vagabond Child, Pride (Drawback), Magnimarian Streetwise
Skills Ranks: Disable Device, Knowledge Arcana, Knowledge Local, Perception, Perform Comedy, Perform Oratory, Stealth, Use Magic Device
Languages: Common, Varisian, Goblin
Possessions: Studded Leather, Dagger, Rapier, Whip, Shortbow & 40 arrows, 5 Javelins, Backpack, Blanket, Belt Pouch, Spell Component Pouch, Thieves Tools, Grooming Kit, Mess Kit, Trail Rations (2 days), Waterskin, Cost of Living (3 gp), Scroll Case, Scroll of CLW, 20.8gp
[/sblock]

[sblock=IC Post Template]
BarloAvatar_zps186bb901.jpg


Jamir spoke, "Color of dialog."

[sblock=Actions/Rolls]--[/sblock][sblock=MiniStats]Jamir Harkness
Init +6, Speed 30, Senses: Perception +3
Defense: 14, Touch 14, Flat-footed 10, CMD 16
Crit Def Bonus: +7, Crit Attack Bonus: +0
Fort +1, Ref +6, Will +1
HP 9 (DR3/Armor); Current: 9
Conditions in effect: None

Bardic Performances Remaining: 6/6
1st Level Spells (CLW, Grease): 2/2

Weapon in Hand: Shortbow[/sblock]
[/sblock]

Treasury Site
 
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kinem

Adventurer
Nuko Wrag, half-orc wizard (conjurer) 1

[sblock=stats]
Str 14/+2
Dex 14/+2
Con 14/+2
Int 18/+4
Wis 10/+0
Cha 10/+0

Init +2; move 30'; darkvision 60'; CMB +2; CMD 14; HD 1d6+3; hp 9
Defense 12 (+2 dex), touch 12, flat-footed 12
Saves: Fort +3, Reflex +3, Will +3; Concentration +5; align: CG
Languages: Common, Orc, Abyssal, Draconic, Giant, Goblin

Critical defense check bonus +2
Critical attack bonus +0
Magic check: +4 + spell level

attack MW greataxe +4 melee (1d12+3, crit 20/x3)
or acid dart +2 ranged touch (1d6 acid, crit 20/x2); 7/day, 30' range

Trait: Giant Slayer (+1 Bluff, Perception, Sense Motive; +1 attack and damage vs giants)
Feats: Scribe Scroll, Weapon Focus (greataxe)

The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.
Skills (ranks/total): Appraise 1/8, Bluff 0/1, Intimidate 0/2, Knowledge (arcana) 1/8, Knowledge (local) 1/8, Spellcraft 1/8; Perception 1/2, Sense Motive 1/2

Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Arcane School: Conjuration
Opposition Schools: Evocation, Necromancy; takes 2 spell slots to prepare

Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Arcane Bond (Ex or Sp): MW greataxe

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

Spells/day: 3 0th, 2+1 1st; DC 14 + spell level
Typical spells prepared (#=conjuration)
0: daze (Will neg DC 14), detect magic, message
1: color spray (Will neg DC 15, 15' cone), shield (1 min), mage armor# (1 hr)

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Spells known: (#=conjuration); 0th-all except opposition schools (Evocation, Necromancy);
1: adhesive spittle# (Adv Class Guide; 15' range, Reflex DC 15), charm person, color spray, feather fall, grease#, identify, mage armor# (1 hr), shield (1 min), silent image, snapdragon fireworks

equip: 70 gp - 3 gp for Cost of Living (1st month)

Kit, Wizard's: Price 21 gp; Weight 21 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.

Costs for spells (borrowing + writing): 15 gp each for 3 1st level: feather fall, identify, snapdragon fireworks

Coins: 1 gp[/sblock]

[sblock=Description]Nuko Wrag grew up in Rogan, a small settlement in the hills which contained a mix of humans, half-orcs, and some full orcs. He was different from the others; studious, he was bullied as a child, but proved himself strong enough to win respect. When giants destroyed the town, he trained harder, hoping for revenge. Recently he heard rumors of giant activity and he headed to Sandpoint, intending to help in its defense if it were attacked.

When Nuko was born, he had a stillborn twin that was named Duko. Nuko believes that parallel universes exist and he sometimes thinks about what might have happened if both twins were healthy or if he were the stillborn one and Duko had lived.[/sblock]

[sblock=pic]
attachment.php
[/sblock]

[sblock=level 1 start]
Str 14/+2
Dex 14/+2
Con 14/+2
Int 18/+4
Wis 10/+0
Cha 10/+0

Init +2; move 30'; darkvision 60'; CMB +2; CMD 14; HD 1d6+3; hp 9
Defense 12 (+2 dex), touch 12, flat-footed 12
Saves: Fort +3, Reflex +3, Will +3; Concentration +5; align: CG
Languages: Common, Orc, Abyssal, Draconic, Giant, Goblin

Critical defense check bonus +2
Critical attack bonus +0
Magic check: +4 + spell level

attack MW greataxe +4 melee (1d12+3, crit 20/x3)
or acid dart +2 ranged touch (1d6 acid, crit 20/x2); 7/day, 30' range

Trait: Giant Slayer (+1 Bluff, Perception, Sense Motive; +1 attack and damage vs giants)
Feats: Scribe Scroll, Weapon Focus (greataxe)

The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.
Skills (ranks/total): Appraise 1/8, Bluff 0/1, Intimidate 0/2, Knowledge (arcana) 1/8, Knowledge (local) 1/8, Spellcraft 1/8; Perception 1/2, Sense Motive 1/2

Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Arcane School: Conjuration
Opposition Schools: Evocation, Necromancy; takes 2 spell slots to prepare

Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Arcane Bond (Ex or Sp): MW greataxe

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

Spells/day: 3 0th, 2+1 1st; DC 14 + spell level
Typical spells prepared (#=conjuration)
0: daze (Will neg DC 14), detect magic, message
1: color spray (Will neg DC 15, 15' cone), shield (1 min), mage armor# (1 hr)

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Spells known: (#=conjuration); 0th-all except opposition schools (Evocation, Necromancy);
1: adhesive spittle# (Adv Class Guide; 15' range, Reflex DC 15), charm person, color spray, feather fall, grease#, identify, mage armor# (1 hr), shield (1 min), silent image, snapdragon fireworks

equip: 70 gp - 3 gp for Cost of Living (1st month)

Kit, Wizard's: Price 21 gp; Weight 21 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.

Costs for spells (borrowing + writing): 15 gp each for 3 1st level: feather fall, identify, snapdragon fireworks

Coins: 1 gp[/sblock]
 
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G

Guest 11456

Guest
Thrindar: Dwarf Cleric of Sarenrae

[sblock=Background]View attachment 65052
Background: In the beginning Thrindar had been the youngest child of Tharus and Darrus Stonehammer who were xenophobic dwarven archeologist of no small reputation. They were known for using their entire family to help with their archeology expeditions. The family lived a happy life in Janderhoff when not out on one of their expeditions. Even though his parents were not very nurturing when it came to the young dwarf’s upbringing, Thrindar had sixteen older siblings to help with his upbringing.

When young Thrindar was but seven years old the family set off on an expedition to study the Crystalrock. Along the way the group had setup camp near a cave that Tharus believed showed promise but that Darrus believed would prove to be a waste of valuable time and resources. Young Thrindar and an older brother were just returning from exploring the cave when Thrindar was signaled by his older sibling to hide and stay quiet. The young dwarf hid for several hours before venturing out to see what was amiss. What he found was his entire family butchered by unknown assailants. Their bodies had been stripped of all belongings. The young dwarf was alone in the world. All that he could find was a half full waterskin and a small piece of stale bread. He knew that whatever did this to his family could return so he set out to try and find help. After two days he lost consciousness from lack of food and water.

He awoke to find himself in a bed in a house with a human woman watching him. He would later find out that her name was Gena and her husband Shamus had found the young dwarf nearly dead from exposure. Gena and Shamus found it difficult at first to communicate with the young dwarf. Because his family had been so xenophobic he had not learned any of the common language and Shamus only knew a few dwarven words. They lived on a farm with not much connection with anyone and since Gena could not bear children they saw the young dwarf as a chance, if only for a short time, to have a child of their own. Over time Thrindar was able to learn enough common to interact with his new adopted family. With no family of his own and no way to convey where he was from, Thrindar began to learn to help on the farm. His common got better as time went on and things seemed to be going well for the little family. Thrindar’s dwarven beard had started to grow and this is when he started shaving it like his adoptive father, Shamus.

When Thrindar was about fifteen the farm was attacked by wolves and Thrindar had to defend it. Although Thrindar was able to drive the beasts off his adopted father was mortally wounded and died the next day. Soon Gena and Thrindar sold the farm and moved to Korvosa where Gena opened an orphanage with the some of the money from the sale of the farm and Thrindar helped run it. Things went fine for a few years but local customs made running of the orphanage, which catered to all races, difficult at best. That is when Gena and Thrindar moved to Nybor and ran a successful orphanage there with the remainder of the money from the sale of the farm.

One of the priests from the local temple of Sarenrae would stop by the orphanage and have long discussion with Thrindar about theology and religions. The dwarf seemed to have a certain knack for the subject and the priest seemed to enjoy the company. It was only natural for Thrindar to enter the priesthood when his mother had to close the orphanage as she was entering her infirmed years. At the end of her life her adopted son was there to lay her to rest and perform the burial service.

Today Thrindar still shaves his beard daily in honor of his adopted father, Shamus. He continues to work with young orphans in honor of his adopted mother, Gena. He continues to serve as a priest of Sarenrae in Nybor. But his true passion is the study of all religions and their origins. When he heard about the cathedral in Sandpoint he knew that he needed to be there for the consecration of such a holy edifice. So he joined a caravan headed to Sandpoint and just arrived yesterday. He looks forward to a day of celebration, fervent conversation and quiet contemplation.[/sblock][sblock=1st-level start]INFORMATION
Name: Thrindar
Race: Dwarf
Class: Cleric
Level: 1
Alignment: Neutral Good
Languages: Common, Dwarven, Goblin, Giant, Thassilonian
Deity: Sarenrae
Size: Medium
Gender: Male
Age: 51
Height: 3'-10"
Weight: 160#
Hair Color: Brown
Eye Color: Brown
Skin Color: Medium

ABILITIES
Str: 14 +2 (5 points)
Dex: 14 +2 (5 points)
Con: 12 +1 (0 points, +2 racial)
Int: 14 +2 (5 points)
Wis: 16 +3 (5 points, +2 racial)
Cha: 12 +1 (5 points, -2 racial)

COMBAT
HP: 12 [d8, +1 Con, +3 feat]
Def: 14 [10 base, +2 shield, +2 Dex]
FF Def: 10 [10 base]
DR: 5/armor
CDCB: +4 [+2 shield, +2 Dex]
CAB: +0
MCB0: +3 [+3 Wis]
Init: +2 [+2 Dex]
CMB: +2 [0 BAB, +2 Str]
CMD: 14 [10 base, +0 BAB, +2 Str, +2 Dex]
Fortitude: +3 [2 base, +1 Con]
Reflex: +2 [0 base, +2 Dex]
Will: +5 [2 base, +3 Wis]
Speed: 20'

WEAPON
Scimitar: Attack: +2 [0 BAB, +2 Str], Damage: 1d6+2, Crit: 18, Type: S

ARMOR
Scale Mail: DR 5/Armor, +3 Max Dex, -4 ACP, medium

SHIELD
Large Metal Shield: Defense 2, -2 ACP

RACIAL
Abilities: +2 CON, +2 WIS, –2 CHA
Size: Medium
Speed: 20'
Favored: Cleric (skill point)
Slow and Steady
Darkvision 60 feet
Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype
Greed: +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones
Hatred: +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes
Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities
Stability: +4 racial bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground
Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Receive a check to notice such features whenever passing within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon

CLASS: Cleric
Armor/Weapons: Light, Medium, Shield (-Tower) / Simple, Scimitar
Aura: Good
Channel Energy: 1d6; 4 times/day; DC: 12
Domains: Fire, Healing
Orisons: has 3 orisons that may be cast any number of times per day
Spontaneous Casting: can channel stored spell energy into healing spells

FEAT
Toughness: gain +3 hit points

TRAIT
Student of Faith: cast all cure spells at +1 caster level and gain a +1 trait bonus to the save DC of your channeled energy

SKILLS 4 [2 base, +2 Int, +1 FC]
Acrobatics +2 (0 ranks, +2 Dex)
Appraise +2 (0 ranks, +2 Int)
Bluff +2 (0 ranks, +2 Cha)
Climb +2 (0 ranks, +2 Str)
Craft +2 (0 ranks, +2 Int)
Diplomacy +2 (0 ranks, +2 Cha)
Disguise +2 (0 ranks, +2 Cha)
Escape Artist +2 (0 ranks, +2 Dex)
Fly +2 (0 ranks, +2 Dex)
Heal +7 (1 rank, +3 CS, +3 Wis)
Intimidate +2 (0 ranks, +2 Cha)
Knowledge (arcana) +6 (1 rank, +3 CS, +2 Int)
Knowledge (history) +6 (1 rank, +3 CS, +2 Int)
Knowledge (religion) +6 (1 rank, +3 CS, +2 Int)
Linguistics +6 (1 rank, +3 CS, +2 Int)
Perception +3 (0 ranks, +3 Wis)
Perform +2 (0 ranks, +2 Cha)
Ride +2 (0 ranks, +2 Dex)
Sense Motive +3 (0 ranks, +3 Wis)
Stealth +2 (0 ranks, +2 Dex)
Survival +3 (0 ranks, +3 Wis)
Swim +2 (0 ranks, +2 Str)

CARRYING CAPACITY
Light: 58#
Medium: 116#
Heavy: 175#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
Scale Mail (50gp, 30#, worn)
Heavy Steel Shield (20gp, 15#, carried)
Scimitar (15gp, 4#, belt)
Silver Holy Symbol (25gp, 1#, neck)
Backpack (2gp, 2#, back)
Shaving Kit (15gp, 0.5#, backpack) [Ultimate Equipment]
Waterskin (1gp, 4#, backpack)
Total (128gp, 56.5#, light)

Cost of Living: 3gp for first month

FINANCES: 9gp

DOMAIN POWERS:
Fire Bolt (Sp): As a standard action, can unleash a scorching bolt of divine fire from outstretched hand. Can target any single foe within 30 feet as a ranged touch attack. If it hits it deals 1d6 points of fire damage and can be used 6 times/day.
Rebuke Death (Sp): Can touch a living creature as a standard action, healing it for 1d4 points of damage. Can only use this ability on a creature that is below 0 hit points. Can use this ability 6 times/day.

MAGIC
Orisons: Create Water, Purify Food and Drink, Stabilize
1st Level: Bless, Shield of Faith, Cure Light Wounds*
* Domain Spell[/sblock][sblock=1st-level in progress]INFORMATION
Name: Thrindar
Race: Dwarf
Class: Cleric
Level: 1
Alignment: Neutral Good
Languages: Common, Dwarven, Goblin, Giant, Thassilonian
Deity: Sarenrae
Size: Medium
Gender: Male
Age: 51
Height: 3'-10"
Weight: 160#
Hair Color: Brown
Eye Color: Brown
Skin Color: Medium

ABILITIES
Str: 14 +2 (5 points)
Dex: 14 +2 (5 points)
Con: 12 +1 (0 points, +2 racial)
Int: 14 +2 (5 points)
Wis: 16 +3 (5 points, +2 racial)
Cha: 12 +1 (5 points, -2 racial)

COMBAT
HP: 12 [d8, +1 Con, +3 feat]
Def: 14 [10 base, +2 shield, +2 Dex]
FF Def: 10 [10 base]
DR: 5/armor
CDCB: +4 [+2 shield, +2 Dex]
CAB: +0
MCB0: +3 [+3 Wis]
Init: +2 [+2 Dex]
CMB: +2 [0 BAB, +2 Str]
CMD: 14 [10 base, +0 BAB, +2 Str, +2 Dex]
Fortitude: +3 [2 base, +1 Con]
Reflex: +2 [0 base, +2 Dex]
Will: +5 [2 base, +3 Wis]
Speed: 20'

WEAPON
Scimitar: Attack: +2 [0 BAB, +2 Str], Damage: 1d6+2, Crit: 18, Type: S

ARMOR
Scale Mail: DR 5/Armor, +3 Max Dex, -4 ACP, medium

SHIELD
Large Metal Shield: Defense 2, -2 ACP

RACIAL
Abilities: +2 CON, +2 WIS, –2 CHA
Size: Medium
Speed: 20'
Favored: Cleric (skill point)
Slow and Steady
Darkvision 60 feet
Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype
Greed: +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones
Hatred: +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes
Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities
Stability: +4 racial bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground
Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Receive a check to notice such features whenever passing within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon

CLASS: Cleric
Armor/Weapons: Light, Medium, Shield (-Tower) / Simple, Scimitar
Aura: Good
Channel Energy: 1d6; 4 times/day; DC: 12
Domains: Fire, Healing
Orisons: has 3 orisons that may be cast any number of times per day
Spontaneous Casting: can channel stored spell energy into healing spells

FEAT
Toughness: gain +3 hit points

TRAIT
Student of Faith: cast all cure spells at +1 caster level and gain a +1 trait bonus to the save DC of your channeled energy

SKILLS 4 [2 base, +2 Int, +1 FC]
Acrobatics +2 (0 ranks, +2 Dex)
Appraise +2 (0 ranks, +2 Int)
Bluff +2 (0 ranks, +2 Cha)
Climb +2 (0 ranks, +2 Str)
Craft +2 (0 ranks, +2 Int)
Diplomacy +2 (0 ranks, +2 Cha)
Disguise +2 (0 ranks, +2 Cha)
Escape Artist +2 (0 ranks, +2 Dex)
Fly +2 (0 ranks, +2 Dex)
Heal +7 (1 rank, +3 CS, +3 Wis)
Intimidate +2 (0 ranks, +2 Cha)
Knowledge (arcana) +6 (1 rank, +3 CS, +2 Int)
Knowledge (history) +6 (1 rank, +3 CS, +2 Int)
Knowledge (religion) +6 (1 rank, +3 CS, +2 Int)
Linguistics +6 (1 rank, +3 CS, +2 Int)
Perception +3 (0 ranks, +3 Wis)
Perform +2 (0 ranks, +2 Cha)
Ride +2 (0 ranks, +2 Dex)
Sense Motive +3 (0 ranks, +3 Wis)
Stealth +2 (0 ranks, +2 Dex)
Survival +3 (0 ranks, +3 Wis)
Swim +2 (0 ranks, +2 Str)

CARRYING CAPACITY
Light: 58#
Medium: 116#
Heavy: 175#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
Scale Mail (50gp, 30#, worn)
Heavy Steel Shield (20gp, 15#, carried)
Scimitar (15gp, 4#, belt)
Silver Holy Symbol (25gp, 1#, neck)
Backpack (2gp, 2#, back)
Shaving Kit (15gp, 0.5#, backpack) [Ultimate Equipment]
Waterskin (1gp, 4#, backpack)
Total (128gp, 56.5#, light)

Cost of Living: 3gp for first month

FINANCES: 9gp

DOMAIN POWERS:
Fire Bolt (Sp): As a standard action, can unleash a scorching bolt of divine fire from outstretched hand. Can target any single foe within 30 feet as a ranged touch attack. If it hits it deals 1d6 points of fire damage and can be used 6 times/day.
Rebuke Death (Sp): Can touch a living creature as a standard action, healing it for 1d4 points of damage. Can only use this ability on a creature that is below 0 hit points. Can use this ability 6 times/day.

MAGIC
Orisons: Create Water, Purify Food and Drink, Stabilize
1st Level: Bless, Shield of Faith, Cure Light Wounds*
* Domain Spell[/sblock][sblock=Thrindar Mini Stats]Thrindar
Def: 14 FF Def: 10
HP: 12/12 DR: +5/armor
CMB: +2 CMD: 14
CDCB: +4 CAB: +0 MCB0: +3

Fort: +3 Reflex: +2 Will: +5
Perception: +3 Sense Motive: +3
Initiative: +2

Current Weapon in Hand: Scimitar
Channel Energy: 4/4
Spells:
Orisons: Create Water, Purify Food and Drink, Stabilize
1st Level: Bless, Shield of Faith, Cure Light Wounds (Domain)
Domain Powers Remaining Today:
Fire Bolt: 6/6
Rebuke Death: 6/6[/sblock]
 
Last edited by a moderator:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Notes and thoughts
[sblock]
I like the will check for stressful situation. I was thinking only one class or the other, just not quite sure which to do yet. thinking . . . . . . I am actually liking Alchemist [beastmorph] more and more. He would be morphing more and more into the
incredible Mr Hyde. It says: "Beastmorphs study the anatomy of monsters . . . . ." so he has tried to fuze the
strength of some monstrous humanoid into his physical form, but ended up totally changing himself. Over time the mutagens accumulate and trigger spontaneously Dr. Jekyll - Alchemist 1 [Beastmorph] Human scientist Role: As an arcanist with melee and short ranged attack as minor abilities Description: Dr. Jekyll is a young, slight man with a high degree of intelligence in his eyes. He wears an overcoat with a belt and bandolier underneath. His clothing under that is simple and utilitarian shirt and trousers. When seen in armor it is of the boiled leather variety, though it is usually stained and burned from his various forms of lab work.
[/sblock]

Dr. Jeckyl - Alchemist 1 [Beastmorpher] http://www.d20pfsrd.com/classes/bas...types/paizo---alchemist-archetypes/beastmorph
Code:
 [HR][/HR] 
PLAN B first and second level as alchemist, then BANG he suddenly changes into beast morph losing the battle of 
remaining as himself, when a stressful situation occurs he changes into Mr. Hyde. Fluff: when changes are 
exhausted, his body has either gotten to weak to change or the chemicals have been used up enough to stop 
reacting.

I can hardly wait for the chance to use this!
[HR][/HR]  

[B]

STR[/B]    10   +0   0 
[B]DEX[/B]    16   +3   10 [B]
CON[/B]    12   +1   2 
[B]WIS[/B]    10   +0   0 
[B]INT[/B]    18   +4   10 
[B]CHA[/B]    13   +1   3 
Ability adjustments: +2 (human) 
[HR][/HR]Hitpoints: 1d8 +1[con] = 9  
Age:     21   Height: 5' 11" 
Weight:  165 lbs  
[HR][/HR]Combat
[B]AC[/B]   13 = 10+3[dex]
[B]FF[/B]   10
[B]TOUCH[/B]  13
[B]BAB[/B]   0
[B]CMB[/B]   +0
[B]CMD[/B]   13
[B]RNG TOUCH[/B]  +3[dex]
[B]CONC[/B]  1[LEV] +4[INT] = +5
[B]Initiative[/B] +5
[HR][/HR][U]
Saves   base abil misc[/U]
  fort 2  +  1 + 0 = +3
  ref  2  +  3 + 0 = +5
  will 0  +  0 + 0 = +0  
[HR][/HR]weapons         att     dam      crit        type     notes
  cross bow, lt  +3     1d8     19-20/x2     P   
     bolts 00000 00000
  dagger         +0     1d4     19-20/x2     P?S     
      thrown     +3     1d4    19-20/x2     P/S     
  mace,lt        +0     1d6       x2      B     
[HR][/HR]Human features:
     +2 to one ability
    medium
    30 move
    bonus feat
    +1 skill rank per level
      Alt: Add one extract formula from the alchemist's list to the character's formulae book. This formula must 
      be at least one level below the highest formulae level the alchemist can create.
    favored class - Alchemist

[HR][/HR]  Class Features:
     Alchemy
      bomb 1d6 + 4, 7/day
     brew potion
      mutagen
      throw anything
[HR][/HR]feats
[Human] 
[Lev 1] Extra Bombs
[HR][/HR]traits
Out lander - Exile
+2 trait bonus on Initiative checks
[URL]http://www.d20pfsrd.com/traits/campaign-traits/rise-of-the-runelords/outlander[/URL]

[HR][/HR]skill points: 4+4[int]+1[race]+1[fc]
   
Skills                   ranks  +3? abil misc total notes
Appraise (Int)             +1   +3   +4   +0   +8   
Craft (alchemy) (Int)      +1   +3   +4   +0   +8   
Disable Device (Dex)       +0   +3   +3   +0   +3
Fly (Dex)                  +0   +3   +3   +0   +x
Heal (Wis)                 +1   +3   +0   +0   +4
Knowledge (arcana) (Int)   +1   +3   +4   +0   +8
Knowledge (nature) (Int)   +1   +3   +4   +0   +8
Perception (Wis)           +1   +3   +0   +0   +4
Profession (Wis)           +0   +3   +0   +0   +0
Sleight of Hand (Dex)      +0   +3   +3   +0   +3
Spellcraft (Int)           +1   +3   +4   +0   +8
stealth[dex]               +1   +0   +3   +0   +4
Survival (Wis)             +0   +3   +0   +0   +0
Use Magic Device (Cha)     +1   +3   +1   +0   +5

Mutagen on hand: Strength
Extracts: level 1:  1 [base]+1[int]= 2   
    Keen Senses
    Shield
Bombs: 1 [lv] + 4 [int] + 2 [feat] = 7
  Range 20 feet  Damage [direct]1d6+4; [splash] 5  Save: Reflex dc 10 + 1[1/2 lv] + 4 [int]= 15
00000 00

History:
It started as a research experiment, that was all it was. Master Anatomist Jekyll, his father, would pay for bodies of creatures, he would dissect them and document what he found. In turn his research was funded by others who would need information on particular creatures. His wife and child were assisstive as much as they could, she with the business as well as keeping the home estate in the black, young Jekyll with the scientific documentation. Even in his spare time young Jekyll would work on a second copy of all of his father's books on creatures, as well as working his own work on laboratory discovery. Young Doctor Jekyll wanted to discover how to morph into a creature, to tap into bestial strength. It was not out of curiosity, it was out of necessity he did this. He only had a few friends and one of those was bullied and beaten many times. He had a breakthrough late one night with a solution. It was an extract of different glands of a few very strong and vicious creatures. he drank it at the first opportunity after he saw his childhood friend get attacked which he took that as a good enough reason to attack. He morphed into an amalagrahm of the creatures from which the extracts were made of, but the bestial nature of that creature he became affected his psyche. His reasoning, his memory was heightened however his will, his reasoning of right and wrong, was forever damaged. Furthermore he would have memory black outs. He would wake in odd places, sometimes his clothing would be torn to shreds. His friend was unconscious when he was being rescued, so he has no recollection of that time of transformation, so he did not get to find out what happened. He was also running out of excuses as to what has been happening, so the young doctor moved away. to a larger city. somewhere he could hide. New associate he can be with to hide from his past. lets see if this will work, he reconciles. But he still wakes after black outs. He does not know what happens, except that something seems about to happen. What is wrong??? He would ask his father, but he is too embarrassed to contact them now.

thoughts:

You know, I have been thinking. Yes, I know how dangerous that is, but hey, life can get boring and this might make it interesting. Any who, for the kind Dr. Jekyll, if his 'Mr. Hyde side' were to be dormant for a while until he gains a level in summoner (Synthesist). the effect would be like he drinks a potion and changes into the eidalon. the mental stats would be the beast morpher stats due to the debilitating effect of the original concoction. Reading the description of both, I feel it best fits the concept. a level in one, then a level in the other.
 
Last edited:

SelcSilverhand

First Post
Evret Longfellow, Rogue

RPG - Evret Rogue .png

Code:
[B]Name:Evret Longfellow[/B] 
[B]Class: Rogue 1[/B] 
[B]Race: Human[/B] 
[B]Size: M[/B] 
[B]Gender: Male[/B] 
[B]Alignment: NG[/B] 
[B]Deity: Cayden Cailean[/B] 

[B]Str:[/B] 14 +2 (05p.)     [B]Level:[/B] 1        
[B]Dex:[/B] 16 +3 (05p.)     [B]BAB:[/B] +0         [B]HP:[/B] 10 (1d8+2)
[B]Con:[/B] 14 +2 (05p.)     [B]CMB:[/B] +2    
[B]Int:[/B] 13 +1 (03p.)     [B]CMD:[/B] +15    
[B]Wis:[/B] 12 +1 (02p.)     [B]Speed:[/B] 30'      
[B]Cha:[/B] 14 +2 (05p.)     [B]Init:[/B] +2                 

[B]Stat Increases by Level[/B]
4th - 
8th - 
12th - 
16th - 

                   [B]Base  Shld   Dex  Size   Misc  Total[/B]
[B]Defense:[/B]              10    +0    +2    +0    +0    12
[B]DR/Armor:[/B] 2              [B]Crit Defense:[/B] 5

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +2    +0    +2
[B]Ref:[/B]                       2    +2    +0    +4
[B]Will:[/B]                      0    +1    +0    +1 


[B]Weapon                  Attack   Damage     Critical[/B]
Sap                        +2     1d6+2       20x2 NonLethal
Heavy Mace                 +2     1d8+2       20x2
Throwing Dagger            +2     1d4+2       19-20x1

[B]Languages:[/B] 
Common, Giant


[B]Abilities:[/B] 
Race : Ability
Human : +2 to (Dex)
Human : Bonus Feat 
Human : Silver Tongued : +2 to Diplomacy and Bluff, can shift attitudes with diplomacy by 3 steps. (Replaces Skilled. Adv. Race Guide)
Human : Favored Class (Rogue): Gain 1/6th of a rogue talent each level. 
Trait : Campaign - Giant Slayer - +1 bluff, perception, sense motive. +1 attack and damage vs giants.
Rogue : Trapfinding - add 1/2 level to perception and disable device vs traps
Rogue : Sneak Attack - Deal extra damage to flat-footed opponents. 

[B]Feats:[/B] 
Feat - Location - Description
Human 1 - Combat Expertise - Lower Attack to increase AC
Level 1 - Sap Adept - Add twice the number of SA die you rolled as bonus damage to nonlethal SA with a sap. 

[B]Future Feats[/B]
Level 3 - 
Level 5 - 
Level 7 - 
Level 9 - 
Level 11 - 
Level 13 - 
Level 15 - 
Level 17 - 
Level 19 - 

[B]Skill Points:[/B] 09        
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Acrobatics                  1    +3     +3   +7
Appraise                    0    +1     +0   +0
Bluff                       1    +2     +6   +9
Climb                       1    +2     +3   +6
Craft                       0    +0     +0   +0
Diplomacy                   1    +2     +5   +8
Disable Device              1    +3     +3   +7 (+1 vs traps)
Disguise                    0    +2     +0   +0
Escape Artist               0    +3     +0   +0
Fly                         0    +0     +0   +0
Handle Animal               0    +0     +0   +0
Heal                        0    +0     +0   +0
Intimidate                  1    +2     +3   +6
Knowledge (arcana)          0    +0     +0   +0
Knowledge (dungeoneering)   0    +0     +0   +0
Knowledge (engineering)     0    +0     +0   +0
Knowledge (geography)       0    +0     +0   +0
Knowledge (history)         0    +0     +0   +0
Knowledge (local)           0    +0     +0   +0
Knowledge (nature)          0    +0     +0   +0
Knowledge (nobility)        0    +0     +0   +0
Knowledge (planes)          0    +0     +0   +0
Knowledge (religion)        0    +0     +0   +0
Linguistics                 0    +0     +0   +0
Perception                  1    +1     +4   +6 (+1 vs traps)
Perform                     0    +2     +0   +0
Profession                  0    +0     +0   +0
Ride                        0    +0     +0   +0
Sense Motive                0    +1     +1   +2
Sleight of Hand             1    +3     +3   +7
Spellcraft                  0    +0     +0   +0
Stealth                     1    +3     +3   +7
Survival                    0    +0     +0   +0
Swim                        0    +2     +0   +0
Use Magic Device            0    +2     +0   +0

[B]Equipment:               Cost  Weight[/B]
Bedroll                        1sp  1.25lb
Silk Rope                     10gp     5lb
Sunrod x3                      6gp     3lb
Grappling Hook                 1gp     4lb
Manacles x2       	      30gp (EA DC35, Str DC25)
Small Manacles x1             15p
Backpack		       2gp
Caltrops x2                    2gp
Flint and Steel                1gp
Explorers Outfit	       
Thieves Tools 		      30gp
Leather Armor                 10gp
Sap                            1gp
H. Mace                       12gp
Dagger                         2gp


[B]Total Weight:[/B]00.0lb      [B]Money:[/B] 17gp 9sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]              00.00  00-00  00-00  000   000

[B]Age:[/B] 30
[B]Height:[/B] 5’05”
[B]Weight:[/B] 200lb
[B]Eyes: Hazel[/B] 
[B]Hair: Brown[/B] 
[B]Skin: White[/B]


Background
Evret Longfellow was born in Galduria, a large settlement a hundred miles north east of Sandpoint. His father was a wood carver and logger for the local guilds that ferry lumber down the Lampblack river. His mother worked as a seamstress repairing sailcloth for boats on Ember lake. While most of Galduria thrives on the bustling lumber trade, its real claim to fame is the Twilight Academy.


When he was still a young boy there was an accident at the Academy. A agglomeration of bones and flesh was birthed by necromantic magic, escaped the academy labs, and went on a rampage through the town. Four men were killed, including his own father. The Academy gave the family a pittance as a token towards the damage they had caused. Without her husbands income, his mother struggled to keep them employed. When trade on Ember lake waned due to a year of bad weather his mother was forced to turn to selling herself on the street. She kept the two of them fed for a few years until tragedy struck again. While foraging for food outside of town a band of ogres raided and stole away several of the womenfolk. The ogres dragged them screaming into the Churlwood and they were never seen again despite a massive search party. Evret, already a troubled boy, learned to hate ogres and other giant-kin. There were no relatives anyone knew of who would take in the boy so he relied on the handouts from others.

Destitute, Evret was eventually found by the Sczarni and turned into an errand boy, thug, and con-man. He became quite good at his job and was involved in numerous heists. The local Sczarni family loaned out his services to another family-group they had ties to in Sandpoint. The Sandpoint Sczarni requested of his bosses that he carry out a few arsons in the area targeting grain mills. He traveled from Galduria to the area around Sandpoint to carry out the task.

The first mill went up in flames easily. The old wood was dry and the powdery milled grains quite flammable. He left no trace of his presence behind. He waited a few weeks before attempting the second fire. He hid his traveling gear and approached the mill with only a flint and steel and a thin layer of black clothing. After it had lit and was burning well he crept away into the night. He hadn’t made it far before he heard a scream. Looking back he saw a young girl standing on the second floor balcony trapped by the flames. He almost turned away but the goodness in his heart had not yet been snuffed out. He raced back to the mill and burst in through the lower doors. Reckless despite the flames, he covered his head and mouth with a sack to block the smoke and crawled on his hands and knees to the second floor. Grabbing the girl and the rope from a nearby winch, the two leapt clear of the blazing inferno. The two were soon found on the grassy hill by the mill owners and hurried away to safety.

The mill owners were suspicious of Evret’s story, who claimed that he had been traveling down the road looking for a place to camp when he saw the flames from a distance. His silver tongue convinced them though and they thanked him for saving the girl; a daughter of one of their laborers. Evret’s heroism came with a cost though. The protection on his head saved his face and hair but his arms, legs, and torso were badly burned and remain disfigured.

The event was life changing for him. Evret cut his ties to the Sczarni’s, kept their money, and made his way to Sandpoint after he recovered. He knew he could not return to Galduria without being murdered by his former friends for betraying them. He did not know who at Sandpoint had requested his services but he doesn’t plan to stay long. Magnimar sounds promising however. In such a big city he could disappear for good.

For now though he works odd jobs as a laborer for the lumber mill or helping unload down at the docks. The attack on the Swallowtail Festival by the goblin tribe gave him an opportunity to help the locals and made him feel better about himself.
 
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