Pathfinder 1E [RG] Pathfinder: Giantslayer

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Guest
Giantslayer Adventure Path [RG]:

Player - Character:
Kaodi - giantblood ranger (infiltrator/skirmisher)
Fenris - fey changling rogue
perrinmiller - lesser aasimar oracle
Scotley - demi-pixie arcanist

Please post your characters here using the format from the OOC thread.

OOC
IC
 
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Kaodi

Hero
Alguhn Snarr
[sblock=Character Sheet][sblock=RACE]Race: Giantblood
Type: Humanoid (Giant, Human) 0 rp
Size: Large 7 rp
Base Speed: Normal 0 rp
Ability Score Modifiers: Human Heritage 0 rp
Languages: Linguist 1 rp
Racial Traits:
Defense Racial Traits:
Natural Armor 2 rp
Offense Racial Traits:
Reach 2 rp (advanced)

Total: 12 rp
[/sblock]

[sblock=CHARACTER]INFORMATION
Name: Alguhn Snarr
Player: Kaodi
Race: Giantblood
Class: Ranger (Infiltrator/Skirmisher)
Level: 1
Alignment: Lawful Good
Languages: Common, Giant
Deity: Abadar
Size: Large
Gender: Male
Age: 28
Height: 8'1"
Weight: 506
Hair Color: Sandy Blonde
Eye Color: Dark Grey
Skin Color: Medium Tan

ABILITIES
Str: 20 +5 (10 points, +2 racial, +2 size)
Dex: 11 +0 (3 points, -2 size)
Con: 14 +2 (5 points)
Int: 10 +0 (0 points)
Wis: 14 +2 (5 points)
Cha: 11 +0 (1 points)

COMBAT
HP: 13 [d10, +2 Con, +1 FC]
AC: 19 [10 base, -1 size, +7 armour, +2 shield, +1 natural]
AC Touch: 9 [10 base, -1 size]
Flatfooted: 19 [10 base, -1 size, +7 armour, +2 shield, +1 natural]
Init: +0 [0 Dex]
CMB: +7 [1 BAB, +5 Str, +1 size]
CMD: 17 [10 base, +1 BAB, +5 Str, +0 Dex, +1 size]
Fortitude: +4 [2 base, +2 Con]
Reflex: +2 [2 base, +0 Dex]
Will: +2 [0 base, +2 Wis]
Speed: 20'

WEAPON
Large Longsword: Attack: +5 [1 BAB, +5 Str, -1 SZ], Damage: 2d6+5, Crit: 19-20, Type: S
Large Dagger: Attack +5 [1 BAB, +5 Str, -1 SZ], Damage: 1d6+5, Crit: 19-20, Type: S or P
Large Longbow: Attack +0 [1 BAB, -1 SZ], Damage: 2d6, Crit: 20/x3, Type: P, Range: 100 ft.

ARMOR
Splint Mail: AC: +7, MDB +0, ACP: -7
Heavy Steel Shield: AC: +2, ACP: -2

RACIAL
Type: Humanoid (giant, human)
Abilities: +2 Str
Base Speed: 30'
Favored: Ranger (HP)
Natural Armor +1
Reach 10'

CLASS: Ranger
Armor/Weapons: Light and medium armour, shields (except tower shields) / simple and martial weapons
Favoured Enemy (Giant +2), Track +1, Wild Empathy

FEATS
Heavy Armour Proficiency

TRAITS
Student of Giantkind - +1 trait bonus to Diplomacy and K (Local) checks for giants, K (Local) is a class skill
Rich Parents - Starting wealth is 900 gp

SKILLS 6 [6 base, +0 Int]
Acrobatics -7 (0 ranks, +0 Dex, -7 ACP)
Appraise +0 (0 ranks, +0 Int)
Bluff +0 (0 ranks, +0 Cha)
Climb +2 (1 rank, +3 CS, +5 Str, -7 ACP)
Craft +0 (0 ranks, +0 Int)
Diplomacy +0 (0 ranks, +0 Cha)
Disguise +0 (0 ranks, +0 Cha)
Escape Artist -7 (0 ranks, +0 Dex, -7 ACP)
Fly -7 (0 ranks, +0 Dex, -7 ACP)
Heal +6 (1 ranks, +3CS, +2 Wis)
Intimidate +0 (0 rank, +0 Cha)
K (Local) +4 (1 rank, +3 CS, +0 Int)
Perception +6 (1 ranks, +3CS, +2 Wis)
Perform +0 (0 ranks, +0 Cha)
Ride -7 (0 ranks, +0 Dex, -7 ACP)
Sense Motive +2 (0 ranks, +2 Wis)
Stealth -7 (0 ranks, +0 Dex, -7 ACP)
Survival +6 (1 rank, +3 CS, +2 Wis)
Swim +2 (1 rank, +3 CS, +5 Str, -7 ACP)

CARRYING CAPACITY
Light: 266#
Medium: 533#
Heavy: 800#

EQUIPMENT
Large Traveller's Outfit (0gp, 0#, worn)
Large Splint Mail (400gp, 90#, worn)
Large Heavy Steel Shield (40gp, 30#, carried)
Large Longsword (30gp, 8#, belt)
Large Dagger (4gp, 2#, belt)
Large Longbow (150gp, 6#, back)
Large Quiver w/20 Arrows (2gp, 6#, back)
Large Backpack (4gp, 4#, back)
Large Belt Pouch (2gp, 1#, belt)
Large Waterskin (2gp, 8#, belt)
Large Bedroll (2sp, 10#, pack)
Flint & Steel (1gp, 0#, pouch)
Whetstone (2cp, 1#, pouch)
Sleeves of Many Garments (220gp, 2#, pack)
Total (855gp 2sp 2cp, 168#, light)

FINANCES: 44gp 7sp 8cp[/sblock]

[sblock=APPEARANCE]For a human of his size Alguhn's proportions are more similar to the average man than one might expect. His hair is cut fairly short, maybe being three to four inches long, and is reasonably kept. He has a strong, square jaw, and otherwise his features are fairly typical of his more numerous Ulfen ancestors.[/sblock]

[sblock=BACKGROUND]The son of an Ulfen merchant and his wife of mixed Ulfen and Shoanti descent, Alguhn Snarr was always one of the biggest lads for his age, but no one had cause to suspect the massive change he underwent when he hit his growth spurt. Within the space of a year he grew over foot and a half, and it did not stop there. In fact, the merchants son has never quite stopped growing since he became a young man. His family suspected that there was giant blood in him, though they were never able to pin down whether it had come from his mother or his father (or perhaps a bit of both).

As with all such physical changes, his growth was accompanied by a change in the way people treated him: as something dangerous and perhaps to be feared. Alguhn, though never mean as a boy, had to adapt to his circumstances and learn a good deal more empathy than he had possessed before. Though many would use such great size to domineer over smaller people he instead became for good natured and forgiving. After all, it did not do well to hold grudges when you were too big to hit back.

Alguhn has been all up and down the coast of Western Avistan with his parents business, but when he came of age he started to settle down in his mother's native Varisia. Though descended from hardy warrior folk on both sides of his family, the great man was a bit more civilized and cosmopolitan for his travels. So he tended to live in Chelaxian and mixed settlements for several years.

Lately however Alguhn has taken more of an interest in giantkind in general and as time goes on he has moved through Shoanti lands closer and closer to where the giants of Varisia range. This is what has brought him at present to the town of Trunau. And judging by how everyone in town seems ready to stab themselves to death in case of being overrun, it seems just the sort of place where someone with some size on his side could do some good.[/sblock]

[sblock=PORTRAIT]
a904d4f1d855b3406d577940f2dada9d.jpg
[/sblock]
[sblock=STAT BLOCK]Alguhn
AC: 19 (19 flat-footed, 9 touch)
HP: 13/13
CMB: +7 CMD: 17

Fort: +4 Reflex: +2 Will: +2
Perception: +6 Sense Motive: +2
Iniative: +0

Current Weapon in Hand: None
Current Conditions in Effect: None[/sblock][/sblock]
 
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perrinmiller

Adventurer
Caitlin Faragone, Lesser Aasimar Oracle

[sblock=Character Sheet][sblock=RACE]
Race: Aasimar (Lesser)
Type: Humanoid (human) & outsider (Native), 3 rp
Size: Medium 0 rp
Base Speed: Normal 0 rp
Ability Score Modifiers: +2 Wis, +2 Cha, 2 rp
Languages: Standard (no Celestial), 0 rp
Racial Traits:
Ability Score Racial Traits:
None
Defense Racial Traits:
Celestial Resistance, 3 rp
* Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits:
Skilled:
+2 racial bonus on Diplomacy checks, 2rp
+2 racial bonus on Perception checks, 2rp
Magical Racial Traits:
None (Removed the Spell-like Ability)
Movement Racial Traits:
None
Offense Racial Traits:
None
Senses Racial Traits:
Darkvision, 0 rp
* Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Weakness Racial Traits:
None
Other Racial Traits:
* Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Total: 12 rp[/sblock]

[sblock=CHARACTER SHEET]
INFORMATION
Name: Caitlin Faragone
Player: perrinmiller
Race: Lesser Aasimar
Class: Oracle
Level: 1
Alignment: Chaotic Good
Languages: Common, Celestial
Deity: Desna
Size: Medium
Gender: Female
Age: 32 (looks 17)
Height: 5ft 2in
Weight: 111 lbs
Hair Color: Blonde
Eye Color: Blue green
Skin Color: Medium

ABILITIES
Str: 12 +1 (2 points)
Dex: 14 +2 (5 points)
Con: 12 +1 (2 points)
Int: 12 +1 (2 points)
Wis: 12 +1 (0 points, +2 racial)
Cha: 19 +4 (13 points, +2 racial)

COMBAT
HP: 9 [d8, +1 Con]
AC: 18 (19 w/Shield) [10 base, +2 Dex, +6 Armor, +1 Shield]
AC Touch: 12 [10 base, +2 Dex]
Flatfooted: 16 (17 w/ Shield) [10 base, +6 Armor, +1 Shield]
Init: +6 [2 Dex, +4 feat] ** Temporal Celerity
CMB: +1 [0 BAB, +1 Str]
CMD: 13 [10 base, +0 BAB, +1 Str, +2 Dex]
Fortitude: +1 [0 base, +1 Con]
Reflex: +2 [0 base, +2 Dex]
Will: +3 [2 base, +1 Wis]
Speed: 30' (20' Actual)

WEAPONS
Sling Bullets: Attack: +2 [0 BAB, +2 Dex] , Damage: 1d4+1, Crit: x2, Type: B, Range 50'
Dagger: Attack: +1 [0 BAB, +1 Str] or +2 [0 BAB, +2 Dex] thrown, Damage: 1d4+1, Crit: 19-20, Type: P or S, Range: 10'
Javelin: +2 [0 BAB, +2 Dex], Damage: 1d6+1, Crit: x2, Type: P, Range: 30'
Morningstar: Attack: +1 [0 BAB, +1 Str], Damage: 1d8+1, Crit: x2, Type: B & P

ARMOR
Chain Mail: AC: +6, MDB +2, ACP: -5
Lt Wooden Shield: AC:+1, ACP: -1

RACIAL
Abilities: +2 Wis, +2 Cha
Base Speed: 30'
Favored: Oracle (+1 Orison)
Celestial Resistance: acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: +2 racial bonus on Diplomacy and Perception checks.
Darkvision 60 ft.: They can see perfectly in the dark up to 60 feet.
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

CLASS: Oracle
Armor/Weapons: Simple Weapon Proficiency, Lt/Med Armor Prof, Shields (Not Tower)
Oracle Curse Haunted
Oracle Mystery Time
Revelation: Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

FEATS
Improved Initiative (1st Gen) - +4 bonus on Initiative checks

TRAITS
Student of Giantkind - +1 Diplomacy & Know (Local) with giant-type. Know Local becomes class skill
Focus Mind +2 Concentration

SKILLS 5 [4 base, +1 Int]
Acrobatics +-3 (0 ranks, +2 Dex, -5ACP)
Appraise +1 (0 ranks, +1 Int)
Bluff +4 (0 ranks, +4 Cha)
Climb -4 (0 ranks, +1 Str, -5ACP)
Craft +1 (0 ranks, +1 Int)
Diplomacy +6 (0 rank, +4 Cha, +2 Race) * +1 w/Giant-types
Disguise +4 (0 ranks, +4 Cha)
Escape Artist -3 (0 ranks, +2 Dex, -5ACP)
Fly -3 (0 ranks, +2 Dex, -5ACP)
Heal +1 (0 ranks, +1 Wis)
Intimidate +4 (0 rank, +4 Cha)
Knowledge Local +5 (1 rank, +3 CS, +1 Int) * +1 w/Giant-types
Knowledge Religion +5 (1 rank, +3 CS, +1 Int)
Perception +7 (1 rank, +3 CS, +1 Wis, +2 Race)
Perform +4 (0 ranks, +4 Cha)
Ride -3 (0 ranks, +2 Dex, -5ACP))
Sense Motive +5 (1 rank, +3 CS, +1 Wis)
Spellcraft +5 (1 rank, +3 CS, +1 Int)
Stealth -3 (0 ranks, +2 Dex, -5ACP)
Survival +1 (0 ranks, +1 Wis)
Swim -4 (0 ranks, +1 Str, -5ACP)


SPELLS
Concentration: +7 (CL +4 Cha +2 Trait)
Orisons (7): Resistance, Guidance, Stabilize, Create Water, Enhanced Diplomacy (FC), Mage Hand (Haunted), Ghost Sound (Haunted)
1st Level (4x/day): Bless, Cure Light Wounds, Shield of Faith

CARRYING CAPACITY
Light: 43#
Medium: 86#
Heavy: 130#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
Chain Mail (150gp, 40#, worn)
Lt Wooden Shield (3gp, 5#, carried)
Morningstar (8gp, 6#, belt)
3 Javelins (3gp, 6#, quiver)
Sling & 10 Bullets (1sp, 5#, belt)
Dagger (2gp, 1#, belt)
Belt Pouch (1gp, .5#, belt)
Spell Component Pouch (5gp, 2#, belt)
Backpack (2gp, 2#, back)
* Grooming Kit (1gp, 2#, backpack)
* Mess Kit (2sp, 1#, backpack)
* Waterskin (1gp, 4#, backpack)
* 2 days Rations (1gp, 2#, backpack)
* Bedroll (1sp, 5#, pack)
Treasure (2gp, 6sp, pouch)
Total (150gp, 81.5#, medium)[/sblock]

[sblock=APPEARANCE]FCaitlin is short and petite, with an athletic frame and a strength that is unexpected for one her size. Her platinum blonde hair matches her porcelain-looking skin with a natural beauty; when she smiles, people say she looks like an angel. The celestial blood in her heritage is strong and her aging as slow as any other aasimar. Her blue eyes can be warm or ice cold depending on her mood, and emotions are easily seen on her face. Most of the time her shoulder length hair is hanging freely, unbound and unbraided.[/sblock]

[sblock=PERSONALITY]Caitlin is a friendly woman, but normally she keeps to herself and is used to being alone amongst people. She has a tendency to be naive, but has slowly become aware of this trait and spending more time listening instead of talking is a way she avoids being so gullible. Often she is wistful and gravitates towards contemplating the mystery of time itself to an extent she can be come distracted in her focus. Still, she is mostly kind and benevolent towards others, believing in what is right rather than caring for laws and regulations. She prefers to make her own judgments according to her conscience instead. She dislikes being intimidated and having people dictate what she and others should do, but often is not compelled strongly enough to interfere in the affairs of others until really provoked.[/sblock]

[sblock=BACKGROUND]The River Kingdoms is a dangerous land, as Caitlin Faragone had known for years as both of her parents did not live to reach old age. While she was born out of wedlock to human gypsy woman named Anastasia, a healer of Desna, that was hired as a healer for a merchant caravan. Being a single mother, Anastasia arranged for her friend Margrave, fellow gyspy woman and seer, to be godmother to her daughter. Caitlin's mother never revealed who her birth father was and a few years after she was born, she was adopted by the half-elven ranger Alanore when he married her mother. Her parents hired on to travel the caravan routes, owning their own wagon to live in, as they both served in their own way. Her childhood was happy enough and she was well loved.

Despite the dangers of growing up among the caravans, she had led a pretty sheltered life spending her time amongst healers and fortune tellers. By the time she was 15 years old, it was quite evident Caitlin was different and not entirely human like her mother. Margrave, an aasimar herself, advised that Caitlin's celestial heritage was probably not going to be fully realized until she would reach puberty a few years later. Under Anastasia's tutelage, Caitlin spent many hours studying religion and arcane manuscripts in the family's wagon that served as their home. When her divine abilities started manifesting it was thought she had the makings of a real seer or diviner.

Unfortunately, whatever plans her parents had, they were cut short when Caitlin was 20 years old. Caitlin's mother Anastasia was tragically killed when a fight broke out amongst the members of the caravan. The caravan master had been pressuring the family to arrange a marriage between Caitlin and his oafish son. The altercation escalated, insults were made and a brawl ensued. The oafish son had bashed in the side of Anastasia's skull with a mace. After running the killer through with his sword, her father Alanore was gravely wounded by the caravan guard leader. He succumbed to infection of his injuries a few days later without the caravan's healer to attend him. On his deathbed, Caitlin’s father arranged payment (trading the family’s wagon home) to see her given safe passage from the merchant caravan of her parent’s killers to then next town. Once there, she was to await at the inn for the seer Margrave to arrive with a gypsy caravan due to pass through within a few weeks.

Even though they had not known it at the time when Caitlin was a toddler, it was the most sensible thing they could have done since Margrave was an oracle herself. She fully understood the calling that was destined to fall upon Anastasia's daughter. In the years that followed, Caitlin stayed in the gypsy caravan with Margrave as they continued their own travels through the River Kingdoms and Ustalov. While the human seer Margrave was spending her life pursuing the mysteries of the heavens, Caitlin was fascinated with time, the lure of her own aging being just one of the things that she had not understood. Margrave taught her the Celestial tongue and the practices of divine spell casting during Caitlin's adolescent years. Whether it was by association or spending time in Ustalov - she could not be certain – Caitlin had also picked up the unwanted malevolent spirits that haunted her god-mother.

Once she reached adulthood, Caitlin no longer wished to remain in the company of the gypsies and began her own journey of discovery. Leaving the gypsies, she switched to another trade caravan working the roads from Ustalav down to Lastwall where she joined a different caravan that plied the route between Vigil and Tamran, often taking trips to other outlying communities, including an occasional trip into Belkzen and the town of Trunau.

She just arrived yesterday and had taken a room in the Ramblehouse for the night.[/sblock]

[sblock=PORTRAIT]
Sierra_zps7bd75417.jpg
[/sblock]
[sblock=STAT BLOCK]Caitlin Faragone
AC: 19 (17 flat-footed, 12 touch)
HP: 9/9
CMB: +1 CMD: 13

Fort: +1 Reflex: +2 Will: +3
Perception: +7 Sense Motive: +5
Initiative: +6 (Roll 2x, take better result)

Current Weapon in Hand: Lt Shield (LH)
Current Conditions in Effect: None
Spells Available: 1st (4/4)
Orisons (Resistance, Guidance, Stabilize, Create Water, Enhanced Diplomacy, Mage Hand, Ghost Sound)
1st Level (Bless, Cure Light Wounds, Shield of Faith) [/sblock][/sblock]
 
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Scotley

Hero
Lily Demi-Pixie Arcanist 1

[sblock=Character Sheet][sblock=RACE]Race: Demi-Pixie
Type: Fey 2 rp
Size: Tiny 4 rp
Base Speed: Slow -1 rp
Ability Score Modifiers: Standard 0 rp
Languages: Standard 0 rp
Racial Traits:
Magical Racial Traits:
Envoy 1 rp
Movement Racial Traits:
Flight 6 rp (advanced)

Total: 12 rp[/sblock][sblock=CHARACTER INFORMATION]
Name: Lily
Player: Scotley
Race: Demi-Pixie
Class: Arcanist
Level: 1
Alignment: Chaotic Good
Languages: Common, Sylvan, Elven, Giant, Auran, Orc
Deity: None
Size: Tiny
Gender: Female
Age: 24
Height: 1'-3"
Weight: 5#
Hair Color: Deep Purple
Eye Color: Fiery Amber
Skin Color: Bone White

ABILITIES
Str: 10 +0 (2 points, -2 size)
Dex: 20 +5 (10 points, +2 racial, +2 size)
Con: 10 +0 (0 points)
Int: 18 +4 (10 points, +2 racial)
Wis: 12 +1 (2 points)
Cha: 8 -1 (0 points, -2 racial)

COMBAT
HP: 7 [d6, +0 Con, +1 FC]
AC: 17 (21) [10 base, +5 Dex, +2 size, (+4 Mage Armor)]
AC Touch: 17 [10 base, +5 Dex, +2 size]
Flatfooted: 12 (160 [10 base, +2 size, (+4 Mage Armor)]
Init: +5 [5 Dex]
CMB: -2 [0 BAB, +0 Str, -2 size]
CMD: 13 [10 base, +0 BAB, +0 Str, +5 Dex, -2 size]
Fortitude: +0 [0 base, +0 Con]
Reflex: +5 [0 base, +5 Dex]
Will: +3 [2 base, +1 Wis]
Speed: 20'; Fly 30' (clumsy)

WEAPONS
Tiny Longspear Attack: +2 [0 BAB, +0 Str, +2 Size], Damage: 1d4, Critical: 20/x3, Type: P, Special: Brace/Reach
Tiny Heavy Crossbow: Ranged Attack: +7 [0 BAB, +5 Dex, +2 Size], Damage: 1d6, Critical: 19-20/x2, Type: P, Range: 120'
Tiny Sickle: Attack: +2 [0 BAB, +0 Str, +2 Size], Damage: 1d3, Critical: 20/x2, Type: S, Special: Trip
Tiny Club: Attack: +2 [0 BAB, +0 Str, +2 Size], Attack Ranged: +7 [0 BAB, +5 Dex, 2+2 Size], Damage: 1d3, Critical: 20/x2, Type: B, Range 10'
Acid Splash: Ranged Touch Attack: +7 [0 BAB, +5 Dex, +2 Size], Damage 1d3 acid, Critical: 20/x2, Type Acid Range: Close 25'+5'/2 levels

ARMOR
Mage Armor Spell AC+4, MDB--, ACP--

RACIAL
Abilities: +2 Dex, +2 Int, -2 Cha
Base Speed: 20'
Fly Speed: 30' (clumsy)
Tiny Size
Envoy: Spell-like abilities 1/day @ character level - comprehend languages, detect magic, detect poison, read magic
Favored: Arcanist (HP)

CLASS: Arcanist
Armor/Weapons: No armor or shields / all simple
Arcane reservoir: 3/4
Arcanist exploit: Potent Magic
Cantrips
Consume spells
Spellbook: All Cantrips
1st level--Adhesive Spittle, Mage Armor, Magic Missile, Snowball, Identify, Color Spray, Burning Disarm
Spells memorized: Cantrips (DC14)--Light, Prestidigitation, Acid Splash, Mage Hand
Level 1 (DC15)--Color Spray, Mage Armor

FEATS
Hover - Can hover without needing to make a Fly check

TRAITS
Dwarf Trained - a +1 trait bonus on attack rolls against creatures with the orc subtype.
Pragmatic Activator - use your Int mod instead of Cha mod for Use Magic Device checks.

SKILLS 6 [2 base, +4 Int]

Fly +5 (1 rank, +3 CS, +5 Dex, +4 size, -8 clumsy)
Knowledge [arcana] +8 (1 rank, +3 CS, +4 Int)
Knowledge [local] +8 (1 rank, +3 CS, +4 Int)
Knowledge [nature] +8 (1 rank, +3 CS, +4 Int)
Spellcraft +8 (1 rank, +3 CS, +4 Int)
Use Magic Device +8 (1 rank, +3 CS, +4 Int)

Untrained
Acrobatics +5 (0 ranks, +5 dex)
Appraise +4 (0 ranks, +4 Int)
Bluff -1 (0 ranks, -1 Cha)
Climb 0 (0 ranks, 0 Str)
Craft +4 (0 ranks, +4 Int)
Diplomacy -1 (0 ranks, -1 Cha)
Disguise -1 (0 ranks, -1 Cha)
Escape Artist +5 (0 ranks, +5 Dex)
Heal +1 (0 ranks, +1)
Intimidate -1 (0 ranks, -1 Cha)
Perception +1 (0 ranks, +1 Wis)
Perform -1 (0 ranks, -1 Cha)
Ride +4 (0 ranks, + Dex)
Sense Motive +1 (0 ranks, +1 Wis)
Stealth +13 (0 ranks, +5 Dex, Size +8)
Survival +1 (0 ranks, +1 Wis)
Swim 0 (0 ranks, 0 Str)

Equipment
CARRYING CAPACITY
Light: 16#
Medium: 33#
Heavy: 50#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
Tiny Heavy Crossbow (25 gp, 2#, shoulder sling) (d6)
--10 bolts (.5 gp, .25#, quiver)
Tiny Longspear (2.5 gp, 2.25#, carried) (d4)
Tiny Sickle (3gp, .5#, Sash) (d3)
Tiny Club (- gp, .75#, belt) (d3)
Tiny Dagger 1 gp, .25# concealed under dress) (d2) (Hopeknife)
Backpack (1gp, .5#, back)
Waterskin (.5gp, 1#, pack)
Bedroll (.5sp, 1.25#, pack)
Traveling Spell Book (5 gp, .25#, pack)
Standard Spell Book (0 gp, left at room in the Ramblehouse)
Journal (5gp, .25#, pack)
Pen and Ink (4.05 gp, -#, sash)
Sash, Adventurer (10 gp, .75#, worn)
Spell component pouch (2.5 gp .5#, sash)
Scroll of Sleep (25 gp, -#, sash)
Trail Rations, tiny x4 (1 gp, 1#, pack)
Treasure (28 gp, 9 sp, , sash)
Average Lifestyle (5 gp, -#, Ramblehouse)
Total (120 gp total , 11.50#, light)

[sblock=BACKGROUND]Lily grew up in the wilds around Trunau. Her extended family of Demi-Pixies has long inhabited this part of the world and they build simple semi-permanent homes in the tree tops and move around a good deal. After training in the arcane arts with her maternal aunt, Lily decided that she was interested in a little more excitement than the Demi-Pixies could provide. She took up residence at the Ramblehouse about 6 months ago. Using her knowledge of the area, nature and matters arcane, she seeks out components for Gorkis Meeson, the local apothecary. She and her family are dedicated to Trunau and have served in its defense. They have all taken the Standing Vow since the first defense centuries ago. Lily has a tiny version of the Hope Knife concealed under her skirt. She has also been known to serve as a stealthy aerial scout on Kurst Grath's patrols as she knows the area well. [/sblock][sblock=APPEARANCE]Lily is a mere 15 inches tall and weighs is only about half the weight of a human newborn. She looks like a slender young human woman in miniature though her dark purple almost black hair and fiery amber eyes are not normal to humans. Her most striking feature at the large iridescent almost translucent wings that spout from her back. The colors are mostly blue, purple and black though in bright sunlight they seem to shimmer with more colors. She flits about not unlike a butterfly. Her flight is somewhat erratic like that of a butterfly. She typically a long deep green dress that sets off her pale skin and lace up knee high boots. When traveling she wears a long narrow backpack specially made to fit between her and a sash of small pouches full of magical oddments and other gear. Her hair is held back from her face by a simple silver circlet. She has flowing arcane tattoos on her arms and forehead. She carries a tiny spear and crossbow though she does not have the look of a warrior. When she speaks her voice is a shrill, high pitched and not altogether pleasant sound. [/sblock][sblock=PORTRAIT]View attachment 68730[/sblock][sblock=STAT BLOCK]Lily
AC: 17 (12 flat-footed, 17 touch)
HP: 7/7
CMB: -2 CMD: 13

Fort: 0 Reflex: +5 Will: +3
Perception: +1 Sense Motive: +1
Initiative: +5

Current Weapon in Hand: Longspear
Current Conditions in Effect: None
Spells memorized: Cantrips (unlimited) (DC14)--Light, Prestidigitation, Acid Splash, Mage Hand
Level 1 (3x day)(DC15)--Color Spray, Mage Armor

Spell-like abilities (1/day @ character level) - comprehend languages, detect magic, detect poison, read magic
Arcane Reservoir 3/4
[/sblock][/sblock][/sblock]
 
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Fenris

Adventurer
Thom

[Sblock=Race]
Fey Changeling
From the earliest times, there have been stories about creatures who come and steal a baby, replacing it with one of their own. No one knows why. Some of these changelings are grotesque, other reflect the beauty of the fey. In any case, they are either seen as dangerous, or as good luck depending upon the local superstitions.

These changelings have some resemblance to elves, but aside from the superficial appearance of ears and a thin build, the resemblance stops. There is something just alien about them. This often leads to persecution in less diverse areas, though in many communities they are welcomes and accepted as a sign of good luck or blessings from the Fey.

Even though they bear the term Fey, they are no actual Fey. Some magical contamination in the Feywild occasionally produces a non-fairie fey. They lack some basic Fey characteristics, notably the resistance to cold iron, but lack much of the innate magic so typical of the Fey. Some of that magic lingers in them, which is good as it aids in their survival. Some scholars think that these are half-fey of some kind. Others that it is due to the shrinking power of the Fey. The Fey, if they know, aren’t telling. But they are aware that these children are not equipped to handle the dangers of the Feywild without the traditional protection that all full Fey children have. This is why scholars think that the Fey bring the children to the Prime Material plane. It is not known if the Fey take a human baby back to the Feywild or, as some scholars claim, they take dead infants before the family knows they are dead and replaces them with their own child. Either way, these Fey changeling are able to be raised in relative safety among humans.

Race: Fey Changeling
Type: Humanoid 0 rp
Size: Medium 0 rp
Base Speed: Normal 0 rp
Ability Score Modifiers: Standard 0 rp
Languages: Standard 0 rp
Racial Traits:
Ability Score Racial Traits: +2 Dex, +2 Int, -2 Con
Defense Racial Traits:
Lucky, Lesser 2 RP
Feat and Skill Racial Traits:
Flexible Feat 4 RP
Static Bonus Feat (Weapon Finesse) 2 RP
Magical Racial Traits:
Envoy 1 RP
Spell-like Ability, Lesser Invisibility 1/day 2RP
Senses Racial Traits:
Low light vision 60 feet 1 RP
Total: 12 rp
[/sblock]
[sblock=CHARACTER]
INFORMATION
Name: Thom Millerson
Player: Fenris
Race: Fey Changeling
Class: Rogue
Level: 1
Alignment: Chaotic Good
Languages: Common, Sylvan, Giant, Orc
Deity:
Size: Medium
Gender: Male
Age: 18
Height: 5'-6"
Weight: 130#
Hair Color: Blond
Eye Color: Violet
Skin Color: Pale

ABILITIES
Str: 10 +0 (0 points)
Dex: 18 +4 (10 points, +2 racial)
Con: 10 +0 (2 points -2 racial)
Int: 16 +3 (5 points +2 racial)
Wis: 12 +1 (2 points)
Cha: 14 +2 (5 points)

COMBAT
HP: 9 [d8, +0 Con, +1 FC]
AC: 16 [10 base, +4 Dex, +2 armor]
AC Touch: 14 [10 base, +4 Dex]
Flatfooted: 12 [10 base, +2 armor]
Init: +6 [+4 Dex, +2 Reactionary]
CMB: +0 [0 BAB, +0 Str]
CMD: 14 [10 base, +0 BAB, +0 Str, +4 Dex]
Fortitude: +1 [0 base, +0 Con +1 Race]
Reflex: +7 [2 base, +4 Dex +1 Race]
Will: +3 [0 base, +1 Wis, +1 Race +1 Trait]
Speed: 30'

WEAPON
Short sword: Attack: +4 [0 BAB, +4 Dex], Damage: 1d6+0, Crit: 19, Type P
Short bow: Attack: +4 [0 BAB, +4 Dex], Damage 1d6, Crit:x3, Range 60’, Type P
Dagger : Attack: +4 [0 BAB, +4 Dex], Damage: 1d4+0, Crit: 19, Range: 10’, Type P or S
Hopeknife: Attack: +5 [0 BAB, +4 Dex, +1 MW], Damage 1d4+0, Crit: 19, Range: 10’, Type P or S



ARMOR
Leather armor: AC: +2, MBD +6, ACP +0

RACIAL
Abilities: +2 Dex, +2 Int, -2 Con
Base Speed: 30'
Favored: Rogue (HP)
Low Light vision 60 ft.
Flexible Bonus Feat
Envoy (1/day: Comprehend Languages, Detect Magic, Detect Poison, Read Magic)
Bonus Racial Feat: Weapon Finesse
Spell-like Ability: Invisibility once per day (caster level = character level)



CLASS: Rogue
Armor/Weapons: All simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Light armor
Sneak attack: +1d6 if Flank or denied dex
Trapfinding

FEATS
Weapon Finesse (use Dex for to hit)
Combat Expertise
Improved Feint (feint as a move action)


TRAITS
Trunau native: Hopeknife, + 1 Will saves
Reactionary: +2 Initiative


SKILLS 11 [8 base, +3 Int]
Acrobatics +8 (1 rank, +3 CS, +4 Dex)
Appraise +3 (0 rank, +3 Int)
Bluff +6 (1 rank, +3 CS, +2 Cha)
Climb +4 (1 rank, +3 CS, +0 Str)
Craft +3 (0 rank, +3 Int)
Diplomacy +6 (1 rank, +3 CS, +2 Cha)
Disable Device +9 (1 rank, +3 CS, +3 Int +2 Tools)
Disguise +2 (0 ranks, +2 Cha)
Escape Artist +8 (1 rank, +3 CS, +4 Dex)
Fly +4 (0 ranks, +4 Dex)
Heal +1 (0 ranks, +1 Wis)
Intimidate +2 (0 rank, +0 CS, +2 Cha)
Kn (Local) +7 (1 rank, +3 CS, +3 Int)
Perception +5 (1 rank, +3 CS, +1 Wis)
Perform +2 (0 ranks, +2 Cha)
Ride +4 (0 ranks, +0 CS, +4 Dex)
Sleight of Hand +8 (1 rank, +3 CS, +4 Dex)
Sense Motive +5 (1 rank, +3 CS, +1 Wis)
Stealth +8 (1 rank, +3 CS, +4 Dex)
Survival +1 (0 ranks, +1 Wis)
Swim +0 (0 rank, +0 CS, +0 Str)

CARRYING CAPACITY
Light: 33#
Medium: 66#
Heavy: 100#

EQUIPMENT

Explorer's Outfit (0gp, 0#, worn)
Leather Armor (10gp, 15#, worn)
Shortsword (10gp, 2#, belt)
Hopeknife (0 gp, 1#, cord around neck)
2 Daggers (4 gp, 2#, Inside right boot, one back of belt)
Shortbow (30 gp, 2#, across back)
Quiver 20 arrows (1 gp, 3 #, on back)
MW Thieves Tools (100 gp, 2#, case inside shirt)
Backpack (2gp, 2#, back)
Treasure (42 gp, pack)
Total (240 gp, 29#, light)

Total (?gp, )#, light)

FINANCES: 240 gp
[/sblock]

[sblock=Appearance]Appearance: Thom is odd looking. People can’t quite pin him down. To some he looks like an elf, other a half-elf and to others maybe human. But not quite any of them as the same time. He does have pointed ears, and the thin build of an elf, due to his fey nature, but to anyone who has seen a real elf, they can tell he isn’t an elf. He wear his blond hair long and tied back in a pony tail. He carries himself with a graceful ease that speaks to his fey blood. [/sblock]

[sblock=Background]
Background:
Yon Millerson was the local Miller of Trunau and was very successful. He had two strapping sons and a beautiful daughter. Fate intervened at the birth of the fourth child. Had this been his first child he would have accused his wife of having been unfaithful because not only did the child not look like him, but it didn’t even look human. His first instinct was drowned in the river but his daughter, Eugenia spoke up and said she'd heard stories about the magical fey who crossed the Veil between world and traded one of their children for a human baby. She had heard these stories from a local which. If the baby was ugly it was the dark fey who did the deed, but if the child was attractive then the good or light fey has switched it. And to get a light fey changeling was considered to be good luck, at least according to the old tales. The child was indeed beautiful. So with a heavy heart and some regret the miller decided to spare the child.

The boy (for he was at least male) was named Thom, and he soon grew to be a quick and clever little boy. Heis siblings and mother loved him, but his father was always distant with him. Like many small towns he was gradually accepted as the miller's son, even though everyone knew something was wrong with him. They knew Marissa had been pregnant and presented this is boy as her child, so he must be. But there were always whispers. Many visitors to Trunau might think at first glance the Thom was human, or maybe an elf, or even a half-elf, depending on how quickly they looked. But when they looked more closely they could quite put their finger on him. He wasn't quite an elf, at least not to anyone who had seen an actual elf. But yet the shape of the eyes and the pointed ears were elf-like, as was his build, but if you stood him next to an elf you could tell there was something….different.

The teenage years were very tough for Tom being the different one, even in a multiracial village. Thom was definitely the odd man out among the village boys. He looked different, and what's worse is that they couldn't classify him. They wanted to know what he was, to name him, label him. As is so often the case, they took out their fears of the unknown on him. They would chase him. It was fortunate that Thom was not only quick, but was good at hiding. But you can’t run forever, and they did catch him many times. But that is when things got even stranger, for despite the fact that they would beat him, he never seemed to get hurt, the red marks and bruises seemed to disappear before their eyes. This mystery made Thom even more of an outsider. Since the beatings weren’t as effective as they would like, when they did catch him, they would toss him in the river, or tie him to a tree. That was how Thom figured out how to get out of ropes and always carried at least a sharpened stone with him.

Thom found more acceptance among the visitors to the town, many of whom were quite interested in him as an anomaly. As a curious kid, he asks questions and learned trick from traveling magicians and performers. How to palm a coin, or pick a pocket. One man gave him a set of lock picks and a lock, Thom taught himself how to open that lock. Not that he was stealing anything, but opening a locked shed when being chased by jealous boys can be quite handy.

Despite his difficulty fitting in, Thom was accepted by the village as a whole. The elders had no problem when he came of age in giving him a hopeknife, nor in him joining the militia.
[/sblock]
[sblock=Portrait]
Thom 1.jpg
[/sblock]
[sblock=Stat Block]
Thom
AC: 16 (12 flat-footed, 14 touch)
HP: 9/9
CMB: +0 CMD: 14

Fort: +1 Reflex: +7 Will: +3
Perception: +5 Sense Motive: +5
Initiative: +6

Current Weapon in Hand: Shortsword
Current Conditions in Effect: None

Spell-like Abilities: 1/day: Comprehend Languages, Detect Magic, Detect Poison, Read Magic, Inivisibility

[/sblock]
 
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