Pathfinder 1E [Rogue's Gallery] Pathfinder RPG Burnt Offerings

Here is where you can post your newly-updated, Beta Playtest-ready characters for our trek across the wilds of Varisia.

So what is going on in Sandpoint, and why are they so in love with a goddess who turns her favorites into butterflies?

This, and many other questions will hopefully be explored in the upcoming weeks and months.
 

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The Rolling Man

First Post
Arahmid, Half-orc Orphan/Thief

[SBLOCK=Stats]Arahmid
Male Half-Orc Rogue 1
Alignment: CN (with a slight good tendency)
Deity: none
Region: Riddleport (sort of)
Height: 6'1''
Weight: 202 lb.
Hair: Black, cut really short
Eyes: Reddish brown
Skin: Slightly green/grayish, numerous scars
Age: 19
XP: 0 / 2000 (or 1300 ?)

Str: 16 (+3) [5 points, +2 Racial]
Dex: 15 (+2) [7 points]
Con: 14 (+2) [5 points]
Int: 12 (+0) [5 points, -2 racial]
Wis: 12 (+1) [0 point, +2 Racial]
Cha: 8 (-1) [-2 point]

Class and Racial abilities:
Darkvision 60 ft.
Weapon familiarity (proficient greataxe and falchion)
Orcish ferocity, 1/day can keep fighting for 1 round even when under 0 hp
Orc Blood.
favored class : Barbarian

Light armor proficiency
Simple weapon proficiency
Proficient with hand crossbow, rapier, sap, shortbow, and short sword.
Sneak attack +1d6
Trapfinding

Hit Dice: 1d8+10 (2 con + 8 half orc)
Hit Points: 18
AC: 15 (16) (+3 Armor, +2 Dex, (+1 dodge)) [Touch 12 (13), Flat-footed 13]
Init: +2 (+2 Dex)
Speed: 30ft

Saves:
Fortitude +3 (+0 base, +2 Con, +1 feat)
Reflex +4 (+2 base, +2 Dex)
Will +1 (+0 base, +1 Wis)

BAB/CMB: +0/+3
Melee Atk: +3 (2d4+4/18-20,x2, falchion) or +3 (1d6+3 subdual, x2, sap)
Ranged Atk: +2 (1d4+3/18-20,x2, 10 ft., dagger, thrown) or +2 (1d6/x3, 60 ft., shortbow)

Skills:
Acrobatics +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor)
Climb +6 (1 rank, +3 Str, +3 Class Skill, -1 armor)
Disable Device +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor)
Intimidate +3 (1 rank, -1 Cha, +3 Class Skill)
Knw (local) +5 (1 rank, +1 Int, +3 Class Skill)
Perception +5 (1 rank, +1 Wis, +3 Class Skill)
Sense Motive +5 (1 rank, +1 Wis, +3 Class Skill)
Sleight of hand +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor)
Stealth +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor)

Feats:
Lone wolf (background bonus, +1 to fort save and 50% to stabilize when dying)
Dodge (lvl 1, combat)

Languages:
Common
Orc
Shoanti

Equipment: (200 gp to spend)
Falchion ; 75 gp ; 8 lb. ; back
Dagger ; 2 gp ; 1 lb. ; boot
Light Mace ; 5 gp ; 4 lb. ; belt
Sap ; 1 gp ; 2 lb. ; belt
Shortbow ; 30 gp ; 2 lb. ; back
20 arrows ; 1 gp, 3 lb. ; back
Studded leather armor ; 25 gp ; 20 lb. ; worn
Explorer's outfit (with a wide-brimmed hat) ; worn

Waterskin ; 1 gp ; 4 lb. ; belt

Sack ; 1 sp ; 1/2 lb. ; back
Thieves’ tools ; 30 gp ; 1 lb. ; in sack
50 ft. of silk rope ; 10 gp ; 5 lb. ; in sack
Grappling hook ; 1 gp ; 4 lb. ; in sack
2 days of trail ration ; 1 gp ; 2 lb. ; in sack
Whetstone ; 2 cp ; 1 lb. ; in sack
1 piece of chalk ; 1 cp ; in sack

Money:
18 gp ; 8 sp ; 7 cp

Carried weight : 57.5 lb.
Encumbrance : Light (< then 76 lb.)[/SBLOCK]

[SBLOCK=Appearance]Height: 6'1''
Weight: 202 lb.
Hair: Black, cut really short
Eyes: Reddish brown
Skin: Slightly green/grayish, numerous scars
Arahmid is a tall and lean half orc. He isn't as obviously muscular as some other members of his race but he's still very strong. His hard life has left many scars on his face and across his body. Arahmid usually wears non flashy colors (brown, greens and black) and he sports a wide-brimmed hat that allows him to somewhat hide his orcish when he wishes to.[/SBLOCK]

[SBLOCK=Personality]While Arahmid is a survivor first and foremost he still sometimes have problem controlling his anger. Indeed, his rage often get the better of his logical mind. Despite all that, if you can earn his trust, Arahmid can become a good and loyal friend. While he would tell you that he is mostly an opportunist who look after himself first, Arahmid secretly yearn to help others, be accepted and find his place in the world.[/SBLOCK]

[SBLOCK=Background]Like many half orc of Varisia, Arahmid was born of an unknown orcish father and a shoanti mother. His mother was taken as a slave as a result of an orcish raid on her clan. He barely remembers her now however. Indeed, death filled her lungs during his fourth winter. As a half breed slave orphan, Arahmid was treated with little respect within the orcish clan. He always had to steal or fight for little scrap of food. He was also beaten numerous times.

Orcish clans don't have much peaceful relations with other humanoids but a few excentric (and well armed) merchants sometimes take the chance to trade with them. Arahmid was able flee the hard clan life by hiding in the cooking wagon of one such merchant. The cook soon discovered who was stealing food during the voyage but he took pity in the wretched youngster. Arahmid was put to work but also fed and eventually, the caravan made its way to Riddleport.

In the big city, Arahmid mingled with the other street orphan living there. With his orcish heritage and his fighting experience, he was able to bully his way into a respected position in the streets. It wasn't long the more organized crime elements of the city noticed him. They first asked for a portion of his revenues, then they made him do a few jobs before sometimes asking him to kill certain people. Arahmid put up with this for a few years but he eventually got tired of it and morally opposed to their demands. He once again hid and fled, this time on a boat heading for Magnimar.

Arahmid is now a full grown adult. He has been in Sandpoint for a couple of months. He has done a few odd jobs and thefts but he is being careful not to get noticed. He is waiting to see if he could find an opportunity to steal something valuable before moving on to somewhere else.[/SBLOCK]

Possible pic, just imagine he has shorter hair and no mancatcher.
horc_ranger.jpg
 
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Walking Dad

First Post
Human paladin of Shelyn

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

Str: 16 +3 (5p.) Level: 1 .. XP: 0
Dex: 13 +1 (3p.) BAB: +1 ....HP: 10 + 2 + 1 +6= 19
Con: 14 +2 (5p.) CMB: +4/+8 .Dmg Red: -
Int: 12 +1 (2p.) Speed: 20' .Spell Res: -
Wis: 10 +0 (0p.) Init: +1 ...Spell Save: -
Cha: 14 +2 (5p.) ACP: -1 ....Spell Fail: -
(Racial bonus on Str)

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

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

Weapon
Glaive +4 1d10+6 20x3

Languages: Common, celestial

Abilities:
Aura of good
Detect evil
Smite evil 1/day (+2 to hit, +1 damage)

Feats:
County Born, Overhead Chop, Defensive Combat Training


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

Equipment: (240gp)
Glaive (8gp) (10lb)
Dagger (2gp) (1lb)
Spiked Gauntlet (5gp) (1lb)
Splint Mail (200gp) (45lb)
215gp

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


Total Weight:68lb Money: 21gp

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

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

[/sblock]

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

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

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

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Shayuri

First Post
[sblock=Mellisande AKA Melli AKA Mel AKA 'The Mellonator']
Name: Mellisande
Race: Gnome
Class/Level: Sorceror 1
Gender: Female
Exp: 0

Desc
Mellisande is a extraordinarily beautiful woman...if you happen to be three feet tall. To all but the most openminded of larger folk her appearance comes to an almost overpowering cuteness. Large, innocent-looking eyes, round cheeks, beaming dimpled smile...it is alarmingly easy to forget what she's capable of. She routinely changes her hair color with simple glamors that come naturally to gnomes, favoring bizarre shades of pink and violet and green, and most often wearing it short. Her clothing too tends towards the flamboyant, bright colors of a performer...though she favors loose, even baggy breeches full of pockets to skirts because of her 'active lifestyle.'

Strength (STR) 8
Dexterity (DEX) 14
Constitution (CON) 14
Intelligence (INT) 10
Wisdom (WIS) 10
Charisma (CHA) 19

Alignment: Chaotic Good
AC: 13 (10 + 2 dex + 1 size)
Hit Points: 12/12
Movement: 30' ground

Init: +2
Base Attack Bonus: +0
Melee Attack: +0
Ranged Attack: +3
Fort: +2
Reflex: +2
Will: +2

Race Abilities
+2 Con, +2 Cha, -2 Str
Small size (+1 AC, +1 attk, +4 Stealth checks
Slow- 20 ft base speed
Low-Light vision
Keen senses (+2 on smell- and touch-based Percept. checks)
Obsessive (+2 Craft or Profession of choice)
Illusion resist (+2 save vs. illus. spells or fx)
Gnome Magic (+1 Illusion DC, SLA 1/day: dancing lights, ghost sound, prestidigitation, speak w/ animals)
treat wpn w/ "gnome" in name as martial wpn.
Hatred (+1 attk vs. reptilian or goblin subtypes)
+4 AC vs. giant type monsters

Class Abilities:
Eschew Materials
Bloodline: Fey
- Laughing Touch (Su) melee touch, target can only take move action for 1rnd (1/day/target)
Bonus Class Skill: Knowledge (nature).
Bonus Spells:
Entangle (3rd)
Hideous laughter (5th)
Deep slumber (7th)
Poison (9th)
Tree stride (11th)
Mislead (13th)
Phase door (15th)
Irresistible dance (17th)
Shapechange (19th)
Bonus Feats:
Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])
Cantrips: All 0 level spells usable at will as SLA's.

Skills:
Bluff +8 (1 rank + 4 cha + 3 class)
Spellcraft +4 (1 rank + 3 class)


Feats
Lone Wolf (50% chance to stabilize)
Toughness (+3 HP, +1 / level)

Languages - Common, Varisian

Spellcasting: Sorc CL 1, DC 14+lvl
Slots: 1 - 4/4
Known
0: Ray of Frost, Prestidigitation, Mage Hand, Mending
1: Shield, Color Spray (DC 16)

Money - 5gp

Weapons -
Small Light Crossbow, +3 to hit, 1d6 dmg, 19-20x2, 2lbs
10 bolts, 1lb
Small Dagger, +0 to hit, 1d3-1 dmg, 19-20x2, 1lb

Armour -
None

Gear -
Small Backpack, 2gp, .5lb
2 small belt pouches, 2gp, .25lb
Small Waterskin, 1gp, 1lb
Sunrod, 2gp, 1lb
Flask of acid, 10gp, 1lb
2 smokesticks, 40gp,1lb

Magic -
None[/sblock]


[sblock=Background]

For all Mellisande's eternal optimism and seemingly carefree demeanor, she has an incredible tenacity fueled by a life of hardship and loneliness. She is an anomaly, even among the gnomes of Varisia...she was a foundling, adopted by a well-meaning Varisian couple who didn't understand that a gnome child was at best not just a very small baby. And Mellisande was unusual, even for gnomes. Frightened by the strange hauntings that seemed to pursue the baby...unearthly noises and strange lights, the couple gave her up to an orphanage in Sandpoint. There she spent most of her childhood, constantly getting into trouble.

Finally, chafing under the restrictions of the orphanage, Mellisande escaped out into the city at large...where she quickly found she wasn't ready for getting by. Rather than admit defeat though, she lived a hard life on the streets of Sandpoint until she discovered that the magical tricks she'd used to amuse herself at the expense of humorless nuns could also be turned into viable moneymaking gambits.

Ranging from legitimate trades of services to outright cons, Mellisande used her childlike looks, persuasive tongue, and magical talents in a variety of schemes that earned her plenty of gold...and plenty of enemies among those she rooked. And since she took some care to target those who she felt 'had it coming' in some way, those enemies tended to be wealthy and powerful.

Perhaps it was time, she decided, to seek some other line of work. Maybe even somewhere else. Mellisande is conflicted however, about leaving Sandpoint. For all the bittersweet memories, she's had great fun there as well...and it has been her home. She is equally conflicted about other gnomes. On the one hand, they are mysterious and alluring to her; what questions she has that they might be able to tell her! And yet, she's never known them...would they accept her? She had already been abandoned once by them, as an infant...if that is indeed what happened. She longs to ask, but fears the answer.And that's the history. Mellisande remains, for now, in Sandpoint, balanced on the razor's edge between staying and leaving, between clinging to the life she's known and striking out to seek something new. It would only take the lightest touch of fate's wind to tip her over, one way or the other...[/sblock]

Possible pic. Delete the weasel.
Paranoid-Gnome-82366762


And the image link I put in isn't working for some reason. Yay Enworld2! Here's the raw URL:
Trouble-making Gnome by =Asheltots on deviantART
 
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jkason

First Post
Saktouk, half-orc monk

Saktouk.gif
Code:
[B]Name:[/B] Saktouk
[B]Class:[/B] Monk 1
[B]Race:[/B] Half-Orc
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Irori

[B]Str:[/B] 16  +3 (5p.)      [B]Level:[/B] 1        [B]XP:[/B] 0/2000
[B]Dex:[/B] 14  +2 (5p.)      [B]BAB:[/B] +0         [B]HP:[/B] 21/21 (1d8+5**)
[B]Con:[/B] 13  +1 (3p.)      [B]CMB:[/B] +3         [B]Dmg Red:[/B] -
[B]Int:[/B] 10  +0 (2p.)      [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 16  +3 (5p.)      [B]Init:[/B] +4*        [B]Spell Save:[/B] -
[B]Cha:[/B] 10  +0 (0p.)      [B]ACP:[/B] 0          [B]Spell Fail:[/B] -

* Shriikirri-Quah Totem Spirit 
** Toughness (+3 HP +1 per HD)
** +8 racial @ 1st level

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +0    +0    +3   15
[B]Touch:[/B] 15              [B]Flatfooted:[/B] 13

Special: Deflect Arrows (negate 1 ranged attack / round if aware)


                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +0         +2
[B]Ref:[/B]                       2    +2         +4
[B]Will:[/B]                      2    +3         +5


[B]Weapon                  Attack   Damage*    Critical[/B]
Unarmed Strike............+3.....1d6+3.........x2
Unarmed Strike, flurry...+1/+1..1d6+3/1d6+3....x2
Kama......................+3.....1d6+3.........x2
Kama, flurry.............+1/+1..1d6+3/1d6+3....x2
Siangham..................+3.....1d6+3.........x2
Siangham, flurry.........+1/+1..1d6+3/1d6+3....x2
Dagger....................+3.....1d4+3.........19-20/x2
Dagger, thrown............+2.....1d4+3.........19-20/x2, range 10'
Sling.....................+2.....1d4+3.........x2, range 50'


[B]Languages:[/B] 
Common
Shoanti

[B]Abilities:[/B]

--Half-Orc--

* +2 Str & Wis, -2 Int
* Darkvision 60 ft.
* Weapon proficiency: Greataxe & falchion
* Weapon familiarity: any "orc" titled weapon = martial
* Orc Ferocity: 1/day (disabled one round past 0 HP)
* Orc Blood
* Language choices: Droconic, Giant, Gnoll, Goblin, Abyssal
* Favored Class: Druid
* +8 HP at 1st level

--Monk--

* Weapons: club, crossbow (light or heavy), dagger, handaxe,
javelin, kama, nunchaku, quarterstaff, sai, shortspear,
short sword, shuriken, siangham, sling, spear.
* Add Wis bonus to AC
* Flurry of Blows (-2)
* Unarmed damage: 1d6


[B]Feats:[/B] Toughness(1st level)
Improved Unarmed Strike (Bonus Monk)
Deflect Arrows (Bonus Monk 1st)
Shriikirri-Quah Totem Spirit (Campaign bonus)

[B]Skill Points:[/B] 4       [B]Max Ranks:[/B] 1
[B]Skills                   Ranks  Mod  Misc  Total[/B]

--Class (+3 bonus)--
Acrobatics.................1....+2....+3....+6
Climb......................1....+3....+3....+7
Perception.................1....+3....+3....+7
Ride.......................0....+2....+2*...+4
Stealth....................1....+2....+3....+6

* Shriikirri-Quah Totem Spirit

[B]Equipment:               Cost  Weight[/B]

--Worn / Carried--
Backpack..................2gp....2lb
Belt pouch................1gp....1/2lb
Sling......................--....--
Sling bullets (10)........1sp....5lb
Kama......................2gp....2lb
Siangham..................3gp....1lb
Dagger....................2gp....1lb
Monk's Outfit.............--.....--


--In Backpack--
Bedroll...................1sp....5lb
Flint & Steel.............1gp....--
Rations (5 days)........2.5gp....5lb
Rope, hempen (50 ft)......1gp....10lb
Waterskin.................1gp.....4lb


[B]Total Weight:[/B]35.5lbs      [B]Money:[/B] 4gp 3sp


                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                76   153   230   460   1150

[B]Age:[/B] 16
[B]Height:[/B] 6'2"
[B]Weight:[/B] 250lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Black (shaved bald)
[B]Skin:[/B] Green



[sblock=Appearance]Saktouk has fully embraced his Shaonti heritage, shaving his head and decorating his body with several tribal tatoos; in fact, he tends to go without sleeves in order to proudly display those on his arms. His orcish traits are mild but obvious: a pale green skin tone, slightly pointed ears, and small fangs jutting upward from his lower jaw. His eyes, however, are the clear blue of his human mother. [/sblock]
[sblock=Background]Dyana was out in search of the perfect flowers for her upcoming nuptual bouquet when she ran afoul of an orcish raiding party. After several months enslaved to the party's leader, the resourceful woman escaped. Her return was celebrated with the wedding she had been stolen away from, a binding blessed almost immediately with a pregnancy. And while he seemed a bit ill when he was born, Saktouk had a healthy weight and cry, and instantly took a special place in his mother's heart.

But as she fed her baby, Dyana noticed his ears seemed to come to a point, and realized the pale green pallor of her son was not illness, but the blood of her former captors. Though she reeled with hatred for the orcs who enslaved her, she could not overcome the urge to protect her child. Knowing that the Shriikirri-Quah would kill Saktouk, she took flight for the second time in her life. Dyana escaped with her baby, her fear of the unknown lands to which she fled overridden by her fear for the safety of her child.

Eventually, she came to take santuary at an Irori monestary. There she raised her son away from judging stares and fear, teaching him the ways of the Shriikirri-Quah, nurturing his humanity. The monks, hoping to assuage Dyana's fear that her son might one day take after his father, taught Saktouk discipline, helping him to channel his raw orcish energies into the more civilized path of the monk. And so Saktouk grew, unaware of the world outside save for the stories and tales his mother told him of his tribe.

Recently, an unexpected fever took Dyana's life, leaving Saktouk feeling lost and alone. Taking the advice of the monks, Saktouk has chosen to begin a quest for a place and sense of self. His first steps put him on a boat which has landed in Sandport. From here he intended to bear news of his mother's death to her tribe. But already he's noticed the stares and whispers. And though the woman he passed on the streets thought perhaps Saktouk could not understand, the young man was well aware of the meaning of the Shoantian curse the Lyrune-Quah muttered behind his back. He's beginning to think that Mother may not have told him all there is to know about his Shoanti heritage, and a vague sense of unease has set in, so that he lingers in Sandport, unsure of his next move.[/sblock]
 
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