Pathfinder 1E [Canceled] Pathfinder: Giantslayer

Kaodi

Hero
Okay, I think I have the crunch down, and now I just have to write up a personal and racial background of sorts. I think I actually favour this character over Venom right now, though I can play either. This one would be cool in at least he could use any weapons or armour he loots from giant foes.

[sblock=Character Sheet][sblock=RACE]Race: Tuaga du Imbraam
Type: Fey (human) 2 rp
Size: Large (+2 Str, -2 Dex) 7 rp
Base Speed: Normal 0 rp
Ability Score Modifiers: Greater Paragon (+4 Str, -2 Con, -2 Wis) 2 rp
Languages: Xenophobic (Sylvan; Aklo, Common, Elven, Giant) 0 rp
Racial Traits:
Ability Score Racial Traits:
None
Defense Racial Traits:
Fearless 1 rp
Fey Damage Resistance 3 rp
Lesser Defencive Training (Giant) 1 rp
Feat and Skill Racial Traits:
None
Magical Racial Traits:
None
Movement Racial Traits:
None
Offense Racial Traits:
Reach 1 rp
Senses Racial Traits:
None
Weakness Racial Traits:
None
Other Racial Traits:
None

Total: 15 rp

In a vast clearing in an anciest forest thirteen large stone slabs are laid next to one another under darkened skies. Light is cast from torches surrounding the clearing that are in fact thousands of radiant fireflies swarming about. Standing in front of the stone slabs are four enormous legs belonging to two creatures, scales of stone, rising so far into the sky that the light barely reaches their knees. But those present can feel the enormous pressure of their gaze: Imbrex.

Thirteen still figures are carried into the clearing, some male, some female, and are placed on the slabs. Green hair, blue skin, yellow eyes. In stature they seem akin to elves, though there is obviously some gulf between those races. The multitudes assembled for this ritual begin chanting, begining with a low hum and growing steadily louder and more powerful, until the trees shake with their thundering voices.

Suddenly the figures upon the slabs begin to writhe and scream, though the sound is drowned out by the chant. Their limbs begin to stretch and grow, and soon the rest of them follows. Their proportions change, and their very substance seems to grow thinner. Blue skin fades and grows dark, green hair takes on a distinct yellowish tinge, and the colour of their eyes fades away completely leaving just the black centres on white.

Their writhing stops, and screams turn to moans. The chant drones onward. Where once they seemed small upon the stone, they have grown to take up the wholes space. Even so, their bodies have become gaunt even as they grew large.

***

Now their is a battlefield, with a great host of the dreaded fomorians ready to fall upon the ranks of much smaller foes. Sensing a slaughter, the dark giants rumble forwards across the verdant fields. They are answered with a hail of arrows and bolts of fey magic. Only a handful fall; the charge is unabated.

The massive figures approach their tiny foes, but then a war horn sounds, thrumming with powerful fey magic. Just behind the front line of the fey host suddenly hundreds of figures begin to rise up from where they kneeled low. Clad in armour of marble shot through with sparkling veins, armed with spear and shield, they are still small compared to their giant foes. But the difference is not overwhelming, and they step out in front of their allies to meet the charge head on.
[/sblock]

[sblock=CHARACTER]INFORMATION
Name: Galdhabrach
Player: Kaodi
Race: Tuaga du Imbraam
Class: Ranger (Skirmisher) 1
Level: 1
Alignment: Lawful Neutral
Languages: Common, Sylvan
Deity: Imbrex
Size: Large
Gender: Male
Age: 141
Height: 8'-5"
Weight: 488#
Hair Color: Greenish Yellow
Eye Color: White
Skin Color: Light Bluish Grey

ABILITIES
Str: 20 +3 (5 points, +4 racial, +2 size)
Dex: 08 +1 (0 points, -2 size)
Con: 12 +2 (5 points, -2 racial)
Int: 12 -1 (2 points)
Wis: 08 +0 (0 points)
Cha: 10 +0 (0 points)

COMBAT
HP: 12 [d10, +1 Con, +1 FC]
AC: 14 [10 base, -1 Dex, -1 Size, +4 armor, +2 shield]
AC Touch: 8 [10 base, -1 Dex, -1 Size]
Flatfooted: 14 [10 base, -1 Dex, -1 Size, +4 armor, +2 shield]
Init: -1 [-1 Dex]
CMB: +7 [1 BAB, +5 Str, +1 Size]
CMD: 16 [10 base, +1 BAB, +5 Str, -1 Dex, +1 Size]
Fortitude: +3 [2 base, +1 Con]
Reflex: +2 [2 base, -1 Dex, +1 trait]
Will: -1 [0 base, -1 Wis]
Speed: 20'

WEAPON
Club: Attack: +5 [1 BAB, +5 Str, -1 Size], Damage: 1d8+5, Crit: 20, Type: B
Sling (w/Rock): Attack: -2 [1 BAB, -1 Dex, -1 Size, -1 Misc], Damage: 1d4+5, Type: B, Range 50'

ARMOR
Hide: AC: +4, MDB +4, ACP: -3
Heavy Wooden Shield: AC +2, ACP: -2

RACIAL
Abilities: +6 Str, -2 Dex, -2 Con, -2 Wis
Base Speed: 30'
Favored: Ranger (HP)
Fearless (+2 saves vs. fear)
DR 5/Cold Iron
Lesser Defencive Training (+4 Dodge AC vs Giant subtype)
Reach 10'

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

FEATS
Heavy Armour Proficiency

TRAITS
Roll With It - +1 trait bonus to Reflex saves. 1 or 2/day (DM Ruling Required) negate critical hit by giant subtype

creature.


SKILLS 7 [6 base, +1 Int]
Climb +6 (1 rank, +3 CS, +5 Str, -3 ACP)
K (Geography) +4 (1 rank, +3 CS, +0 Int)
Heal +3 (1 rank, +3 CS, -1 Wis)
Intimidate +4 (1 rank, +3 CS, +0 Cha)
Perception +3 (1 rank, +3 CS, -1 Wis)
Survival +3 (1 rank, +3 CS, -1 Wis)
Swim +6 (1 rank, +3 CS, +5 Str, -3 ACP)

CARRYING CAPACITY
Light: 266#
Medium: 532#
Heavy: 800#

EQUIPMENT
Traveller's Outfit (0gp, 0#, worn)
Large Hide Armour (30gp, 50#, worn)
Large Heavy Wooden Shield (14gp, 30#, worn)
Large Club (0gp, 6#, worn)
Large Sling (0 gp 1#, worn)
Large Backpack (4 gp, 4#, worn)
Large Belt Pouch (2 gp, 1#, worn)
Total (50gp, 92#, light)

FINANCES: 0gp

Appearance: Galdhabrach cuts a noble if seemingly worndown figure, with chiselled features on his long face. His sickly

coloured hair is a bit unkept and reaches down just past his shoulders. He has a number of prominent scars on his arms,

chest and legs, and one small one on his nose. Overall he has something of a wild appearance, though that likely owes as

well to his rugged looking gear.

Background: Galdhabrach, more commonly referred to as "Brock" in tongues without some connection to the fey, is fairly certain that he came to the Mortal Plane from the First World many years ago in his youth. For some reason he cannot recall the circumstances, but he remembers the sudden disorientation, strange sensations, and an eery feeling of being lost when he crossed over through some sort of crack in the fabric of the planes.

The fixedness of Golarion was strange to him at first, but he quickly grew to appreciate it. He travelled a round a bit in Western Avistan, not fearing other travellers perhaps as much as have, given that not a few mistook him for some kind of monster. But he made due, and learned the common tongue.

The time came for Brock when he began to feel a longing for his home, but he knows not how he can return. Instead, he seeks to satify another primal urge: to seek out and fight giants, as his ancestors first molded into great warriors to protect their kin had done. This search has brought him to the village of Trunau. The fey giant has heard a rumour that something is about to befall the area, and he has a feeling it will lead him to a suitable end.[/sblock][/sblock]
 
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Fenris

Adventurer
Hi all. I had posted in the initial interest thread, but once the recruitment thread opened, I was a bit busy to really get into the race creation rules. Plus I was lacking some inspiration. However, I found it, going off Tailspinners idea of taking a base race and tweaking it, I made a human/hobgoblin-esque race with strong Roman empire type culture.

[Sblock=Race]
Vanor
Some say the Vanor where the product of some wizard’s experiment to cross hobgoblins and humans. And while they seem to resemble each of those races, the Vanor assert that they were created by their god, Vanitiri. Where ever they came from, they have established a thriving empire in the south. Some people (though not to a Vanor’s face) call them the Ants of the South, because they swarm, build and expand. Indeed, the Vanor are excellent builders, engineers and above all warriors. The legions of the Vallorean Empire are well known for their discipline, courage, and relentlessness.
A typical Vanor stands about six feet tall, with broad shoulders. The tend to darker shades of skin pigment, browns, black, and a few show red and even blue skin colors. Skin color does not denote any status among their society though. The Vanor have pointed ears, sparse facial hair and tend to wear their dark hair short, except for the women, who value very long hair.
While not an overly creative people, the Vanor are very practical, incorporating the knowledge of cultures they conquer. Vanor architecture is usually fairly utilitarian, though as they conquer a culture, newer buildings seem to reflect the new style for a time.
The Vanor revere their soldiers, and all able bodied males are required to serve at least 2 years, in some capacity, be it cook, carpenter or soldier. The Vanor people are known for their ability to work, run and fight without tiring. For the legions, this makes for soldier who will march all day, and still fight with determination.
Race: Vanor
Type: Humanoid 0 rp
Size: Medium 0 rp
Base Speed: Normal 0 rp
Ability Score Modifiers: Flexible 2 rp
Languages: Standard 0 rp
Racial Traits:
Ability Score Racial Traits: +2 Con, +2 Dex
None
Defense Racial Traits:none
Feat and Skill Racial Traits:
Advanced Strength 4 rp
Static Feat: Endurance 2 RP
Skill Bonus: +2 Kn (Engineering) 2 rp
Magical Racial Traits:
None
Movement Racial Traits:
Fleet footed 3 RP
Offense Racial Traits:
Senses Racial Traits:
Darkvision 60 feet 2RP
Weakness Racial Traits:
None
Other Racial Traits:
None

Total: 15 rp
[/sblock]

[sblock=CHARACTER]
INFORMATION
Name: Tram
Player: Fenris
Race: Vanor
Class: Fighter (Tactician)
Level: 1
Alignment: Lawful Neutral
Languages: Common, Vanorian, Orc, Giant
Deity: Vanitiri
Size: Medium
Gender: Male
Age: 18
Height: 6'-2"
Weight: 200#
Hair Color: Black
Eye Color: Brown
Skin Color: Reddish-brown

ABILITIES
Str: 16 +2 (5 points +2 racial)
Dex: 14 +2 (2 points, +2 racial)
Con: 14 +2 (2 points +2 racial)
Int: 13 +1 (3 points)
Wis: 12 +1 (2 points)
Cha: 8 -1 (-2 points)

COMBAT
HP: 13 [d10, +2 Con, +1 FC]
AC: 17 [10 base, +2 Dex, +3 armor +2 shield]
AC Touch: 12 [10 base, +2 Dex]
Flatfooted: 13 [10 base, +3 armor]
Init: +6 [+2 Dex, +2 Fleet footed +2 Reactionary]
CMB: +4 [1 BAB, +3 Str]
CMD: 16 [10 base, +1 BAB, +3 Str, +2 Dex]
Fortitude: +4 [2 base, +2 Con]
Reflex: +2 [0 base, +2 Dex]
Will: +2 [0 base, +1 Wis, +1 Trait]
Speed: 30'

WEAPON
Gladius: Attack: +5 [1 BAB, +3 Str, +1 WF), Damage 1d6+3, Crit 19-20, Type SP
Hopeknife: Attack +5 [1 BAB, +3 Str, +1 MW), Damage 1d4+3, Crit 19-20, 10’ range, Type SP

ARMOR
Studded Leather: AC: +3, MDB +5, ACP: -1

RACIAL
Abilities: +2 Str, +2 Con, +2 Dex
Base Speed: 30'
Favored: Fighter (HP)
Fleet Footed: Gain Run feat, +2 Init
Darkvision 60 ft.
Skill bonus: +2 Kn (engineering)
Bonus Feat: Endurance


CLASS: Fighter
Armor/Weapons: Light and medium armor and light and heavy shields / all simple and martial weapons
Strategic Training

FEATS
Run
Endurance
Weapon Focus (Short sword) +1 bonus with short sword attack


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

DRAWBACK
Pride: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you

SKILLS 5 [4 base, +1 Int,]
Climb +3 (0 rank, +0 CS, +3 Str)
Handle Animal -1 (0 rank, +0 CS, -1 Cha)
Intimidate +3 (1 rank, +3 CS, -1 Cha)
Kn (Engineering) +7 ( 1 rank, +3 CS +1 Int, +2 race)
Kn (geography) +5 (1 rank, +3 CS, +1 Int)
Linguist +5 (1 ranks, +3 CS, +1 Int)
Ride +2 (0 ranks, +0 CS, +2 Dex)
Survival +5 (1 rank, +3 CS, +1 Wis)
Swim +3 (0 rank, +0 CS, +3 Str)

CARRYING CAPACITY
Light: 76#
Medium: 153#
Heavy: 230#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
Hopeknife (Masterwork dagger) (0 gp, 1# worn)
Gladius (15 gp, 3# worn)
Studded Leather (25gp, 20#, worn)
Heavy wooden shield (7 gp, 10# carried)
Backpack (2gp, 2#, back)
Total (49gp, 36#, light)

FINANCES: 1 gp

Appearance: Tram is a tall young Vanor. Like most Vanor men, he is broad shouldered and muscular, though he would be counted as exceptional were he back in a true training camp. He has the reddish skin of his mother. His black hair is cut short. His lower jaw sticks out just slightly more than a human, and if he forgets to tuck them under his upper lip, his lower canines do protrude slightly. Tram wears clothes that are Tranau styled, he would like to wear more traditional Vanorian clothes, but there are none to be found.


Tram.jpg


Background:
Bertram (Tram) Kivenzi
Tram is the son of a Vallorean spice merchant. His father Bertram, who goes by Bert (which is why Tram doesn’t go by Bert), was injured as a young man and so wasn’t able to enter the legions. Bert moved with his young wife far to the north. There he set up caravans that would bring Vanorian spices from the south. Tram suspects that he moved so far to escape the shame of not serving his required army service. Tram like all young Valor aspires to be a legionnaire, but he feels as though he lives in exile in Trunau. Tram isn’t technically a citizen of Vallorea, having been born in Trunau, and so he can’t enroll in the training camps back in Valoria anyway. That hasn’t stopped him from dreaming and working towards his dream.
He has read everything he can about the Vallorean empire, the legions and and their tactics. He made a wooden sword and practiced whatever he could. He stole spices from his father’s shop and traded them to any wandering soldier who passed through Trunau for training and gear and advice. Once, an old vanorian legionnaire came through, and Tram was able to buy an honest to goodness real Vanorian gladius from him, and got lots of very good advice from him. That gladius is his prized possession, even more than the hopeknife. Tram does feel some conflict about that. He knows that he is a Vanor, and feels the pull to head south and become a legionnaire. But he also grew up here, has friends here and a sense of loyalty and protection for the people. Bert discovered the extensive loss of spice then and punished Tram. Tram took the beating stoically, but when his father took that gladius, that was the final straw. Tram had long been ashamed of his father for not having been a soldier (Tram, much like many young men is very hotheaded, overly prideful and doesn’t understand that life doesn’t always work as you wish it. Bert had enlisted, his injury was severe enough that he was honorably discharged, but Tram has never really asked and made snap assumptions). Tram is determined to bring honor back to his family name (even though it never really lost it). He left his home, and joined the Trunau militia determined to earn a name for himself, and get enough training to petition to be admitted to one of the training camps back in Vallorea and become a legionnaire.
[/sblock]
 


G

Guest 11456

Guest
Submissions:
kinem - Town Giant Warpriest [Divine]
isidorus - Beastman Witch [Arcane]
Scotley - Lupin Brawler [Martial]
Kaodi - Peakrider Alchemist (Vivisectionist) [Arcane]
convenience_storeMan - Human Druid [Divine]
Kaodi - Tuaga du Imbraam Ranger (Skirmisher) [Martial]
Fenris - Vanor Fighter (Tactician) [Martial]

Martial: 3 submissions
Skilled: 0 submissions
Divine: 2 submissions
Arcane: 2 submissions

Game canceled due to insufficient submissions.
 

Kaodi

Hero
I can whip up a skilled submission in no time flat if that is specifically what we are missing. Would you consider a one day extension for that purpose?

Related: What classes are you counting as "skilled" ? Any one with a base of 6 skill points or higher per level?
 
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Fenris

Adventurer
Ditto. While a martial character is indeed my preferred type of character, I do enjoy playing rogues. I too could have a submission ready by tomorrow, should you be willing to reconsider the game.
 

SelcSilverhand

First Post
I've had a lot of fun following the character creation thread. The monster race ideas have been pretty cool and I love the mechanism! I'm going to talk my DM into letting us try something similar for our next game.
 

Fenris

Adventurer
Ok, if [MENTION=11456]Tailspinner[/MENTION] will resonsider, I have a skilled character that I am very happy with.

[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, they are fey, 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.

Race: Fey Changeling
Type: Fey 2 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
None
Defense Racial Traits:
Fey Damage Resistance (DR5/Cold iron) 3 RP
Feat and Skill Racial Traits:
Skilled 4 RP
Flexible Feat 4 RP
Nimble Attacks 2 RP
Magical Racial Traits:
None
Movement Racial Traits:
Offense Racial Traits:
Senses Racial Traits:
Low light vision 60 feet 0 RP (From Fey type)
Weakness Racial Traits:
None
Other Racial Traits:
None

Total: 15 rp
[/sblock]

[sblock=CHARACTER]
INFORMATION
Name: Thom Millerson
Player: Fenris
Race: Fey Changeling
Class: Rogue
Level: 1
Alignment: Neutral
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: 16 +3 (5 points, +2 racial)
Con: 8 -1 (0 points -2 racial)
Int: 14 +2 (2 points +2 racial)
Wis: 12 +1 (2 points)
Cha: 13 +1 (3 points)

COMBAT
HP: 8 [d8, -1 Con, +1 FC]
DR: 5/Cold Iron
AC: 15 [10 base, +3 Dex, +2 armor]
AC Touch: 13 [10 base, +3 Dex]
Flatfooted: 12 [10 base, +2 armor]
Init: +5 [+3 Dex, +2 Reactionary]
CMB: +0 [0 BAB, +0 Str]
CMD: 13 [10 base, +0 BAB, +0 Str, +3 Dex]
Fortitude: -1 [0 base, -1 Con]
Reflex: +5 [2 base, +3 Dex]
Will: +2 [0 base, +1 Wis, +1 Trait]
Speed: 30'

WEAPON
Hopeknife: Attack +4 [0 BAB, +3 Dex, +1 MW), Damage 1d4, Crit 19-20, 10’ range, Type SP

ARMOR
Leather: AC: +2, MDB +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
Skilled +1 SP/lvl
Nimble Attack: Weapon Finesse
Fey Damage Reduction DR 5/Cold Iron



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


DRAWBACK
Dependent: Whenever you fail a Diplomacy check, you become shaken for 1 hour.


SKILLS 11 [8 base, +2 Int +1 Race,]
Acrobatics +7 (1 rank, +3 CS, +3 Dex)
Bluff +5 (1 rank, +3 CS, +1 Cha)
Climb +4 (1 rank, +3 CS, +0 Str)
Diplomacy +5 (1 rank, +3 CS, +1 Cha)
Disable Device +6 (1 rank, +3 CS, +2 Int)
Escape Artist +7 (1 rank, +3 CS, +3 Dex)
Handle Animal +1 (0 rank, +0 CS, +1 Cha)
Intimidate +1 (0 rank, +0 CS, +1 Cha)
Kn (Local) +6 (1 rank, +3 CS, +2 Int)
Perception +5 (1 rank, +3 CS, +1 Wis)
Ride +3 (0 ranks, +0 CS, +3 Dex)
Sleight of Hand +7 (1 rank, +3 CS, +3 Dex)
Sense Motive +5 (1 rank, +3 CS, +1 Wis)
Stealth +7 (1 rank, +3 CS, +3 Dex)
Swim +0 (0 rank, +0 CS, +0 Str)

CARRYING CAPACITY
Light: 33#
Medium: 166#
Heavy: 100#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
Hopeknife (Masterwork dagger) (0 gp, 1# worn)
Leather (10gp, 10#, worn)
Thieves Tools (30 gp, 1# carried)

Total (50gp, 12#, light)

FINANCES: 0 gp

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.




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]
 

Kaodi

Hero
[sblock=Character Sheet][sblock=RACE]Race: Spiritkin
Type: Outsider (native) 3 rp
Size: Medium 0 rp
Base Speed: Normal 0 rp
Ability Score Modifiers: Standard (+2 Str, -2 Con, +2 Cha) 0 rp
Languages: Standard 0 rp (Common + Abyssal, Aquan, Auran, Celestial, Ignan, Inferal, Terran)
Racial Traits:
Ability Score Racial Traits:
None
Defense Racial Traits:
Lesser Spell Resistance 2 rp
Natural Armor 2 rp
Feat and Skill Racial Traits:
Sneaky 5 rp
Magical Racial Traits:
None
Movement Racial Traits:
Fast 1 rp
Offense Racial Traits:
Claws 2 rp
Senses Racial Traits:
None
Weakness Racial Traits:
None
Other Racial Traits:
None

Total: 15 rp

Spirits worshipped in some parts of Tian will from time to time will liason, after a fashion, producing a child that while

mostly human in form is also something more. The children, named descriptively the spiritkin, often find themselves

burdened with a lonely existence, are of a sort with beings such as aasimar and tieflings.[/sblock]

[sblock=CHARACTER]INFORMATION
Name: Liminal "Lim" Muhrat
Player: Kaodi
Race: Spiritkin
Class: Ninja
Level: 1
Alignment: Neutral
Languages: Taldane, Tian
Deity: None
Size: Medium
Gender: Male
Age: 23
Height: 5'8"
Weight: 161
Hair Color: Grey
Eye Color: Pale Blue
Skin Color: Light Brown

ABILITIES
Str: 12 -1 (0 points, +2 racial)
Dex: 15 +3 (7 points)
Con: 10 +1 (2 points, -2 racial)
Int: 11 +2 (1 points)
Wis: 10 +0 (0 points)
Cha: 14 +0 (2 points, +2 racial)

COMBAT
HP: 9 [d8, +0 Con, +1 FC]
AC: 15 [10 base, +2 Dex, +2 armor, +1 natural]
AC Touch: 12 [10 base, +3 Dex]
Flatfooted: 13 [10 base, +2 armor, +1 natural]
Init: +2 [2 Dex]
CMB: +1 [0 BAB, -+ Str]
CMD: 13 [10 base, +0 BAB, +1 Str, +2 Dex]
Fortitude: +0 [0 base, +0 Con]
Reflex: +4 [2 base, +2 Dex]
Will: +0 [0 base, +0 Wis]
Speed: 40'

WEAPON
2 Claws: Attack: +2 [0 BAB, +2 Dex], Damage: 1d4+1, Crit: 20, Type: BS
Kusarigama: Attack +1 [0 BAB, +1 Str], Damage: 1d3+1 or 1d6+1, Crit: 20, Type: S or B, Grapple/Reach/Trip

ARMOR
Lamellar Cuirass: AC: +2, MDB +4, ACP: 0

RACIAL
Type: Outsider (native)
Abilities: +2 Str, -2 Con, +2 Cha
Base Speed: 30'
Favored: Ninja (HP)
Darkvision 60'
Fast Movement +10'
Natural Armor +1
Spell Resistance 6 + character level
Sneaky (+4 bonus to Stealth)
2 Claws 1d4

CLASS: Ninja
Armor/Weapons: Light armour / simple weapons plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword,

shuriken, siangham, and wakizashi
Poison Use
Sneak Attack +1d6

FEATS
Weapon Finesse - Use Dex instead of Str on attack rolls with light weapons.

TRAITS
Orphaned By Giant - +1 trait bonus attacks rolls and +2 trait bonus to critical confirmation rolls against creatures with

the giant subtype.

SKILLS 6 [4 base, +2 Int]
Acrobatic +6 (1 rank, +3 CS, +2 Dex)
Climb +5 (1 rank, +3 CS, +1 Str)
Disable Device +6 (1 rank, +3 CS, +2 Dex)
Escape Artist +6 (1 rank, +3 CS, +2 Dex)
Linguistic +4 (1 rank, +3 CS, +0 Int)
Perception +4 (1 rank, +3 CS, +0 Wis)
Stealth +10 (1 rank, +3 CS, +2 Dex, +4 misc)
Swim +5 (1 rank, +3 CS, +1 Str)

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

EQUIPMENT
Traveller's Outfit (0gp, 0#, worn)
Lamellar Cuirass (15gp, 8#, worn)
Kusarigama (12 gp, 3#, worn)
Backpack (2gp, 2#, worn)
Total (29gp, 13#, light)

FINANCES: 11gp

Appearance: In most respects Lim appears to a reasonably attractive if rather ordinary looking human male. He has a round

face and lean body. However, despite his youthful age his hair appears to have gone gray very prematurely. Oh, though his

teeth are a bit pointier than one should expect and his fingers and toes end is stout, sturdy claws.

Background: Liminal's story is in many ways his mother's story. The daughter of an Osiriani scholar of some reknown and his

Varisian wife, a storyteller he had met in his many travels, as a young woman Lim's mother had journeyed with her parents

across the ocean on an expedition to Tian. She spent much time in the company of her mother and their host there, but some

times she would get to wander into the nearby woods. And it was there she came into contant with a mysterious spirit that

would become Lim's "father" .

For nine months this produced a rather significant scandal, but when Liminal was born and the truth of his mother's story

was verified by a Tian scholar given a few tell tale features, the furor died down a bit. Liminal's family stayed in Tian

for a number of years, and the young boy came to be fluent in both the tongue his family spoke amongst themselves and that

of the land of his birth. But the day came when his mother's parents decided enough was enough and they were heading back

to Avistan and Garund.

Liminal's grandfather's work brought to the lands occupied by the Shoanti for a time, but one day tragedy struck:

unbeknownst to any of them a different, more foul spirit, an oni, had taken notice of Liminal and his mother and followed

them across the world. Taking a form like that of a terrible ogre, the oni had commandeered a small tribe of ogres and

launched an assault on the village where Liminal's family was staying. Both his mother and his aging grandparents were

slain in the attack, but the oni was not able to get his hand on the young Lim, who was saved by a companion of his

grandfather's who had journeyed with them from Tian.

This companion was of a scholar, but he was more than he seemed as well. He had recognized the oni, and afterward had

decided he must teach the young Liminal some of the arts of the lands the oni traditionally preyed on, such that he might

one day be able to protect himself.

Several years have passed, and Lim has become proficient in the ways of the Tian ninja, but he not crossed paths again with

the oni. That said, in this part of the world ogres and giants of other sorts are quite common, and if Liminal bears a

vendetta against giantkind, he may soon have the chance to act upon it.
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