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PF2E Fall of Plaguestone Rogue's Gallery


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Kaodi

Adventurer
Name: Silvi Sullenwhither
Ancestry/Heritage: Wellspring Gnome
Background: Missionary
Class/Level: Cleric 1
Size: Small
Alignment: Chaotic Good
Traits: Gnome, Humanoid, Chaotic, Good, Cleric
Deity: Desna
Code:
Ability  Score Mod
STR         8   -1
DEX        10   +0
CON        16   +3
INT        12   +1
WIS        18   +4
CHA        14   +2
AC: 13 = 10 + 0 Dex + 3 Prof + 0 Item
Shield: +2, 3 Hardness, HP 12/12, BT 6

Fort: +6 = + 3 Con + 3 Prof + 0 Item
Ref: +3 = + 0 Dex + 3 Prof + 0 Item
Will: +9 = + 4 Wis + 5 Prof + 0 Item
Notes:

Hit Points: 19
Resistances/Immunites:

Perception: +7 = + 4 Wis + 3 Prof + 0 Item
Senses: Low-light Vision

Class DC: 17 = 10 + 4 Key + 3 Prof + 0 Item

Speed: 25'
Movement Types/Notes:

Melee Strikes
Starknife +3 = + 0 Dex + 3 Prof + Item, Damage 1d4 P - 1 Str + 0 Spec
- Agile, Deadly d6, Finesse, Thrown 20 ft, Versatile S

Ranged Strikes
Starknife +3 = + 0 Dex + 3 Prof + Item, Damage 1d4 P - 1 Str + 0 Spec
- Agile, Deadly d6, Finesse, Thrown 20 ft, Versatile S

Weapon Proficienies
Simple: Trained
Martial: Untrained
Unarmed: Trained
Starknife: Trained

Skills
Code:
Acrobatics    +3 = + 0 Dex + 3 Prof + 0 Item
Arcana        +1 = + 1 Int + 0 Prof + 0 Item
Athletics     -1 = - 1 Str + 0 Prof + 0 Item
Crafting      +1 = + 1 Int + 0 Prof + 0 Item
Deception     +2 = + 2 Cha + 0 Prof + 0 Item
Diplomacy     +5 = + 2 Cha + 3 Prof + 0 Item
Intimidation  +2 = + 2 Cha + 0 Prof + 0 Item
(Scribing) L  +4 = + 1 Int + 3 Prof + 0 Item
(Other) Lore  +1 = + 1 Int + 0 Prof + 0 Item
Medicine      +7 = + 4 Wis + 3 Prof + 0 Item
Nature        +7 = + 4 Wis + 3 Prof + 0 Item
Occultism     +1 = + 1 Int + 0 Prof + 0 Item
Performance   +5 = + 2 Cha + 3 Prof + 0 Item
Religion      +7 = + 4 Wis + 3 Prof + 0 Item
Society       +1 = + 1 Int + 0 Prof + 0 Item
Stealth       +0 = + 0 Dex + 0 Prof + 0 Item
Survival      +4 = + 4 Wis + 0 Prof + 0 Item
Thievery      +0 = + 0 Dex + 0 Prof + 0 Item
Languages: Common, Gnomish, Sylvan, Elven

Ancestry Feats/Abilities
Special 1st:
Heritage 1st: Divine Wellspring/Shield
Feat 1st: First World Magic/Know Direction
Feat 5th:

Skill Feats
Background: Group Impression
2nd:

General Feats
3rd:

Class Feats/Abilities
Feature 1st: Divine Spellcasting
Feature 1st: Divine Font
Feature 1st: Cloistered Doctrine
Feat 1st: Domain Initiate/Dream
Feat 2nd:
Feature 3rd:

Bonus Feats

Inventory
Code:
Worn                    Inv  Blk
Explorer's Clothing           0
Backpack                      0
Belt Pouch                    0
Belt Pouch                    0
Bandolier                     0
Satchel                       0
Waterskin                     1
Readied
Silver Religious Symbol       L
Starknife                     L
Wooden Shield                 1
Other
Explorer's Clothing           L
Bedroll                       L
Flint & Steel                 0
Rations                       L
Soap                          0
Religious Text                L
Healer's Tools                1
Bulk 3 6L, Encumbered 4 = 5 - 1 Str, Maximum 9 = 10 - 1 Str
24 CP, 27 SP, 0 GP, 0 PP

Ethnicty: Gnome
Nationality: Chelaxian
Birthplace: Brastlewark
Age: 53
Gender/Pronouns: Female
Height: 3'2"
Weight: 34 lbs.

Personality
Attitude: Upbeat
Beliefs: Change is life.
Likes: Vivid dreams, visiting new places.
Dislikes: The Bleaching
Catchphrases: "Wow, that will keep my cheeks rosy red!"

Actions/Activities
Name > Traits
- Description
Name >> Traits
- Description
Name >>> Traits
- Description

Free Actions/Reactions
Name <> Traits
  • Trigger
  • Description
Name < Traits
  • Trigger
  • Description

Spell Attack: +7 = + 4 Key + 3 Prof
Spell DC: 17 = 10 + 4 Key + 3 Prof

Cantrip Level: 1
Spell Slots Per Day: 1 - 2 + 3, 2 - 0

Cantrips (typical)
Daze >> S/V, Enchantment, Mental, Nonlethal
- 60 ft, spellcasting modifier mental damage, stun on Will critical failure.
Detect Magic >> S/V, Detection, Divination
- You send out a (30 ft) pulse that registers the presence of magic.
Divine Lance >> S/V, Attack, Evocation
- 30 ft, 1d4 + spellcasting modifier good or chaotic damage.
Light >> S/V, Evocation, Light
- The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch.
Stabilize >> S/V, Healing, Necromancy, Positive
- 30 ft, The target loses the dying condition, though it remains unconscious at 0 Hit Points.

Innate Cantrips
Know Direction >> S/V, Detection, Divination
- You immediately know which direction is north (if it exists at your current location).
Shield > V, Abjuration, Force
- Raise Shield with +1 circumstance bonus to AC, can Shield Block with 5 hardness.

Focus Spells - Focus Points: 1
Sweet Dream >>> M/S/V, Auditory, Enchantment, Linguistic, Mental, Sleep
- With soothing song or tales, you lull the target into an enchanting dream.

Spells (typical)
5x Heal > to >>> M/S/V, Healing, Necromancy, Positive
- Restore 1d8 hp, 1d8 + 8 hp with 30 ft, or 1d8 hp in a 30 ft radius burst, depending on number of actions. Damages undead.

The gnomish city of Brastlewark is renowned for its endless variety, consciously engineered to counteract the tragic condition of the gnomes known as "the Bleaching" . This was the home of the Sullenwhithers, yet the members of the family were well known for Bleaching sometimes even before they began reaching for their middle ages. Members of the Sullenwhithers have often done their best to avoid their fate, none with much success, though some have managed to reach the natural end of their lives as bleachlings.

This was the family that Silvi was born into, and the prospect of Bleaching terrified her. She did not have many friends growing up in Brastlewark, as many regarded her family as practically cursed. She did not have much hope for her future. But then a curious thing happened in her adolescence. On a day she was feeling particularly down, suddenly a figure approached from behind and sat down beside her on the stone steps of the street. It was a human woman, an Iobarian with long, flowing black hair, and she was wearing a heavy looking amulet of Desna around her neck.

The woman asked the young Silvi why she was sad, and Silvi explained her predicament and feelings. The woman then explained that she had been promised by her parents to a man, a lord or warlord of some kind, when she was young. She had no desire to be married to him and so she ran away. And when the man's vassals found her, she ran again, and then again after that, and again after that. In fact, she still had to keep her eyes open because once in a while someone would try to grab her and take her back to those northern lands again, though it was less frequent than it had once been.

The woman said that years ago that she had learned that she could not put all of her dreams on hold because she was afraid of what might come one day. She had to live in the meantime. As she took her amulet from around her neck, she said that when she had seen Silvi she had felt something deep in her saying that this gnomish girl needed something from her. Maybe Desna, the Great Dreamer, could help Silvi the way she had been helped during these last years. She put her amulet in Silvi's hands and said she hoped the gnome would find her someday when she was older, somewhere far away from Brastlewark, happy and healthy.

Life after that was different, though it was hard to explain why at first. Desna was, of course, a well respected deity among gnomes, even if they sometimes kept their admiration muted due to the official Chelaxian religion of diabolicism. But that personal connection she had made meant something, and from a stranger who did not care about the Sullenwhither's "curse" . In time Silvi joined the church of Desna, but it was not in Brastlewark. She left home to find more of herself, she learned more of the power of dreams, and she began to see that perhaps dreams might hold the secret to overcoming the Bleaching. And just as she had been shown this path, she sought out other people in need in her travels. Recently this has brough her to Isger, relatively close to where she was born and grew up, and now she finds herself on a caravan bound for where was it? Almas? It did not really matter of course. It was the journey that gave her life.
 
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Lavina the Fortunate
Female halfling monk 1
Common, NG, Small, Halfling, Humanoid
Perception
+5 (+7 when using the Seek action to sense unseen creatures within 30ft.)
Languages Common, Halfling
Skills Acrobatics +7, Athletics +3, Herbalism Lore +3, Nature +5 (+7 to your check to Treat Wounds, subject to the GM’s determination.), Stealth +7, Survival +5
Str 10 (+0), Dex 18 (+4), Con 16 (+3), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
Other Items purse (15 gp)
--------------------
AC 19; Fort +8; Ref +9; Will +7
HP 19 Hero Points 1
--------------------
Speed 25 feet
Melee [1] fist +7 (agile, finesse, nonlethal), Damage 1d6 bludgeoning
Feats Crane Stance, Halfling Luck, Natural Medicine
Other Abilities flurry of blows, hillock halfling, keen eyes, powerful fist

Appearance: a well-bodied halfling woman halfway between maturity and middle age, with tan skin, chestnut brown hair, and green eyes (a sign of luck amongst many halflings.) Carries no weapons, wears no armor, and when confronted with something dangerous, smiles.

Background: A mystery, except to her. Halfling monastary traditions are rare, as are halfings who seek out other means of unarmed combat.

But there is a rumor amongst what Lavina calls "the tall'un" - meaning any member of mortalkind taller than a halfling - that the halflings hold a special place in the hearts of the gods and other divine forces of the world. They have built no great empires, but they have also never succumbed to the evils of colonialism, either; they lead lives of harmony, reaching few great heights and fewer tragic falls. And so, the luck of the halfling - while impossible to define - feels as real as any spell.

So it would stand to reason that if the halflings earned the ire of the empires of the world, and lost communities to scouring, terrifying dark forces, that karma would right itself and the halflings would either find, or invent - or both at once, because that's the trick with luck, it sometimes needs to be seized - a means of turning fortune into a weapon.

If such a monk tradition exists, Lavina would surely know of it - or else have a few things to teach it.
 

Campbell

Relaxed Intensity
Varen, The Redeemed

Khadira Aris.jpg



Varen has never really known what it is like to have a true home. He had only just settled into the village of Sandpoint with his mother when it was invaded by a marauding force of goblins who burnt their home to the ground. In the chaos of the pitched battle he was separated from the only home he has ever known and fled with his mother to Taldor, but they had little means.

There to see that they were both properly fed, Varen signed on with the White Lions, a mercenary company primarily employed by the Empire. Varen thought he would be a hero of the realm, defending it from great evils, but as the years went by he found himself collecting taxes and quelling dissent by the sword. He knew this was not the way things should be.

One day on his way home he stopped in a temple of Sarenrae to pray and offer alms. His prayers were answered as the image of his goddess appeared before him. After some pleading he took his oaths to the temple priests that day and has attempted to make up for his state sponsored brigandage ever since. The temple took his mother in, but Varen had to keep moving. The White Lions would not be happy about his desertion from their ranks.
 
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Hiromi Kitsune
Female Versatile Human (Tian) Entertainer Rogue Thief Level 1

Alignment
Chaotic Good
Perception (Ex) +6
Languages Common, Elven, & Goblin

AC 17 (Leather); (Nimble Dodge AC 19)
HP 17/17
Speed 25 feet

STR 10 (+0), DEX 18 (+4),CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)

SAVES Fort (Tr) +4; Ref (Ex) +9; Will (Ex) +4

ACTIONS
Dagger
+7; 1d4+4p (agile; finesse; thrown 10'; versatile S) 4/4
Rapier +7; 1d6+4p (deadly d8; disarm; finesse)
Sap +3; 1d6b (agile; nonleathal)
Short Bow +7; 1d6p (range 60'; deadly d10) 20/20 Arrows

REACTIONS
Nimble Dodge
Trigger: You are targeted with a melee or ranged attack by an attacker that you see. Effect: You gain a +2 circumstance bonus to your AC against the triggering attack.

Skills
Acrobatics (Dex) (Tr) +7
Arcana (Int) (Un) +2
Athletics (Str) (Tr) +3 (Assurance 13)
Crafting (Int) (Tr) +4
Deception (Cha) (Tr) +5
Diplomacy (Cha) (Tr) +5
Intimidation (Cha) (Un) +3
Lore (Theatre) (Int) (Tr) +4
Medicine (Wis) (Tr) +4
Nature (Wis) (Un) +2
Occultism (Int) (Un) +3
Performance (Cha) (Tr) +5
Religion (Wis) (Un) +2
Society (Int) (Tr) +4
Stealth (Dex) (Tr) +7
Survival (Wis) (Un) +2
Thievery (Dex) (Tr) +7

Armour & Weapons Training
Trained in light armour & unarmed defense, all simple weapons, plus the rapier, sap, shortbow, and shortsword, unarmed attacks
Rogue Features
Thief
When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage instead of your Strength modifier.
Sneak Attack If you Strike a flat-footed creature with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. Higher Levels - An additional 1d6 damage at 5th, 11th, and 17th levels.
Surprise Attack On the first round of combat, if you roll Deception or Stealth for Initiative, creatures that haven’t acted are flat-footed to you.

Feats
Versatile Human
(Heritage): You gain a level 1 general feat (took Assurance)
Natural Ambition (Ancestry 1): You gain a level 1 class feat (took Twin Feint)
Fascinating Performance (Entertainer BG): When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perfom Action gains the incapacitation trait. You must choose which creature you're trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you are expert in performance, you can fascinate up to 4 observers. Master 10, Legendary, any number watching.
Assurance (Athletics) (Feat 1) You can forgo rolling Athletics to instead receive a final result of 11 (10+ Proficiency Bonus).
Nimble Dodge (Rogue 1) Reaction (You are targeted with an attack an you can see the attacker) You gain a +2 circumstance bonus to your AC against the triggering attack.
Catfall (Skill (Acrobatics) 1) Treat falls as 10 feet shorter. Expert 25 feet shorter; Master 50 feet shorter; If you're Legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
Twin Feint (Rogue 1) 2 Actions: You are weilding two melee weaopns, each in a different hand. Make one Strike wich each of your two melee weapons, both against the same target. The Target is automatically flat-footed against the second attack. Apply MAP normally.
Armour & Weapons
Leather Armour (AC+1; 20sp; 1 bulk)
4x Daggers (1d4p; 8sp; 4L bulk; agile; finesse; thrown 10'; versatile S)
Rapier (1d6p; 20sp; 1 bulk; deadly d8; disarm; finesse)
Sap (1d6b; 1sp; L bulk; agile; nonleathal)
Short Bow (1d6p; 30sp; 1 bulk; range 60'; deadly d10)
20x Arrows (2sp; 2L bulk)
Gear
Backpack (1sp; no bulk (holds 4 bulk))
Bedroll (1cp; L bulk)
2x Beltpouch (8cp; no bulk)
3x Caltrops (9sp; 3L bulk)
Clothes, Ordinary (1sp; L bulk)
Mirror (10sp; no bulk)
14/14 Days Rations (4sp; L bulk)
Thieves Tools (30sp; L bulk)
Waterskin (Full) (5cp; 1 bulk)

Total 137sp, 4cp; Bulk 5.3/5

Money 12sp, 6cp
Background Entertainer
Hiromi is primarily a street performer, a dancer, who has ambitions of becoming a famous adventurer. She is tired of leering men and of ruffians trying to recruit her to their gangs. Sure, she's stolen a coin or two in her time, when she needed to eat, but she's never considered herself much of a thief. That said, she learned how to do it from a master - a goblin named Slippery Moe - who taught her all the tricks of the trade (and the goblin tongue). But she'd rather use those tricks as a Pathfinder and get out of the life and on to glory.

Hiromi.png
 
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