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[RG] Pathfinder: Giantslayer
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<blockquote data-quote="Fenris" data-source="post: 6635561" data-attributes="member: 2820"><p><strong><span style="color: #008000">Thom</span></strong></p><p></p><p>[Sblock=Race]</p><p>Fey Changeling</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Race: Fey Changeling</p><p>Type: Humanoid 0 rp</p><p>Size: Medium 0 rp</p><p>Base Speed: Normal 0 rp</p><p>Ability Score Modifiers: Standard 0 rp</p><p>Languages: Standard 0 rp</p><p>Racial Traits: </p><p>Ability Score Racial Traits: +2 Dex, +2 Int, -2 Con</p><p>Defense Racial Traits:</p><p>Lucky, Lesser 2 RP</p><p>Feat and Skill Racial Traits:</p><p>Flexible Feat 4 RP</p><p>Static Bonus Feat (Weapon Finesse) 2 RP</p><p>Magical Racial Traits:</p><p>Envoy 1 RP</p><p>Spell-like Ability, Lesser Invisibility 1/day 2RP</p><p>Senses Racial Traits:</p><p>Low light vision 60 feet 1 RP</p><p>Total: 12 rp</p><p>[/sblock]</p><p>[sblock=CHARACTER]</p><p>INFORMATION</p><p>Name: Thom Millerson</p><p>Player: Fenris</p><p>Race: Fey Changeling</p><p>Class: Rogue</p><p>Level: 1</p><p>Alignment: Chaotic Good</p><p>Languages: Common, Sylvan, Giant, Orc</p><p>Deity: </p><p>Size: Medium</p><p>Gender: Male</p><p>Age: 18</p><p>Height: 5'-6"</p><p>Weight: 130#</p><p>Hair Color: Blond</p><p>Eye Color: Violet</p><p>Skin Color: Pale</p><p></p><p>ABILITIES</p><p>Str: 10 +0 (0 points)</p><p>Dex: 18 +4 (10 points, +2 racial)</p><p>Con: 10 +0 (2 points -2 racial)</p><p>Int: 16 +3 (5 points +2 racial)</p><p>Wis: 12 +1 (2 points)</p><p>Cha: 14 +2 (5 points)</p><p></p><p>COMBAT</p><p>HP: 9 [d8, +0 Con, +1 FC]</p><p>AC: 16 [10 base, +4 Dex, +2 armor]</p><p>AC Touch: 14 [10 base, +4 Dex]</p><p>Flatfooted: 12 [10 base, +2 armor]</p><p>Init: +6 [+4 Dex, +2 Reactionary]</p><p>CMB: +0 [0 BAB, +0 Str]</p><p>CMD: 14 [10 base, +0 BAB, +0 Str, +4 Dex]</p><p>Fortitude: +1 [0 base, +0 Con +1 Race]</p><p>Reflex: +7 [2 base, +4 Dex +1 Race]</p><p>Will: +3 [0 base, +1 Wis, +1 Race +1 Trait]</p><p>Speed: 30'</p><p></p><p>WEAPON</p><p>Short sword: Attack: +4 [0 BAB, +4 Dex], Damage: 1d6+0, Crit: 19, Type P</p><p>Short bow: Attack: +4 [0 BAB, +4 Dex], Damage 1d6, Crit:x3, Range 60’, Type P</p><p>Dagger : Attack: +4 [0 BAB, +4 Dex], Damage: 1d4+0, Crit: 19, Range: 10’, Type P or S</p><p>Hopeknife: Attack: +5 [0 BAB, +4 Dex, +1 MW], Damage 1d4+0, Crit: 19, Range: 10’, Type P or S</p><p></p><p></p><p></p><p>ARMOR</p><p>Leather armor: AC: +2, MBD +6, ACP +0</p><p></p><p>RACIAL</p><p>Abilities: +2 Dex, +2 Int, -2 Con</p><p>Base Speed: 30'</p><p>Favored: Rogue (HP)</p><p>Low Light vision 60 ft.</p><p>Flexible Bonus Feat</p><p>Envoy (1/day: Comprehend Languages, Detect Magic, Detect Poison, Read Magic)</p><p>Bonus Racial Feat: Weapon Finesse</p><p>Spell-like Ability: Invisibility once per day (caster level = character level)</p><p></p><p></p><p></p><p>CLASS: Rogue</p><p>Armor/Weapons: All simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Light armor</p><p>Sneak attack: +1d6 if Flank or denied dex</p><p>Trapfinding </p><p></p><p>FEATS</p><p>Weapon Finesse (use Dex for to hit)</p><p>Combat Expertise</p><p>Improved Feint (feint as a move action)</p><p></p><p></p><p>TRAITS</p><p>Trunau native: Hopeknife, + 1 Will saves</p><p>Reactionary: +2 Initiative</p><p></p><p></p><p>SKILLS 11 [8 base, +3 Int]</p><p>Acrobatics +8 (1 rank, +3 CS, +4 Dex)</p><p>Appraise +3 (0 rank, +3 Int)</p><p>Bluff +6 (1 rank, +3 CS, +2 Cha)</p><p>Climb +4 (1 rank, +3 CS, +0 Str)</p><p>Craft +3 (0 rank, +3 Int)</p><p>Diplomacy +6 (1 rank, +3 CS, +2 Cha)</p><p>Disable Device +9 (1 rank, +3 CS, +3 Int +2 Tools)</p><p>Disguise +2 (0 ranks, +2 Cha)</p><p>Escape Artist +8 (1 rank, +3 CS, +4 Dex)</p><p>Fly +4 (0 ranks, +4 Dex)</p><p>Heal +1 (0 ranks, +1 Wis)</p><p>Intimidate +2 (0 rank, +0 CS, +2 Cha)</p><p>Kn (Local) +7 (1 rank, +3 CS, +3 Int)</p><p>Perception +5 (1 rank, +3 CS, +1 Wis)</p><p>Perform +2 (0 ranks, +2 Cha)</p><p>Ride +4 (0 ranks, +0 CS, +4 Dex)</p><p>Sleight of Hand +8 (1 rank, +3 CS, +4 Dex)</p><p>Sense Motive +5 (1 rank, +3 CS, +1 Wis)</p><p>Stealth +8 (1 rank, +3 CS, +4 Dex)</p><p>Survival +1 (0 ranks, +1 Wis)</p><p>Swim +0 (0 rank, +0 CS, +0 Str)</p><p></p><p>CARRYING CAPACITY</p><p>Light: 33#</p><p>Medium: 66#</p><p>Heavy: 100#</p><p></p><p>EQUIPMENT</p><p></p><p>Explorer's Outfit (0gp, 0#, worn)</p><p>Leather Armor (10gp, 15#, worn)</p><p>Shortsword (10gp, 2#, belt)</p><p>Hopeknife (0 gp, 1#, cord around neck)</p><p>2 Daggers (4 gp, 2#, Inside right boot, one back of belt)</p><p>Shortbow (30 gp, 2#, across back)</p><p>Quiver 20 arrows (1 gp, 3 #, on back)</p><p>MW Thieves Tools (100 gp, 2#, case inside shirt)</p><p>Backpack (2gp, 2#, back)</p><p>Treasure (42 gp, pack)</p><p>Total (240 gp, 29#, light)</p><p></p><p>Total (?gp, )#, light)</p><p></p><p>FINANCES: 240 gp</p><p>[/sblock]</p><p></p><p>[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]</p><p></p><p>[sblock=Background]</p><p>Background:</p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p> [/sblock]</p><p>[sblock=Portrait]</p><p>[ATTACH]68741[/ATTACH]</p><p>[/sblock]</p><p>[sblock=Stat Block]</p><p><span style="color: #008000">Thom</span></p><p>AC: 16 (12 flat-footed, 14 touch)</p><p>HP: 9/9</p><p>CMB: +0 CMD: 14</p><p></p><p>Fort: +1 Reflex: +7 Will: +3</p><p>Perception: +5 Sense Motive: +5</p><p>Initiative: +6</p><p></p><p>Current Weapon in Hand: Shortsword</p><p>Current Conditions in Effect: None</p><p></p><p>Spell-like Abilities: 1/day: Comprehend Languages, Detect Magic, Detect Poison, Read Magic, Inivisibility</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Fenris, post: 6635561, member: 2820"] [B][COLOR="#008000"]Thom[/COLOR][/B] [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] [ATTACH=CONFIG]68741._xfImport[/ATTACH] [/sblock] [sblock=Stat Block] [COLOR="#008000"]Thom[/COLOR] 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] [/QUOTE]
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