Patreon LogoYour support makes Blue Moon possible (Patreon)

Pathfinder - Souls for Smuggler's Shiv Character Thread

Status
Not open for further replies.

dyll

Super-Earth
Joined
Jan 2, 2013
Location
Dallas
CHARACTER TEMPLATE

Name-

World-Pathfinder

Species-

Age-

Gender-

Sexuality-

Appearance-

Personality-

Skills/Abilities-

Notable Strengths-

Notable Weaknesses-

History-

Equipment-

Goals (Optional)-

Miscellaneous-
 
Name: Hafaga Greatvein

World: Golarion

Species: Dwarf

Age: 22 (in dwarf years)

Gender: Male

Sexuality: Virgin. Not likely to change (though not for lack of trying).

Appearance: Sturdy, with a short face and sparse facial hair. His brow gives the impression that he is concentrating very intensely at all times.

Personality: Called “unfocused” by friends of the family, even everyday tasks explode in Hafaga’s face. He keeps positive in public but grumbles privately about others’ remarks as to his competence. He has yet to find a skill that doesn’t end in surprise manslaughter.

Skills/Abilities: Power attack. Can throw his warhammer. Hates goblins and orcs (they killed his grandmother).

Notable Strengths: Strong and hardy. Can survive in harsh environments.

Notable Weaknesses: A living workplace hazard. Couldn’t talk his way out of a paper sack.

History: Hafaga was raised in Osirion of Garund by a blacksmith father and alcoholic mother who drank excessively during pregnancy. When he came of age, Hafaga’s father passed on the trade. But to his family’s grave disappointment, the basic principles of smithing eluded Hafaga. So he tried his hand at mining, but deemed this a lost cause when his pick flew off the handle and killed another miner on two separate occasions. Reluctantly following the advice of a mentor, he attempted mercantilism, but was demoted to storefront crier after an accidental fire spread from his shop to two adjoining buildings and killed eight bystanders. This failed too when he accidentally decapitated a prospective client with a prop sword. It seemed Hafaga’s hometown held nothing for him. Tiring of the people’s jeers, Hafaga hopped on a boat and set out west to find his calling. However, due to his limited geographical knowledge, he ended up in northeastern Avistan. After an altercation with a prostitute, the local Knights Captain and the Knights Captain’s wife, Hafaga finally obtained a compass and someone to explain it to him. Now he is enjoying a rather lavish cruise en route from Senghor to Sargava… with no idea how he’s going to pay for it.

Equipment: Scale Mail, Warhammer, Heavy Steel Shield, Shortbow w/20 arrows, Adventurer’s Kit, Grappling Hook, Rope, 10 Pitons

Goals: To find a goal.

Miscellaneous: Hire at your own risk.
 
CHARACTER TEMPLATE

Name- Thea Talmarae

World-Pathfinder

Species- Half-Elf

Age- 47

Gender- Female

Sexuality- Virgin, but she ignores gender in relationships.

Appearance- Slender and athletic, around 5' 7" in height and 117 lbs. Golden blond hair extends halfway down her neck in a pixie cut, although it is longer in the front, allowing bangs to frame her face. Light blue eyes accent her partially Elvish features well, though most male eyes wander to... other areas of interest, of which Thea was moderately endowed.

Personality- Thea has never really felt like she belonged anywhere since her mother's death. She has seen enough to be wary of others, but tends to let her guard down around those she considers friends. She has a talent for seeing the root of any given situation, but has a hard time staying unbiased as well. Some consider her impulsive and reckless, but those that know her understand her ability to analyze a situation quickly and accurately. She is usually slow to anger, although any perceived wrong will be quickly mentioned, but she is also slow to trust, thanks to being an outsider most of her life. She tends to be rather stubborn once she's decided to do something.

Skills/Abilities- Thea is fairly talented at weaving and is loved by most creatures, but her love lies with music, particularly singing. Her voice is only rivaled by her ability to survive just about anywhere, a result of a life of wandering. She also has recently begun to train as a Summoner.

Notable Strengths- Thea is very charismatic and intelligent, although the two traits do sometimes combine awkwardly. She also is rather hardy for a Half-Elf.

Notable Weaknesses- The life of a singer is not very demanding strength-wise, and Thea's has been no exception. While she has good stamina, her ability to perform physical tasks is nothing to boast of. Also, being out of touch with others has kept Thea from being socially active.

History- Thea never really had a place to call home. Her mother was an adventurer who happened to be on the wrong end of an Irrational Attraction spell during a visit to the Alijae in the northern Mwangi Expanse, and her father is completely unknown to her, although obviously an Elf. Thea's mother raised her on the road, passing on what knowledge she could until she fell fatally ill during Thea's 19th Summer. Now alone and still somewhat immature, Thea wandered as a traveling singer for 20 years before settling in Senghor for the past eight. Recently, a priest of Gozreh had been making life rather difficult for Thea, until her summoned companion Sahar threatened him during Firstbloom this past year. Shortly after, tensions between her and the priesthood grew to the point that Thea decided to find a new home, and so she set off on a ship bound to Sargava with what money she had.

Equipment- Leather armor, a heavy crossbow w/30 bolts, and a backpack containint a tent, waterskin, six days worth of trail rations, and 11 gold pieces.

Goals- Looking for friends and a new home.

Miscellaneous- tl;dr
 
Name- Sacco

World-Pathfinder

Species- Gnome

Age- 73

Gender- Male

Sexuality- Borderline Pansexual

Appearance- Sacco is fairly standard for a Gnome, short in stature compare to the other races and light enough to creep along steathly. He posseses a goatee of impressive length and darkest of indigo blue, his compexion is that of ash which allows him greater freedom in his occupation. His clothing is typically non descript, he favours darker colours; but never black. He can be found often drinking and smoking a pipe.

Personality- A firebrand Sacco is given over to flights of fancy and displays of herorism in dire moments. When he does not plot he drinks and smokes and indulges in epic poems to keep at bay any depression.

Skills/Abilities- Accurate with a bomb, an able civil and military engineer and the deadliest terrorist Cheliax has ever known.

Notable Strengths- Sacco is quick with his hands and almost as quick with his wits. He is well educated and knows a range of languages, Gnome, Common, Sylvan, Orc, Dwarf and Draconic. In addition he commands some magical ability.

Notable Weaknesses- A short fuce and little strength in a standup fight has made Sacco a mallicious and cruel individual.

History- Born in Corentyn Sacco grew up learning the profession of his father, tell he decided he didn't want to do that. In his youth he dreamed of the knights and their monstrous deeds of strength, forever immortalised in song, and so he ran wild with other youth of the streets, belonging to one gang or another and tussling with all comers. This wildness has never left Sacco, even when he began to earnestly take an interest in the alchemical profession.

Not content with the simple work of an apothocary he studied the arts of destruction. Indulging the violence inside him with mechanical contraptions and explosives. It was at this time that he began to feel the opressing weight of the government and he fled.

From then on he started a campaign of bombings and assassinations against the government of his hometown. Robbing banks to fund his war he was able to maintain his operations for several years, developing a rhetoric to go along with his actions as he went. Lately though things have not been so good and he has been forced to flee, taking passage on the ship Jenivere on its way to Sargava.

Once there he hopes to plead his expertise and continue his war. Failing that he will probably try to topple the local government as well.

Equipment- Cutlass, Dagger, Leather Armour. Alchemist's Kit and Thieves' Tools. Appropriate clothing for warmer climes and a scarf with many concealed pockets. Chalk and Chalk Board. Tobacco Leaf, Pipe and Tindertwigs. Couple bottles of Wine and some pocket change in silver.

Goals (Optional)- The destruction of House Henderthane and the topple of the Cheliax government.

Miscellaneous- Anarchist
 
Nihilistic_Impact said:
1st lvl Gnome - Alchemist Saboteur/Grenadier
HP 10

Attack Melee: 2
Attack Range: 5

CMB: 0
CMD: 14
Flat Footed CMD: 10

AC: 17
Touch AC: 15
Flat Footed AC: 11

Fort: 4
Ref: 6
Will: 1

Init: 6

Weapons
Bomb +5 1d6+3 damage +4 splash


Str 12 +1
Dex 20 +4
Con 14 +2
Int 16 +3
Wis 12 +1
Cha 12 +1

Languages: Gnome, Common, Sylvan, Draconic, Dwarven, Goblin

Skills: Appraise, Craft(Any), 1 Disable Device, Fly, Heal, 1 Knowledge

Arcana, 1 Knowledge Engineering, 1 Perception, Profession, 1 Sleight of

Hand, 1 Spellcraft, Survival, Use Magic Device, 1 Stealth

Skills:
Disable Device +9
Knowledge Arcana +7
Knowledge Engineering +10
Perception +5
Sleight of Hand +8
Spellcraft +7
Stealth +9

7 Points

Size: Small, +1 AC, +1 Attack, -1 CMB/CMD, +4 Stealth
Speed: 20'
Languages: Common, Gnome, Sylvan

Weapon Familiarity: Any "Gnome" weapon is martial

Darkvision: 60'

Master Tinker: +1 Disable Device & Knowledge Engineering

Academician: +2 Knowledge Engineering

Pyromaniac: One lvl higher for Bomb(Fire) Damage, 1st = 2nd, 2nd = 3rd
Chat 11+ 1/day Dancing Lights, Flare, Prestidigitation, Produce Flame
Caster lvl = Character lvl DC = 10+Cha+lvl

Favoured Class: Alchemist +1/2 Bombs

BAB: -
Fort: 2
Ref: 2
Will: 0

Bomb: 1d6

Extracts/Day 1st: 2
Spells Known(5): Detect Secret Doors, True Strike, Cure Light Wounds,

Disguise Self, Reduce Person

Martial Weapons Proficiency(1)

Chameleon Mutagen: +1/2Alchemist lvl(min1) to Stealth, Climb Speed = 1/2

base speed. 10 min/lvl -2 Str

Throw Anything +Int to Bomb damage

1 Feat: Point Blank Shot +1 attack/damage ranged 30'

Traits:
Bandit: +1 Stealth, Class skill
Reactionary: +2 Init

Equipment:
Cutlass 1d4 18-20x2 S
Dagger 1d3 19-20x2 s/p 10ft
Leather Armour +2 Max Dex +6

Alchemist's Kit
Thieves' Tools

Hot Weather Outfit +2 Fort warm/hot weather
Pocketed Scarf +4 Sleight of Hand to conceal small objects

Chalkboard
Chalk

Tobacco Pipe
Tobacco Leaf
Tindertwigs

Bottles of Wine

4sp
And then...

Lilark said:
Level 1 Summoner
Half-Elf
Medium

STR 13 (+1)
DEX 15 (+2)
CON 17 (+3)
INT 18 (+4)
WIS 13 (+1)
CHA 18 (+4) (16 + 2 [Adaptability])

Max HP = 12

Initiative = 2 + Misc

AC = 13 + 1 + 2

Fort Save 3 = 0 + 3
Reflex Save 2 = 0 + 2
Will Save 2 = 2 + 0

Base Attack Bonus = 0
CMB = 0 + 2
CMD = 0 + 2 + 2

Weapons / Abilities:
Heavy Crossbow (1d10 - critx2 [19/20] - 120 ft. range)

Eidolon- An eidolon has the same alignment as the summoner that calls it and can speak all of her languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon her eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane
by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.

The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, she must decide how these points are spent, and they are set until she gains another level of summoner.

The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned.
While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Life Link- Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

Summon Monster I (Sp)- The summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call her eidolon. As a result, she can only use this ability when her eidolon is not summoned. She can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level).

Summoner's Call- You have the power to call your eidolon one additional time per day. Also, whenever you summon your eidolon, you may give it a +2 enhancement bonus to it's Strength, Dexterity, or Constitution. This bonus lasts 10 minutes after the summoning ritual is complete.

Cantrips (Unlimited uses/day)- Light (object shines like a torch), Guidance (+1 on one attack roll, saving throw, or skill check), Mending (minor repairs on object), Open/Close (Opens or closes small or light things)

Level 1 Spells (One use/day)- Rejuvenate Eidolon, Lesser (Heals Eidolon 1d10 + 1/lvl), Mage Armor (Gives subject +4 armor bonus)

Low-Light Vision

Elven Immunities

Elf-Blood

Skills:
Craft: Weaving (8)
Handle Animal (8)
Knowledge: Arcana (8)
Knowledge: Planes (8)
Profession: Singing (8)
Spellcraft (8)
Survival (8)

_____________________________________________________________

And now we get to the Eidolon, Sahar:

Level 1 Eidolon
Eidolon
Medium

STR 14 (+2)
DEX 14 (+2)
CON 13 (+1)
INT 7 (-2)
WIS 10 (0)
CHA 11 (0)

Max HP = 13

Initiative = 2 + Misc

AC = 14 + Natural Armor 2 + 2

Fort Save 3 = 2 + 1
Reflex Save 4 = 2 + 2
Will Save 0 = 0 + 0

Base Attack Bonus = 1
CMB = 1 + 2
CMD = 1 + 2 + 2

Weapons / Abilities:

Bite (1d8 - critx2)

Claws (1d6 - critx2)

Darkvision

Eidolon Evolutions - Bite, Claws, Limbs (Legs) x2, Improved Damage (Bite) (Ups damage of Bite from 1d6 to 1d8), Improved Damage (Claws) (Ups damage of Claws from 1d4 to 1d6)

Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots.

Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.

Alertness - +2 bonus on Perception and Sense Motive checks
And finally...

BlitzKeir said:
Hafaga Greatvein
Neutral Good
Male
Dwarf Fighter
STR 19 (+4)
DEX 13 (+1
CON 19 (+4)
INT 12 (+1)
CHA 7 (-2)

HP 14
Fortititude save 6
Reflex save 1
Will save 3
Attack bonus +1
Skill ranks (per level) - 3

Initiative +1
Melee attack +5 = 4STR + 1 Warhammer bonus
Ranged attack +2 = 1DEX + 1 Warhammer bonus (ranged Warhammer? Rad.)

AC 18 = Armor 5 - Shield 2 - Dex 1 + 10

WEAPON:
Warhammer
1d8 - critical threat 20 - crit x3 - bludgeon damage

Hatred +1 vs Goblins/Orcs
Hardy +1 vs Poision/Spells
Proficient in all armor and weapons

FEATS-
Weapon Focus - Warhammers
Power Attack

SKILLS
Acrobatics +1
Bluff -2
Climb +7
Diplomacy -2
Heal +1
Perception + 1
Ride + 4
Sense Motive +1
Stealth +1
Swim +7

Equipment
49gp
Warhammer
Heavy Steel Shield
Shortbow
arrows (20)
Scale Mail
Adventurer's kit
Grappling hook
Rope
Pitons (10)
 
Name: Vallios | Race: half elf | Class: Druid |
Level: 1 |Height : 6'3 |weight: 140
|Class druid stats
Strength: 18
Dex: 12
Con: 16
Wisdom: 16
Int: 15
Cha: 13
Skills: Handle animal 1, Knowledge nature 1,
Survival 1, Perception 1, heal 1, climb 1
feats: improved initiative
animal companion: Tiger

Name- Vallios

World-Pathfinder

Species- Half-elf

Age- 24

Gender-male

Sexuality- heterosexual

Appearance- Vallios stands at 6'3. Most would call him handsome with his slender but rather well muscled figure. A mane of raven hair hangs down to the waist, kept in several loose catgut braids. A strong jaw line marks his human blood, while high cheek bones and pointed ears hint at his elven lineage. A pair of vivid topaz eyes are probably Vallios' most identifying feature, eyes so bright they seem to gleam even in the darkest of nights. Vallios lacks proper traveling garments, owning only his leather armor and a set of thin fur breeches and thin furred tunic.

Personality- Jaded and untrusting, Vallios is driven in his quest to punish those who abuse nature, starting with the logging company that took over and deforested his beloved grovehome. As a youngling abandoned to the wilds Vallios' personality embodies the harsher side of nature. Survival of the Fittest is the only moral code he abides by.

Skills/Abilities- Vallios is a remarkable tracker and very well versed in the arts of healing (Thanks to years spent tending his own wounds, often near fatal. Animals seem to flock to Vallios, sensing a kindred spirit in him. Skills: Climb 1 (+4), Knowledge nature 1 (+2), heal 1 (+3), perception 1 (+3), survival 1 (+3), Handle animal 1 (+4)

Notable Strengths- Vallios is swift to act and very aware of his surroundings. (Feat: Improved initiative). Being raised in the wilds, Vallios understands animal body language with almost a second sense (Feat: Skill focus Handle Animal)

Notable Weaknesses- When nature is threatened Vallios tends to be rash and illogical, preferring immediate action to contemplative thought.

History- Born to a travelling troupe of half-elven bards, one would think the musical arts would be in Vallios' blood and soul. But on the eve of Vallios' sixth birthday his large and rather extended but quite happy family had been ambushed by passing bandits while reveling in the glory of the summer solstice. The young elvish child barely escaped with his life, hiding in the shelter and security of an ancient oak's gnarled roots. Petrified in terror, Vallios watched silently as the people who'd raised him were slaughtered for what little coin they had. The once tranquil grove they'd decided to camp in for the night was wracked with their screams and the verdant grass became drenched with innocent blood.
That night began Vallios' life as a child of the wilds. For twenty years he lived within the depths of the forest that swallowed his family, growing closer and closer to the natural powers of the world and slipping away from 'civilization.' At the age of nine Vallios tracked a small procession of druids as they moved through his home, coming to stop in his beloved grove. The feral child assaulted the guardians of nature with naught but a crude spear he'd made with his own two hands.
The druids had little problems subduing Vallios, though they were quite astonished when a tiger came hissing and spitting to the boy's rescue. After calming the animal the druids held a brief conference. It was impossible to deny this strange child's deep connection to nature and his affinity for the wilds. So began Vallios' formal training as a druid. Eleven years the druids stayed in that grove with Vallios, teaching him the secret language of their order and the foundations of their craft. When Vallios was strong enough to be gifted the title of "Greenwarden of the Eastern Boughs" the druids departed, leaving him to tend the forest in the solitude that was customary of their order.

On the solstice of Vallios' 20th summer, the bandits who'd slaughtered the ones he held closest made the terrible mistake of re-entering the forest that had become his domain. Roots thicker than a man's arm rose up from the soil, ensnaring the band of marauders. Defenseless, the men languished in fear for hours until an enraged and hungry tiger tore the men limb from limb, one member at a time. That fearsome beast bears the name Gravetooth, and has defended Vallios since his second night within the forest's grasp.

Just three moons ago Vallios silently escorted a young noble girl who'd been seperated from her family on a summer trip over the mountains to visit a neighboring kingdom. For many miles Gravetooth and Vallios kept wordless vigil over the lost child, escorting her as memory lead her back to her parent's home. When she was returned to her family the two departed without waiting for praise or reward. Vallios could sense that the Grove needed him. As Vallios rounded the final bend of that treacherous mountain trail he found it nearly impossible to breathe, the air thick with smoke. Gazing down into the valley below Vallios saw that the grove he'd held sacred, and the forest he'd called home had been harvested callously by what seemed to be an army. Charred earth and dead stumps were all that was left of the Eastern Boughs. On that night Vallios vowed he would punish those who had brought such harm to the world. Now he has set out into the world in search of answers, hungry for vengeance.


Equipment- Spear, buckler, leather armor, 10 days trail rations, a winter blanket, bedroll, tent, backpack, 5 torches. 42 gold.

Goals (Optional)- To bring those who destroyed his home to justice.
Languages: Common, elven, druidic, sylvan, dwarven. Most of Vallios' early childhood was spent in the presence of bards and he spent his early formative years hearing an amalgam of languages on a daily basis. Before the druidic order found Vallios, the sprites of the forest kept jealous watch over him, going so far as to even teach him their fey language so that he could learn their songs and understand 'the pulse of nature.'

HD: 1d8+3 (11 hp)
Spear +2 (1d6)
Class abilities:
Miscellaneous----
HD: 2d8+2 (14 hp)
Gravetooth
Level 1 bad assette (I mean tiger)
Size Medium;
Speed 40 ft.
AC 14
Attack: bite +4, 2 claws +4 (1d6 +2), 2 claws (1d4+1)
Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10;
Special Attacks rake (1d4);
Special Qualities low-light vision, scent.
Skills: stealth 1 acrobatics 1
Feats: weapon finesse
Tricks: Defend, Attack, stay, heel, guard, fetch, track
 
Name: Darian Waverly

World: Pathfinder

Species: Human

Age: 20

Gender: Male

Sexuality: Hetero

Appearance: 5'11", 183 pounds. Purple eyes, Brown hair. Irish descent.

Personality: Calm, Peaceful, Quiet, and Orderly. Lawful Good

Skills/Abilities: Monk. Acrobatics, Stealth, Perception, Sense Motive, Swim, Climb.

Notable Strengths: Strong, swift, and wise.

Notable Weaknesses: Unused to outsiders and magic.

History: Raised in a monastery, with monks for parents, this is his master quest. Having learned the basics, he is to travel the world and learn in order to return home, where he will take a test to become a master.

Equipment: Monk's Outfit, Backpack, Basic Survival Supplies.

Goals: To explore the world.

Miscellaneous: Nothing yet.

Monk. HP: 11, AC: 18,
Str: 15, Con: 17, Dex: 15, Int: 14, Wis: 20, Cha: 10
Feats: Dodge, Mobility, Stunning Fist, Crushing Blow
Abilities: Flurry of Fists, AC Bonus, Monk's Unarmed Strike.
 
Status
Not open for further replies.
Back
Top Bottom