Angvar Thestlecrit

Andrin Valdemar's page

147 posts. Alias of John Hathaway.


Race

retired

About Andrin Valdemar

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Andrin Valdemar
AN-drin VAL-de-mar
Human Shaman 1
Ht: 5'10" // Wt: 135 lbs // Age: 31
Favored Class: Shaman (+1 hp/lvl)
Alignment: Lawful Good
Languages: Common (Varisian), Azlanti

==============STATS=============
Str: 10 (+0) // Dex: 12 (+1) // Con: 11 (+0)
Int: 12 (+1) // Wis: 18 (+4) // Cha: 14 (+2)
================================

Base Stats (20 pt buy):

Str 10
Dex 12 (2 pts)
Con 11 (1 pts)
Int 12 (2 pts)
Wis 16 (10 pts)
Cha 14 (5 pt)
+2 Wis (racial)

Combat Info
HP: 9 (8 + 1 (favored class)
BAB: +0
CMB: +0
CMD: 11
Initiative: +1
Speed: 30

AC: 16 (11 T / 15 FF) (+5 armor, +1 dex)
Fort: +0 (0 base + 0 con)
Ref: +1 (0 base + 1 dex)
Will: +6 (2 base + 4 wis)

Equipment
Coins: 3gp 9sp
Quarterstaff
Dagger
Crossbow, light
Bolts (20)
Scale mail
Spell component pouch
Backpack
Bedroll
Noble's outfit
Signet ring

starting gear:

Quarterstaff ... free
Dagger ... 2gp
Crossbow, light ... 35gp
Bolts (20) ... 2gp
Scale mail ... 50gp
Spell component pouch ... 5gp
Backpack ... 2gp
Bedroll ... 1sp
Noble's outfit ... free
Signet ring ... 5gp

Starting Gold: 105gp
Spent: 101.1gp
Remaining: 3.9gp

Shaman Class Abilities
Spirit: Life
Spirit Ability: Channel (1d6 / 1+Cha mod times per day)
Spirit Spells: detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th)
Hexes: gained @ level 2
Spirit Animal: Tycho

Traits, Feats, and Skills
Traits: Favored Son (campaign), Merchant (social)
Feats: Extra Channel (Hu), Selective Channel (Lvl 1), Alertness (Spirit Animal)
Racial Traits:bonus feat, +1 skill point/lvl

Detailed Traits:

Favored Son (Ameiko) (Campaign): You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. Ameiko is one of Sandpoint’s most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you’re guaranteed a place to eat and sleep for free. She’s got lots of great contacts with merchants as well, and she’ll sell any of your loot for you.
Benefit: You gain an additional 10% over the amount of gp you normally would get from selling off treasure.

Merchant (Social): You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.

Detailed Feats:

Extra Channel: (Prereqs: Channel Energy)
Benefit: You can channel energy two additional times per day.

Selective Channel: (Prereqs: Channel Energy)
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Alertness: Prereqs: n/a
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Detailed Skills:

Skill Points/level: 6 = 4(class) +1(Int) +1(race)
class skill // Armor Check Penalty = 2 // Total Ranks: 6

Acrobatics: +7 = +0(ranks) +1(dex) -2(ACP)
Appraise: +6 = +1(ranks) +3(trained) +1(int) +1(trait)
Bluff: +2 = +0(ranks) +2(cha)
Climb: +0 = +0(ranks) +0(str) -2(ACP)
Craft (): +1 = +0(ranks) +1(int)
Diplomacy: +6 = +1(ranks) +3(trained) +2(cha)
Disable Device: +1 = +0(ranks) +1(dex)
Disguise: +2 = +0(ranks) +2(cha)
Escape Artist: +2 = +0(ranks) +1(dex) -2(ACP)
Fly: +2 = +0(ranks) +1(dex) -2(ACP)
Handle Animal: +4 = +0(ranks) +4(wis)
Heal: +4 = +0(ranks) +4(wis)
Intimidate: +2 = +0(ranks) +2(cha)
Knowledge (arcana): +1 = +0(ranks) +1(int)
Knowledge (dungeoneering): +1 = +0(ranks) +1(int)
Knowledge (engineering): +1 = +0(ranks) +1(int)
Knowledge (geography): +1 = +0(ranks) +1(int)
Knowledge (history): +1 = +0(ranks) +1(int)
Knowledge (local): +6 = +1(ranks) +3(trained) +1(int) +1(trait)
Knowledge (nature): +1 = +0(ranks) +1(int)
Knowledge (nobility): +1 = +0(ranks) +1(int)
Knowledge (planes): +5 = +1(ranks) +3(trained) +1(int)
Knowledge (religion): +5 = +1(ranks) +3(trained) +1(int)
Linguistics: +1 = +0(ranks) +1(int)
Perception: +4 = +0(ranks) +4(wis)
Perform (): +2 = +0(ranks) +2(cha)
Profession: +4 = +0(ranks) +4(wis)
Ride: +2 = +0(ranks) +1(dex) -2(ACP)
Sense Motive: +5 = +0(ranks) +4(wis) +1(trait)
Sleight of Hand: +1 = +0(ranks) +1(dex)
Spellcraft: +5 = +1(ranks) +3(trained) +1(int)
Stealth: +2 = +0(ranks) +1(dex) -2(ACP)
Survival: +4 = +0(ranks) +4(wis)
Swim: +0 = +0(ranks) +0(str) -2(ACP)
Use Magic Device: +2 = +0(ranks) +2(cha)

Background:
Andrin is a tall, trim man who carries his head high. Always polite but never arrogant, he takes great pride in what his grandfather helped establish and he tries very hard to live up to his grandfather's legacy. He has always excelled at his studies, especially mathematics, but his clumsy interactions with people, more pointedly the fairer sex, have discouraged him over the years. As such, Andrin is quick to hide behind what he is most familiar with - manners and etiquette. Despite his social shortcomings, Andrin has always been the advocate for his family's employees. He has developed a reputation for expecting excellence from those in his family's employ, but also for making great effort to ensure that hard work was suitably rewarded.

Andrin's life grew slightly more complicated just this past summer when he accompanied a shipment across the waves for a rather important client in Magnimar. During what should have been a routine voyage, the vessel was caught up in a violent storm and Andrin found himself blasted from the deck and thrust beneath the chopping waves.

The sailors managed to pull Andrin from the water, but they were too slow. Andrin had drown.

About an hour after pulling Andrin's body from the water, the sailors were awestruck when Andrin staggered back out onto the deck. Some believed some foul magics were at work and Andrin found it terribly difficult convincing them that he was not some undead monstrosity.

According to Andrin, after he fell into the water and the world went dark, a being of warm light approached him. In a voice he could only describe as soundless music - melodies he felt more than heard - the voice assured him that there was yet greatness for his family to accomplish, though it would take him far from his family's home in Sandpoint.

The following morning, Andrin arose to find that a window in his stately cabin had somehow opened during the night and a majestic, noble looking hawk was perched on the sill, watching him intently. He sensed that same soundless music behind the hawk's gaze and found himself drawn to the strange animal. Oddly reassured by its presence, and it seeming strangely content in his own, Andrin spent more and more of the voyage safe in his cabin and less time out on the deck. By the time he'd returned to Sandpoint, the strange hawk he'd taken to calling "Tycho" was comfortably perched on his left shoulder.

Since his return, Andrin has felt a stirring in his heart for an inexpressible... something as his mind wanders and draws his gaze beyond the walls of Sandpoint. He doesn't know how, but he's sure the chance to truly make his grandfather proud is just on the horizon.

Macros:

[spoiler=Status]
HP: 12/12
AC: 16 (11 T / 15 FF)
CMD: 11
F/R/W: +0/+1/+6
Channels used: 0/5

Spells Prepared:
Orisons (4) - dancing lights, daze, know direction, read magic
Level 1 (1+1) - charm person [ ], sleep [ ]
Spontaneous Slots: Level 1 [ ] (detect undead)

Ongoing Effects

[/spoiler]

[dice=Concentration]1d20+4[/dice]
[dice=Light Crossbow]1d20+1[/dice][dice=for]1d8[/dice]
[dice=Quarterstaff]1d20[/dice][dice=for]1d6[/dice]
[dice=Dagger]1d20[/dice][dice=for]1d4[/dice]