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Thousand Bones

Garand Stone-of-the-Moon's page

471 posts. Alias of Set.

Full Name

Garand Blood Hand (Stone of the Moon)




Cleric (of Erastil) 8


(AC 19/t14/ff18, hp 62 of 68)


M (5' 11", 185 lbs.)



Special Abilities

orisons, channel positive energy, calming touch, animal companion, speak with animals, unity




the Horned Huntsman (Erastil)




Shoanti, Elven, Sylvan, Varisian, Terran, Auran, Minkai


guide, animal handler

Strength 12
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 18
Charisma 13

About Garand Stone-of-the-Moon

Current status

Garand Blood-Hand
Male human (Shoanti) Cleric (of Erastil) 8

NG Medium humanoid
Init +5; Senses Perception +13

AC 19, touch 14, flat-footed 18 (+5 armor, +3 shield, +1 Dex)
hp 68 (8d8+24) (2nd level, rolled 2, took 4.5, 3rd level, rolled 7, 4th level, rolled 5, 5th level, rolled 5, 6th - 5, 7th - 5, 8th - 5)
Saves Fort +10, Ref +5, Will +15/+16

Spd 30 ft.
Melee morningstar +7 (1d8 b/p), cold iron dagger +7 (1d4+1s or p/19-20)
Ranged mw (+1 str) composite longbow +7 (1d8+1p/x3)
Special Attacks
Spells CL 8th, concentration +13 (-/4+2+1d/3+1+1d/3+1+1d/2+1+1d)
Spells Prepared
4th- aura of doom (Will DC 18/19), holy smite (Will DC 18/19)), summon nature's ally IV (animals only)D, +1
3rd- blindness/deafness (Will DC 17/18), invisibility purge, summon totem creature, dominate animalD, +1
2nd- communal protection from evil, delay poison, lesser restoration x2, shield otherD
1st- deadeye's lore, burning disarm (Ref DC 15/16), cause fear (Will DC 15/16), liberating command, murderous command (Will DC 15/16), blessD, +1
0- guidance, light, purify food & drink, stabilize
Domains Animal and Community

*clerics of Erastil can summon celestial elk as SM or SNA 2 and celestial dire boars as SM or SNA 3.

Dragon-hunting spells
Spells Prepared
4th- communal protection from energy, terrible remorse (Will DC 18)), summon nature's ally IV (animals only)D
3rd- communal resist energy x2, prayer, dominate animalD
2nd- admonishing ray x2, spear of purity x2, shield otherD
1st- burning disarm (Ref DC 15), command (Will DC 15), liberating command, remove fear, blessD
0- guidance, light, purify food & drink, stabilize

1st - burning disarm, liberating command, deadeye's lore, murderous command, remove fear
2nd - communal protection from evil, silence, spiritual weapon
4th - aura of doom

Summon Totem Creature, shoanti specific 3rd level cleric/druid spell summons a small air elemental, small earth elemental or 1d3 eagles for hour, takes 10 minutes to cast.

Str 12, Dex 12, Con 14, Int 13, Wis 18/20, Cha 13
[2 + 2 + 3 + 3 + 7 + 3 = 20, +2 Wis, +1 Con at 4th, +1 Wis at 8th]

Base Atk +6; CMB +7; CMD 18

Traits Rescued (Koya)

or Childhood Crush (Sandru) or Student Survivalist (Shalelu), depending on what others choose

Feats Boon Companion, Toughness, Improved Initiative, Iron Will, Selective Channeling
Campaign Bonus Feat Cosmopolitan (+2 languages (Elven, Varisian), Handle Animal and Survival as class skills)

next Great Fortitude, then Human Versatility feat for extra hit points from FC

Skills (2 +1 (human), +1 (favored class), +1 (Int bonus) = 5)
Appraise (Int) 1 (+5),
Craft (alchemy, Int) 0 (-),
Craft (armorsmith, Int) 0 (-),
Craft (weaponsmith, Int) 0 (-),
Diplomacy (Cha) 4 (+8),
Handle Animal (Cha) 8 (+12),
Heal (Wis) 1 (+8/+9),
Knowledge (arcana, Int) 1 (+5),
Knowledge (history, Int) 1 (+5),
Knowledge (nature, Int) 1 (+5),
Knowledge (nobility, Int) 0 (-),
Knowledge (planes, Int) 0 (-),
Knowledge (religion) 1 (+5),
Linguistics (Int, Terran, Auran, Minkai) 3 (+7),
Perception (Wis, CC) 8 (+12/+13),
Profession (gardener) 1 (+7),
Ride (Dex, CC) 2 (+3),
Sense Motive (Wis) 2 (+9/+10),
Spellcraft (Int) 1 (+5),
Survival (Wis) 5 (+12/+13),
armor check penalty -1

+1 Perception, +1 Handle Animal, Linguistics (Terran), Profession (gardener), Sense Motive
+1 Handle Animal, +1 Perception, Appraise, Knowledge (religion), Spellcraft
+2 Linguistics (Auran, Tien/Minkai), +1 Handle Animal, +1 Perception, Knowledge (arcana)
+1 Perception, +1 Handle Animal, +1 Diplomacy, +1 Survival, 1 Knowledge (history)
+1 Perception, +1 Handle Animal, +1 Diplomacy, +1 Survival, +1 Sense Motive
+1 Perception, +1 Handle Animal, +1 Survival, Ride, Knowledge (nature)
+1 Diplomacy, +1 Handle Animal, +1 Perception, +1 Ride, +1 Survival

Languages: Shoanti, Sylvan, Varisian / Terran, Auran, Minkai

Advancement: Craft Wondrous Item, Extra Channel, +1 Int, Fast Learner (ARG), Additional Traits?

Caravan Roles

Cook (profession - gardener), Driver (handle animal), Fortune-Teller (able to cast divination spells), Guard (BAB +1), Healer (heal), Hero (PC), Scout (survival), Spellcaster (cast spells), Trader (diplomacy)

SQ channel positive energy (4d6, DC 15, 4/day), orisons, spontaneous curing

Domain powers
Add knowledge (nature) as a class skill
Speak With Animals for 8 rounds / day
Animal Companion at 4th level (cleric level -3),
Calming Touch - 8/day touch as a standard action to cure 1d6+1/2 levels nonlethal damage and remove fatigued, shaken or sickened conditions.
Unity - 1/day when a spell or effect affects self and one or more allies within 30 ft., you can allow them to use your save modifier instead of their own, before they roll (+1/day per 4 levels after 8th)

Load 41.5 lbs; Lt 0-43 lbs., Med 44-86 lbs, Hvy 87-130 lbs.

Expendables wand of cure moderate wounds (CL 3, 16 charges, 1440 gp), scroll of remove disease (CL 5, 375 gp),
scroll of restoration (CL 7, 700 gp), 2x potions of cure moderate wounds (CL 3, 300 gp), potion of lesser restoration (CL 3, 300 gp)

Other Gear lesser rod of metamagic extend (3000 gp, 4 lbs), +1 mithril chain shirt (+5 AB, 2100 gp, 10 lbs, 0 ACP), +1 darkwood shield (+3 SB, 1257 gp, 5 lbs, 0 ACP), morningstar (1d8 b/p/x2, 8 gp, 6 lbs), cold iron dagger (1d4 P/19-20, 2 gp, 1 lb), +2 cloak of resistance and shawl of life-keeping (5500 gp, 1 lb), cold weather garments (0 gp, 7 lbs), sleeves of many garments (200 gp, 1 lb), handy haversack (2000 gp, 5 lbs), spell component pouch (5 gp, 2 lbs), belt pouch (1 gp, ½ lb), 2 platinum rings for shield other (1 worn by Théoden, 50 gp)

Ranged MW Comp Longbow (+1 Str) (500 gp, 4 lbs, 1d8+1 P/x3, 100 ft.), quiver w/20 arrows (1 gp, 3 lbs)

Light source Ioun torch (dull gray ioun stone w/continual flame, 135 gp)

In haversack;
3 Alchemist's Fire (60 gp, 3 lbs)
extra Holly and Mistletoe (-, -)
spare spell component pouch (5 gp, 2 lbs)
Healer's Kit (50 gp, 1 lb)
Weapon Cord (AA, 1 sp, -, attached to longbow)
Wandermeal (AA, 10 days worth, 3 sp, -)
Trespasser's Boot (AA, 8 sp, 2 lbs)
5 cold weather outfits (7 lbs each, 40 gp)
5 pairs of snowshoes (4 lbs each, 25 gp)

Racial +2 Wisdom, +1 Feat, +1 skill point / level, Favored Class: Class (bonus taken for skill points)

The megalo-elk;

Stag Spirit – Large Animal; Speed 50 ft.; AC 26 (+4 Dex, +9 natural armor, +4 chain barding, -1 size); hp 66 (7d8+35); Saves Fort +9, Ref +9, Will +4 (+8 vs. enchantment spells and effects); Attack gore +10 (3d6+6), 2 hooves +5 (1d4+3); Special Attacks powerful charge (6d6+9); BAB +5; CMB +12; CMD 26 (30 vs. trip); Ability Scores Str 22, Dex 18, Con 18, Int 2, Wis 15, Cha 5; SQ low-light vision, scent, link, share spells, Evasion, Devotion; Feats Armor Proficiency (light), Toughness, Endurance, Improved Natural Attack (gore); Skills (6) Acrobatics 1 (+8), Perception 2 (+7), Stealth 0 (+0), Survival (CC) 2 (+3), Swim 1 (+10); Tricks Combat Training, Track, Work, Attack Unusual Beasties, +1 Dex at 4 HD

[oc]stag spirit full attack[/oc]
[oc]gore[/oc] [ice]1d20+10[/ice]
[oc]hoof 1[/oc] [ice]1d20+4[/ice]
[oc]hoof 2[/oc] [ice]1d20+4[/ice]

[oc]gore damage[/oc] [ice]3d6+6[/ice]
[oc]hoof 1 damage[/oc] [ice]1d4+3[/ice]
[oc]hoof 2 damage[/oc] [ice]1d4+3[/ice]

[oc]stag spirit powerful charge[/oc]
[oc]powerful charge[/co] [ice]1d20+12[/ice]
[oc]gore damage[/oc] [ice]6d6+9[/ice]

Celestial Elk (SM 2)

Celestial Elk; Medium Animal, Init +3; Senses darkvision 60 ft., low-light vision; Perception +7; AC 13, touch 13, flat-footed 10 (+3 Dex); hp 15 (2d8+6); Fort +6, Ref +8, Will +2; Speed 50 ft.; Melee gore +3 (1d6+2), 2 hooves -2 (1d3+1); Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7; Base Atk +1; CMB +3; CMD 16 (20 vs. trip); Feats Lightning Reflexes, Run; Skills Perception +7; SQ Acid, Cold, Electricity Resistance 5, Spell Resistance 6, Smite Evil against one target for +2 damage for duration of encounter 1/day

Celestial Dire Boar (SM 3)

Celestial Dire Boar; Large Animal, Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +12; AC 15, touch 9, flat-footed 15 (+6 natural, -1 size); hp 42 (5d8+20); Fort +7, Ref +4, Will +2; Speed 40 ft.; Melee gore +8 (2d6+9); Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 8; Base Atk +3; CMB +10; CMD 20 (24 vs. trip); Feats Improved Initiative, Skill Focus (Perception), Toughness; Skills Perception +12; SQ Ferocity, Damage Reduction 5/evil, Acid, Cold, Electricity Resistance 10, Spell Resistance 10, Smite Evil against one target for +5 damage for duration of encounter 1/day

Appearance Garand is surprisingly lean of frame, with a broad chest, but an otherwise slender build. Unlike most Shoanti, and in the tradition of the shamen of his people, he does not shave his head and wears his straight black hair long, and has no body art or tattoos, due to his youth. He has the dark mistrusting eyes of a typical Shoanti, and generally has a humorless expression, a trademark of his people, exacerbated by his own mistrusted status, even among them. His skin is darkened by the sun, and his most distinguishing feature is his mangled left hand, which is servicable to hold a shield, grip a spear or bow, or even work the gestures of his magics, but appears somewhat grisly, with two fingers that never healed back into a normal position and are frozen in a claw-like position, and scar tissue all over the back of his hand and up his forearm, from where the bear literally tore the skin from his arm in her dying attack. He has matching gouges along his ribs and belly, and the side of his knee, from her claws, which his shamanic tutor 'cleaned' with volcanic ash, leaving terrible angry red scars, as signs of his initiation into the shamanic tradition.

Backstory Garand was mockingly named ‘Stone of the Moon,’ in his youth, as his mother was of the Shunder-Quah, and his father of the Lyrune-Quah. Their joining was not approved by the Quahs (or their parents), and his father died trying to prove himself before his son was born. His mother in turn died giving birth to him, on a night when the moon hung low and bloated in the night sky, the color of blood, agreed upon by all to be a terrible omen. The child was left with no father, no mother, and considered by others of the Spire Clan, among whom he was raised, his age to only be ‘half a man,’ as his blood was not pure. Shoanti tradition has it that the moon is made of light, not stone, and so ‘stone of the moon’ could be seen as a Shoanti term meaning ‘no such thing.’ And so he was named, for something that should not exist, as he was generally regarded to be.

Feeling that his people had abandoned him, he flouted their ways, embracing the civilized god Erastil’s teachings, seeking in them a sense of community that had been denied him by the circumstances of his birth, and ignoring the ways and traditions of his people, save as they served him, so that his stubbornness led to those who had scorned him eventually having valid reason to do so.

When he approached the shaman, as his body approached adulthood, and told her that he sought to learn the ways of the godspeaker, she spat on the ground and told him to forge his own understanding with the bear-spirit, directing him towards a cave where such a totem spirit might be found, but offering him no other counsel. (While he does not know this, she treated him no differently than any other who would ask to follow in her footsteps. It is never an easy path to walk…)

He approached the cave, his heart hammering in his heart, having already seen the signs of the bear’s residence in the tracks and spoor outside, wondering if the old woman had sent him here merely to feed her totem’s hunger. The smell of blood filled his nostrils, and he stepped into the cave to see the bear within, rising from having just delivered herself of a single cub. In a rage, she surged forward and he barely had time to set his spear to receive her charge before she was upon him. The spear sank deep, and then was torn from his hands as it failed to slow her advance, and he was hurled to the ground by what felt like an avalanche, her fangs sinking into his hand and forearm, thrust up to ward her away from his throat, as he fumbled for a knife and stabbed and stabbed and stabbed again into her unresisting bulk. Long minutes passed, a blur of blood and fire and pain, before he realized that she had not killed him, but was lying dead atop him, having given too much of her strength to bring her cub into the world, and only surviving his initial spear thrust by a thread.

He lost consciousness for a time, awakened only by the sound of the squalling cub, trying to suckle from the rapidly cooling body of its mother, and he was struck by the similarity between this cub’s life and his own, to never know his mother, or his father.

His hand seemed to hang by shreds of flesh from his forearm, nearly torn free by the single bite the she-bear had managed to deliver, and he had to labor to turn her body so that the cub might suckle one last time from his mother’s milk. He bound his hand as best he could, and gathered up the cub when it had drunk its fill, and returned to the old woman, to take his place as her apprentice, earning the new name, ‘Blood-Hand,’ from the gruesome sight of his mangled hand.

Two winters have passed since that day, and with the medicine and magic he learned from his teacher, his hand is healed enough to be usable, although it still is somewhat malformed, and covered with scar tissue. The orphaned cub has grown slowly, denied proper feeding from much of its own youth, but Garand also recognizes that the bears growth is somehow being magically slowed, as his life-patterns become entwined with his own, so that he grows in time with the development of Garand’s spirit.

Despite the begrudging acceptance he has found since he became a bear-shaman in truth, Garand still bears no great love for his people or their ways, and has chosen to walk forth into the world of the civilized men, from which he learned the words of the great horned hunter they name Erastil, god of community and of the hunt. He still seeks the family that he feels was denied him, and has chosen to make it from those like himself and his bear companion, who have no close family of their own, or who reject the ways of their family and choose to walk alone.

After a time in Kaer Maga, which he found a spiritually toxic place, where the people with their many babbling tongues and perverted notions of right and wrong hide their shame from the sky above beneath vast ceilings of stone, he found his way south, serving as guard and guide to a caravan led by a Varisian man, Sandru, that he felt laughed too much to be trusted (an overreaction from his previous experiences in Kaer Maga, where there was a knife behind every smile).

Just as the caravan reached Sandpoint, Goblins attacked, and he found himself caught up in the battle, separated from bear-spirit and confused. He slew one, but another cut his leg with a rusty bit of metal, and he fell to be trampled by a panicking horse. He woke to Koya's chanting, which he clung to like a rope, dragging him from the dark waters of the underworld. Bear-spirit was there, having fared much better, and he recognized Koya as a shaman like his companion, and allowed her to perform her healing magics upon Garand, although he allowed no one else to approach. Garand feels that he owes Koya a life-debt, that will not be easily repaid.

Recovering in Sandpoint, allowed to stay in the then-empty lodgings of Shalelu, he found several people whose stories intrigued him and spoke to his own struggles with family and finding one's place in the world, such as Ameiko, exotic woman from an exotic land, not only without kin, but separated from her own people and their ways by uncounted miles, and wise Koya, who seems to have blossomed at an age where most would wither, excited by the prospect of no longer living the life that had been set down for her, and travelling far, to see instead the wonders of the world. Bold Sandru increasingly turns away from the plans his family have for the future, wishing to chart his own path, and the elf Shalelu has turned away not only from a different culture, but a different people entirely, to live among a race that must, at times, seem alien to her.

He respects and admires Koya, with her youthful soul and hard-won wisdom, and Sandru, whose cheerful demeanor he has come to see is a mask that hides a heart heavy with the weight of his family's expectations, and Shalelu, who takes the world on her own terms, like a proud hunting cat, coming and going as she pleases.

Ameiko remains a mystery to him, and one that has not yet piqued his interest.


Bear stats;
Bear Spirit - Medium Animal; Speed 40 ft.; AC 18 (+2 Dex, +4 natural armor, +2 leather armor); hp 34 (4d8+16); Saves Fort +6, Ref +6, Will +2; Attack bite +8 (1d6+5), 2 claws +8 (1d4+5); BAB +3; CMB +8; CMD 19; Ability Scores Str 20, Dex 14, Con 16, Int 2, Wis 12, Cha 6; SQ low-light vision, scent, Evasion; Feats Armor Proficiency (light), Toughness; Skills Acrobatics 0 (+3), Climb 1 (+8), Perception 1 (+5), Stealth 0 (+2), Survival (CC) 1 (+2), Swim 1 (+8); Tricks Combat Training, Track, Attack Unusual Beasties, +1 Con at 4 HD

[oc]bear spirit full attack[/oc]
[oc]bite[/oc] [dice]1d20+8[/dice]
[oc]claw 1[/oc] [dice]1d20+8[/dice]
[oc]claw 2[/oc] [dice]1d20+8[/dice]

[oc]bite damage[/oc] [dice]1d6+5[/dice]
[oc]claw 1 damage[/oc] [dice]1d4+5[/dice]
[oc]claw 2 damage[/oc] [dice]1d4+5[/dice]

Old crap, no longer relevant


Summoned Pack Spirit (Augmented riding dog)
Riding Dog; Medium Animal, Init +2; Senses low-light vision, scent; Perception +8; AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural); hp 17 (2d8+8); Fort +7, Ref +6, Will +1; Speed 40 ft.; Melee bite +5 (1d6+5 plus trip); Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 6; Base Atk +1; CMB +5; CMD 17 (21 vs. trip); Feats Skill Focus (perception); Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Summoned Sky Spirit (Augmented eagle)
Eagle; Small Animal, Init +2; Senses low-light vision; Perception +10; AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size); hp 7 (1d8+3); Fort +5, Ref +4, Will +2; Speed 10 ft., fly 80 ft. (average); Melee 2 talons +3 (1d4+2), bite +3 (1d4+2); Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7; Base Atk +0; CMB +1; CMD 13; Feats Weapon Finesse; Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

Summoned Cinder Spirit (Augmented fire beetle)
Fire Beetle; Small Vermin, Init +0; Senses low-light vision; Perception +0; AC 12, touch 11, flat-footed 12 (+1 natural, +1 size); hp 6 (1d8+2); Fort +4, Ref +0, Will +0; Speed 20 ft., fly 30 ft. (poor); Melee bite +3 (1d4+2); Str 14, Dex 11, Con 15, Int -, Wis 10, Cha 7; Base Atk +0; CMB +1; CMD 11 (19 vs. trip); Skills Fly -2; SQ luminescence (10 ft. radius)

Summoned Malice Spirit (Augmented mite)
Mite; Small fey; Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +5; AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size); hp 5 (1d5+2); Fort +2, Ref +3, Will +3; Speed 20 ft., climb 20 ft.; Melee dagger +2 (1d3+1); Ranged dart +2 (1d3+1); Str 12, Dex 13, Con 15, Int 8, Wis 13, Cha 8; Base Atk +0; CMB +0; CMD 11); Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Racial Modifiers +4 Sleight of Hand, +4 Stealth; SQ hatred (+1 to attack rolls against dwarves or gnomes), light sensitivity, vermin empathy +4, prestidigitation at will, doom (DC 10) 1/day

Summoned Blood Spirit (Augmented stirge)
Stirge; Tiny magical beast; Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +1; AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size); hp 7 (1d10+2); Fort +4, Ref +6, Will +1; Speed 10 ft., fly 40 ft. (average); Melee touch +7 (attach); Str 7, Dex 19, Con 14, Int 1, Wis 12, Cha 6; Base Atk +1; CMB +3 (+11 grapple when attached); CMD 11 (19 vs. trip); Feats Weapon Finesse, Skills Fly +8, Stealth +16; SQ blood drain, diseased

Summoned Hunger Spirit (Augmented giant centipede)
Giant Centipede; Medium vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 7 (1d8+3); Fort +5, Ref +2, Will +0; Speed 40 ft., climb 40 ft.; Melee bite +2 (1d6+1 plus poison); Str 13, Dex 15, Con 16, Int -, Wis 10, Cha 2; Base Atk +0; CMB +1; CMD 13 (can't be tripped); Feats Weapon Finesse; Skills Climb +10, Perception +4, Stealth +10; Racial Modifiers +4 Perception, +8 Stealth
Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Summoned augmented Earth Elemental
Augmented Small Earth Elemental; Small Outsider (elemental), Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 17, touch 10, flat-footed 17 (-1 Dex, +7 natural, +1 size); hp 17 (2d10+6); Fort +6, Ref -1, Will +3; Speed 20 ft., burrow 20 ft., earth glide; Melee slam +8 (1d6+6); Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11; Base Atk +2; CMB +6; CMD 15); Feats Improved Bull Rush, Power Attack; Skills Appraise +1, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7; SQ earth glide, earth mastery, elemental traits, outsider traits


The questions;

1. Why are you in Sandpoint? Are you visiting or a local?
2. Which NPC are you connected to?
3. How would you describe your personality?
4. What will your character contribute to the group?
5. What are your plans for your character mechanically? I don't need to know a level-by-level progression, but where are you taking him/her?
6. What is your day job?

1. Garand is trying to find a place in the world, preferably with other people who aren't 'fitting in' and lack a sense of community. He's originally from the Storval Plateau, but was drawn by the lure of an endless expanse of water, which, to him, seemed like a fantasy told by travellers.

"My homeland lies beyond the terrible stone city of Kaer Maga, and I had to come down from the highlands through the twisted paths beneath that place. I had heard many strange legends, of a place where the water was like the plains, endless and always moving, crashing against the rocks, as if to batter them down. A place where all rivers met their end, and I wished to see this 'ocean,' and so I followed the rivers, and found my way here."

2. To be decided. I see him most strongly connected to Koya (if he takes the Rescued trait), who might represent the mother he never knew, or Sandru (if he takes the Childhood Crush trait), who might represent a part of himself that he doesn't yet understand that *also* prompted him to feel out of place among his tribesmen.

"Goblins attacked Sandpoint, and I found myself caught up in the battle, separated from bear-spirit and confused. I slew one, but another cut my leg with a rusty bit of metal, and I fell to be trampled by a panicking horse. I woke to Koya's chanting, which I clung to like a rope, dragging me forth from the dark waters of the underworld. Bear-spirit was there, having fared much better, and he recognized Koya as a shaman like myself, and allowed her to perform her healing magics upon me, although he allowed no one else to approach. I owe her my life, and that is a debt that will not be easily repaid."


"There are several in this town who feel the bonds of family have faiiled them as they have me, and whose own families are not well serving them. Sandru, in particular, is a good man, who belongs in the sun, and his kin seek to draw him into a life of thuggishness, in the shadows. He is a lion, and they wish to turn him into a jackal. I hope that I can convince him that family can be found in other places. It would be my honor to be at his side."

3. Approval-seeker, but prickly and prone to being his own worst enemy, making enemies where he could have made friends, by being overproud and too full of a headstrong rejection of tradition, even if it's an otherwise sensible tradition. Like all Shoanti, he holds grudges with both hands.

"The riddle of my life is whether a man can stand apart from his people, his family, his traditions, and yet not be alone in the world. I have not found the answer to this riddle, and my words are too much the words of a Shoanti, which other peoples find rude and abrupt. I must learn to speak anew."

4. Healing, survival skills, animal handling / teamster training, knowledge of nature and (eventually) geography, allowing for some guide / scout roles. Also? A bear.

"I am a skilled guide and hunter, having travelled far to reach this place, many weeks journey from the lands of my birth. My training in the healer's arts includes remedies mundane and spiritual, and the spirits of the land themselves come to my call, as has the bear-spirit that walks beside me."

5. He's a druid. No intention to ever deviate from that path. I wanted to go Pack Lord and have multiple bears (which, mechanically, would have been a disaster, but I liked the visual), but that Archetype doesn't stack with Bear Shaman, so, heck with it, I'll just summon more bears as the situation calls for them. Less bears also means less dice to roll. That's always good for me.

"I follow the path of the bear-shaman, wherever it leads me. My body shall wander this world, but my spirit is as certain in it's path as the moon."

6. Whatever Sandpoint and, later, the Caravan, calls for. Scout (and Guard) seems the most expensive one that would need to be hired, so it would end up keeping the overhead/expenses down if Garand covered that role. He can also fill in for Driver, Fortune-Teller, Healer, Spellcaster, if need be. Eventually, he'll also have Knowledge-geography, and be able to take on Guide, as well, but I ran out of skill points. :)

"I serve as a hunter, guide and scout to the wilderness, at present, and use my skills to catch game to bring to the market."

GM_Todd wrote:
1. Why would character consider leaving Sandpoint to travel to the other side of the world?
2. Are you already participating in a JR PbP game?

1. Garand is seeking a connection similar to that of a family or tribe, one that he did not feel with his own people, and coming from a nomadic tribe of Shoanti, does not associate 'home' with a place, but with a group of people.

2. Nope. I am in a fair number of other PBP games, so I will understand if someone who is not so fortunate may rate a bit higher in the selection process.


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