|
|||||||||||||||||||||||
|
About MaddokPhysical Description
He keeps his head and face shaved in the typical Shoanti fashion but a layer of dark coarse stubble is often present. A myriad of elaborate tribal tattoos cover his face and scars of various shapes and sizes litter his shoulders and chest, some from accidents at the forge and others clearly the work of a blade. His features are square and lean and with his muscular good looks he would quite attractive if not for his typical melancholy. He dresses simply and practically, most often seen wearing nothing other than boots and a heavy leather apron or he simply goes bare-chested.
History:
Born with a habit of speaking to 'spirits', his tribe always kept the boy at arm's length. One day, during a brawl with another youth, his taunts and challenges to his opponents began coming out in a strange language. Fearing the young warrior possessed, but anxious of offending the possessing spirit, the tribe banished Maddok with little more than the hides he wore, a simple dagger, and a day's worth of water. Maddok wandered the wild for a while, surviving just barely with the wilderness skills he'd grown up with, until he arrived outside Westcrown's gates. There, he met an aged old blacksmith. The smith saw the hunger in the brawny youth's eyes and in need of an apprentice (having grown too old for his trade) took him under his wing. The Shoanti made Westcrown his new home and its people his new tribe. Where he lacked raw talent for the art he made up for with countless hours in practice at the forge. Over the years he became quite skilled and when the smith died, warm in his bed, he left his smithy, its supplies, and his most precious possession - a magical compass, to his apprentice. Recent Events:
The Gardener's recent actions drove off thugs that had been threatening the Shoanti's shop for some time. Details of the group's heroics stirred something inside the otherwise docile smith and drove him to seek the Garderners out.
His blood had made him strong, the smithy had taught him how to use that strength - it was time to stop hiding and start protecting the tribe. Character Sheet:
MADDOK SHIIKIRRI-QUAH
Male Human (Shoanti) Barbarian 1 Summoner 9 NG Medium Humanoid (Human) Init +2; Senses Perception +6 -------------------- DEFENSE -------------------- AC 25, touch 16, flat-footed 23. . (+9 armor, +2 Dex, 1 insight, +3 deflection) hp 113 Fort +15, Ref +9, Will +9 -------------------- OFFENSE -------------------- Spd 40 ft. Melee - See Below Ranged Shoanti Bola +12 - Trip Spell-Like Abilities Summon Monster 5 (6/day) Summoner Spells Known (CL 9, +13 melee touch, +9 ranged touch): 3 (4/4 per day) Magic Circle vs Evil, Greater Magic Fang, Stoneskin, Restore Eidolon 2 (5/5 per day) Summon Eidolon, Lesser Evolution Surge, Haste, Barkskin 1 (6/6 per day) Mage Armor, Endure Elements, Shield, Rejuvenate Eidolon, Lesser, Compel Hostility 0 (at will) Light, Open/Close (DC 11), Detect Magic, Mending, Guidance, -------------------- STATISTICS -------------------- Str 24, Dex 14, Con 18, Int 10, Wis 8, Cha 16 Base Atk +7; CMB +17 (+22 grappling); CMD 31 Feats Additional Traits, Extra Rage x2, Power Attack -2/+4, Craft Magic Arms and Armor, Arcane Strike Traits Resilient, Rough and Ready, The Pathfinder's Exile, Bred for War Skills Acrobatics +2, Climb +11, Craft: Weapons +11, Craft: Armor +11, Escape Artist +2, Fly +2, Handle Animal +10, Intimidate +20, Linguistics +7, Perception +6, Ride +2, Stealth +2, Survival +0, Swim +11 Languages Common, Shoanti, Aquan, Terran, Auran, Ignan SQ Fused Eidolon (Ex), Fast Movement +10 (Ex), Fused Link (Su), Rage (20 rounds/day) (Ex), Wayfinder, Standard (1 @ 0 lbs) Combat Gear Mithril Breastplate of Brawling +3, Dagger, Furious Smithing Hammer +1; Other Gear Adventurer's Sash (1 @ 2.42 lbs), Backpack (2 @ 15 lbs), Bedroll, Loincloth of Resistance +4, Ioun Stones (Incandescent Blue Sphere [Cracked: Perception], Dusty Rose), Rope, hempen (50 ft.), Wayfinder, Standard (1 @ 0 lbs), Circlet of Persuasion, Belt of Mighty Strength/Strength +4, Headband of Alluring Charisma +4, Amulet of Mighty Fists [Furious], Wand of Rejuvenate Eidolon, Lesser, Grappler's Mask, Ring of Protection +3, Bracers of the Brawler, Gloves of Skilled Grappling, Ring of Foe Focus -------------------- SPECIAL ABILITIES -------------------- Fused Link A synthesist summons the essence of a powerful outsider to meld with his own being. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Life Link (Su) Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being sent back to its home plane. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Rage (20 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Summon Monster V (6/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds. The Pathfinder's Exile Receive a magic compass (+2 survival to avoid being getting lost, light on command) Wayfinder, Standard (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). Base including Arcane Strike:
Melee Smithing Hammer +16/+11 (1d6+13/20/x3) . . Shadowbinder +15/+10 (1d10+12/19-20/x2) . . Unarmed +16/+11 (1d3+11/20/x2) Power Attack:
Melee Smithing Hammer +14/+9 (1d6+19/20/x3) . . Shadowbinder +13/+8 (1d10+18/19-20/x2) . . Unarmed +14/+9 (1d3+15/20/x2) Raging:
Melee Smithing Hammer +20/+15 (1d6+18/20/x3) . . Shadowbinder +17/+12 (1d10+15/19-20/x2) . . Unarmed +20/+15 (1d3+15/20/x2) Power Attack+Raging:
Melee Smithing Hammer +18/+13 (1d6+24/20/x3) . . Shadowbinder +15/+10 (1d10+21/19-20/x2) . . Unarmed +18/+13 (1d3+19/20/x2) Cash Log/Consumables
Potions and Such:
1 Potions of Lesser Restoration
1 Oil of Magic Weapon 1 Oil of Bless Weapon 1 Wine of Enlarge Person Wand of Rejuvenate Eidolon, Lesser - 43/50 Monies:
Starting Gold 3000gp
-2887gp Starting Gear -107gp Crafting MW Silver Stake <3 -70 Crafter's Fortune -75 Scroll of Resist Energy +1066 Bandit Loot + Ransom +1732 Performance Payment ---- Subtotal - 2794gp +675 Sold Breastplate +1
-50 Vampire Research -1900 Crafted Belt of Strength +2
+100 Bluehood Reward
+1000 Champion's Purse
Subtotal - 1674gp
+9472 Delvehaven
Subtotal - 346gp +52115 Hagwood/Mhartis/Walcourt
-18000 Upgrading Belt to +4 Str/+4 Con
Subtotal - 3645gp |
|||||||||||||||||||||||||||||||||||||||||||||||
|