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Merck's page

Pathfinder Society Member. 310 posts (705 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 14 aliases.


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Full Name

Merk

Race

Bugbear

Classes/Levels

Mook lvl 12

Size

Large

Special Abilities

Pub endurance

Alignment

CG

Deity

Fharlanghn

Location

South America

Strength 14
Dexterity 12
Constitution 12
Intelligence 15
Wisdom 7
Charisma 12

About Merck

Aliases Archives:

Tiefling:

Demon-Spawn Tiefling
Str 17, Dex 13, Con 14, Int 10, Wis 8, Cha 16 (18)
Male
Medium Size
Crossblooded Sorcerer, Abysal/Draconic

TIEFLING RACIL TRAITS

Ability Adjustments: Demon-Spawn (see feats)
Senses: darkvision (60 feet.)
Racial Skill Bonuses: +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Infernal Bastards Tieflings can use Detect Magic at will as a spell-like ability.
Resistance(s): +2 bonus on all saving throws made against cold, electricity, and fire effects.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Infernal Bastard (don't count as a trait):You are a tiefling. You might be anescaped slave, a hidden shame, or a homeless vagabond,
but whatever your upbringing, life has been particularly
hard on you. You have suffered greatly, nearly starving to
death one winter, nearly being beaten to death by racist
sailors one summer, and so on.

Whether or not these experiences have made you a bitter and cynical scoundrel or a pious and hopeful optimist is up to you, but one thing is certain, you are something less than even your tiefling kin. Perhaps it is a result of your hard life, or perhaps it is due to some fault in your fiendish heritage, but you lack
a tiefling’s standard resistances to cold, electricity, and
fire—instead, you merely have a +2 bonus on all saving
throws made against these effects. Likewise, you do not
have the ability to use darkness as a spell-like ability once
per day—instead, you may choose any one 0-level spell
that you can instead use at will as a spell-like ability.

Fiendish Heritage Feat: Replace tiefling´s racial ability modifiers for the Demon-Spawn´s one from the Table Variant Tiefling Heritages: +2 Str, +2 Cha, -2 Int

APPEARANCE

Dollok is a dark haired and tall young man, his tanned skin is covered with old scars from previous fights. In spite the goat horns on his forehead and his red cat-like irises on black pupils he has a handsome face with an insolent crocked smile that insist on appearing in the worst possible moments. His limbs are long giving him an outworldy skinny appearance and his fingers end in black claw-like fingernails.
He dress in simple cloths with an animal fur waistcoat above his battered silk armor and rugged leather boots. Whenever he can Dollok keeps a red rose, the symbol of Milani, stuck in his lapel.

BACKSTORY

When the skies turned red and the ground shook, old Sarkoris wore no more. The cities fell and the tribes died, but not all of them, the Kellids afterall are a rugged people . These lucky (or not) survivors held to life in small hamlets too insignificant to be noticed, too small to be worth a rescue.

As the years turned into decades life went on for these settlers as they clung to a shadow of their former homeland. Getting used to a life of violence and abuse made them almost as harsh as the landscape itself. Dollok was one of the fruits of such abuse, while his family never talked about it anyone could see, even him, when he looked at his own reflection. The goat horns on his forehead and red cat-like irises on black pupils were a great give away.

The development of magical abilities during adolescence didn't help either, the Kellid view magic with much distrust. Shunned by his own tribe, the only people to show interest in him were the same ones he wanted to avoid the most, the wicked and the demon worshipers.

Always bullied by the older, forever the scapegoat for any occasion, he grew up a loner. Impulsive and quick to lose his temper, his demon blood gave him the anger he use to survive. Hit first, ask questions later became his life's moto. He regarded his own people as weak, clung to lost dreams, eternally the victims or ready to sold their souls to their own tormentors.

As soon as he was old enough to run away he left home to Gundrun where he worked for anyone who would hire him doing mostly menial labor. During his stay there he acquired his most prized possession, an armor so light it didn't interfered with gestures or encumbered the wearer. Looted from the corpse of a fallen crusade its delicate needlework earned him his fair share of jokes and subsequent fights. One day he heard of a kingdom where tieflings were a common sight and nobody payed them much attention. He gathered all the resources available to him and left for Cheliax.

The journey was long and he spend months in the wilderness alone diving deep into the magic that run in his blood. He meet distrust on the way but also hospitality. He worked his way to the south as a caravan guard, farm hand or just as a simple wanderer. In the gorgeous forests of Nirmathas, a place he believed to be as Sarkoris should have been have the world not burned, he came to a strong personal acknowledgment, a turning point in his personality. The world was a beautiful place, even with all the demons who wanted to end it.

He left home a kid but arrived in Cheliax a more mature person, there he discovered another kind of oppression. Ergorian taught him that his own race could have prejudices as strong as his people. In a land full of devil-spawned tieflings it would do him no good to reveal his demon blood. But there was hope for those who would not give up, the church of Milani would care for the ones with the courage to rebel.

After the temple he frequented got crushed by the Hellknights he decided to move further away. He went to Absalon and eventually joined the Pathfinders.

Alternate story for JR
He went to Varisia, a frontier land much like his own and a former colony of Cheliax, where tieflings are a common enough sight. There he worked as a caravan guard avoiding Korvosa when he could, too much like the Cheliax's capital for his taste.

One day he came close to death after an ambush by goblins on the road to Magnimar. He was saved by Ameiko Kaijitsu who happened to be on the same road. Been gravely injured Dollok would only wake up at Ameiko's tavern in Sandpoint. The bardess took care of him while he recovered and he spend a time in the town working at the Rusty Dragon and doing small jobs. When the tiefling was finally fit for the road again Ameiko help him get a job at Sandru's caravan.

More than a year have passed since this last events and Dollok have seem almost all Varisia working for multiple merchants. He still feels a strong affection for Ameiko and make a point of passing through Sandpoint frequently to visit her.

Blackguard:

By the Devil's trident, what a sad bunch of misfits. I guess I will have to make due, if I want out...

Yo, people! Save those daggers for the guards. They are going to be here pretty soon and its not soup they bring.

Wait for the first few to die and steal a sword. You are not gona have a better chance out of this $&!@hole Jack, no your not.
...
Better die with a blade in hand.
Smiling.
Maybe you can even kill an old comrade or two.

In the cell's cramped space the newcomers hardly had room to stand. An argument broke out and suddenly there were daggers cutting through the air.
By the Dark Lord's trident, what a sad bunch of misfits. I guess I will have to make due, if I want out...
Yo, people! Save those shivs for the guards. They are going to be here pretty soon and its not soup they bring.
Wait for the first few to die and steal a sword. You are not gonna have a better chance out of this $&!@hole Jack, no you're not.
...
Better die with a blade in hand.
Smiling.
Maybe you can even kill an old comrade or two.

Jack Grieves is a survivor and his ambition knows no limits. A loud and intimidating large man, he can be brutal or charming in a scoundrel-like way depending on what suits better his interests. He is tall, broad and heavy builded possessing a full crown of jet black hair. In spite of his unkept look he has a savage magnetism. Underneath the harsh appearance his disarming smile can make him very likeable when he wants to.

Born of unknown parents Jack was raised in one of Erastil's orphanages where he learned early that his fists could solve most problems that flattery couldn't take care of. The priests also incurred into him a strong despise for Old Deadeye and most other phony deities. In his heart Grieves only believes in himself. He sees in the gods the same stinginess, selfishness and vanity he observes in his fellow man, except humanity can only compare itself to the gods as ants to men.

So he have come to respect the dark powers and willingly serve them to advance his personal influence. He bargained with them for might and became a fearsome warrior indeed. After being raised by the Crown and with all his martial prowess it was easy for him to join the city watch. There he helped himself to all the gold he could grab doubling as a city watch's guard and a lieutenant of the thief's guild. Unfortunately for Grieves he got caught smuggling weapons to the northern bugbears in one of the guild's operations. He was arrested under High Treason accusations and is currently awaiting execution in Branderscar Prison.

Alchemist:

Background

Nobleborn, the curse of Eudonius's life was to be the bastard child of his mother's affair with one of her half-orc bodyguards. All his childhood he felt the weight of the great shame his mere existence brought his family. Books were his only friends and he spend most of his waking hours studying. That of course when he wasn't involved in some fight. Since his peers had discovered he was easily taunted at the mention of his "soiled" blood, Eudonius had very little peace.

Upon reaching maturity his family was not sorry to see him go. He devoted himself completely to science, obsessed with finding a way to remove the taint from his being. But forefront research is very expensive. When his money was almost over he got an offer from the Lord of Redwall. In exchange for servicing and updating his dungeons and interrogation chambers the lord would finance his research for a full year.

It was almost too good to be true and, in fact, it was not. After finishing his end of the deal Lord Gurat tossed him out only with the few possessions he could carry. Shunt by his former employer and despised by the general population Lynch finds himself without friends and on a very precarious position. He is just counting time until Redwall finally have him executed or a peasant mob hang him from a tree. He is at the Sleeping Leopard Inn working as a monster hunter, desperately trying to gather enough gold to leave this hell hole of a town.
His inside knowledge of Lord Redwall s household could make him an interesting party asset.

Personality

Aloof, absent-minded with the mundane and sometimes self important Dr. Lynch is very proud of his noble blood, and very self conscious of his orc half. He has a profound admiration for the accomplishments of the intellect and is a avid scholar of all the great sciences. But during his research he has learned the ways of the back alleys, stealing fresh corpses and performing other activities better left unsaid.

Slow to anger, he becomes very hot tempered when his blood finally boils, a flaw of his tainted blood, or so the good doctor believes. He is not so much interested in the concepts of good or evil as he is in the great prizes that await for those bold enough to unravel the mysteries of the soul and the flesh.

There is a comic twist to Dr. Lynch's personality. The more h



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