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Tareth Ravensgaurd's page

8 posts. Alias of Tareth.


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Sorry. I've been posting under my character's alias, Vorik Torgrimson. I didn't realize there was confusion.


Here's a draft character sheet for Vorik Torgrimson for your consideration.

Vorik Torgrimson Character Sheet:

Vorik Torgrimson
LG Human Male (Ulfen) Paladin 1
Init: +3; Perception: +1

---------------
DEFENSE
---------------
AC: 16(18), Touch: 11, Flat-footed: 15(17) (+5 Armor, +2 Shield, +1 Dex)
HP: 11 (1d10+1)
Fort: +2, Ref: +0, Will: +2
Armor: Scale Mail, Large Steel Shield

--------------------
OFFENSE
--------------------
Speed: 20 ft.
Melee: Warhammer (1d8+4/*3) 12gp
Short Sword (1d6+4/19-20/*2) 10gp
Lance (1d8+4/*3/Reach) 10gp
Dagger (1d4+4/19-20/*2) 2gp

Ranged: Dagger (1d4+4/20/*2/10ft)
--------------------
STATISTICS
--------------------
STR: 18(+4), DEX: 12(+1), CON: 12(+1), INT: 12(+1), WIS: 12(+1), CHA: 15(+2)
BAB: +5(+6); CMB: +5; CMD: 16
Feats: Weapon Focus (Warhammer), Combat Expertise
Traits: Reactionary(+2 to Initiative), Charming (+1 Bluff, Diplomacy)
Skills: Craft (Weapons) +6, Diplomacy +8, Handle Animal +7, Ride +6
Languages: Common, Skald, Dwarven
Gear: Backpack, Bedroll, Candle, Chalk, Crowbar, Flint and Steel, Small Hammer, Lantern, Belt Pouch, Hemp Rope (50'), Soap, Waterskin, Sewing Needle, Cold Weather Outfit, Artisans Tools (Weapons), Bottle of Scotch
Weapons: Warhammer, Short Sword, Lance, Dagger

Armor: Scale Mail (+5 AC, -4 Check), Heavy Steel Shield (+2 AC, -2 Check) 70gp

Mount: None

Magic Items: None
--------------------
TRACKED RESOURCES
--------------------
Trail Rations - 0/4
Oil - 0/3
Holy Water - 0/1

Starting Wealth: 175gp (5d6*10)
Copper: 96
Silver: -
Gold: 12
Platinum: -
Gems: -
Other: -
--------------------
SPELLS
--------------------
NONE

------------------------------
SPECIAL ABILITIES
------------------------------
Weapon and Armor Proficiency: All simple and martial weapons, light, medium and heavy armor, all sheilds except tower.
Aura of Good: Aura of Good equal to level
Detect Evil: At will as per spell Detect Evil. Concentrat on single item or individual within 60 to determine if it's evil. After 3 rounds can learn strength.
Smite Evil: Once per day, Single evil target +2 attack, +1 damage (+2 damage vs evil outsider, evil dragon or undead), +2 AC vs target.

Thanks


Vorik will be a straight paladin, likely unaligned.

From a RP perspective he isn't as uptight as most paladins. He is not a preacher and typically lets others believe and do as they will unless it is in direct conflict or would cause harm in some way. He loves a good whiskey or ale and can weave a decent tale when drinking. His lighthearted, jovial nature combined with a belief that the gods are usually more trouble than they are worth can often get him into trouble and is one reason he is unaligned. However, despite his views towards the gods, he is stalwart is his own beliefs of honor, justice, friendship, and duty towards companions and those who cannot protect themselves. Although he hasn't taken any specific vow of poverty, he tends to give his money away to those in need thus is often short of gold. He's also a sucker for a pretty face which has sometimes led to him being the victim of unscrupulous women taking him for all of his silver. Some of this is due to his own guilt over not being able to save his sister or bring her killer to justice.

I'll try to have a character sheet posted soon. Might be tough today due to the holiday.


I'd like to throw my hat in the ring. I'm interested in giving the Kingmaker campaign a try. I'm leaning towards a paladin. Here's a draft background...

Vorik Torgrimson Background:

Standing nearly six and a half feet tall and weighing in at over 250 pounds, Vorik Torgrimson is a mountain of a man and tends to fill any room he walks into. Jovial, kind hearted, and often boistrious by nature Vorik is often nicknamed the Bear. He is a man of honor, integrity, and deep convictions while understanding the fallibilities and challenges all mortals face within themselves.

His father, an Ulfen, served most of his life in Brevoy's army thus Vorik was naturally drawn to the martial life. He grew up in the small village of Feldheim Falls, in northern Issia hearing tales of raids, great battles and the heroes of legend. His father taught him sword and axe work as well as how to care for these tools that would serve him well. When he came of age it was simply assumed Vorik would take up the sword he crafted with his own hands and join the army to serve his people. Yet fighting for plunder or the bickering nobles or Brevoy seemed contrary to Vorik's own sense of justice, honor, and desire to leave this world a better place than when he arrived.

So Vorik crafted his great axe and shield, but then broke with family tradition and set forth south to travel the lands of the inner sea. Vorik believed he would take up the cause of innocents and justice, seek out evil in its many forms.

A solid tactician and axeman, but more significantly his beliefs are manifesting into a potent force against all things undead. The undead and their keepers are one sure thing to fire Vorik's usually mild temper and turn him into a cold, merciless, destructive force.

This hated of the undead is a direct result of the death of his younger sister Dora at the hands of a necromancer and his undead fiends who harassed his home for a winter before they were driven out by the men of the village. Unfortunately, they never found the one who commanded the undead, though many think is was a Rostlander plot. Regardless, Vorik still hunts in the hope he will eventually avenge his sibling.

Yet, to continue his journey's Vorik must have money. His sense of duty, helpfulness, and ability to fall for a pretty face have left him in need of gold. The hope of good pay and plenty of opportunity have led him to sign on with those seeking to re-open the Stolen Lands.


Here's the draft character sheet for Khalil.

Khalil Noyon Character Sheet:

Khalil Noyon
CN Human Male (Keleshite) Rogue 2 / Cleric 1
Init: +5; Perception: +8 (+9 vs. Traps)

---------------
DEFENSE
---------------
AC: 16, Touch: 13, Flat-footed: 13 (+3 armor, +3 Dex)
HP 27 (3d8+3)
Fort: +3, Ref: +6, Will: +4
--------------------
OFFENSE
--------------------
Speed: 30 ft.
Melee: MW Rapier +5 (1d6+1/18-20*2)
Dagger (1d4+1/19-20*2)
Ranged: Throwing Dagger +5 (1d4+2/19-20*2/10ft)
--------------------
STATISTICS
--------------------
STR: 12(+1), DEX: 16(+3), CON: 11(0), INT: 12(+1), WIS: 15(+2), CHA: 12(+1)
BAB: +1; CMB: +2; CMD: 14
Feats: Point-Blank Shot, Stealthy, Deft Hands
Traits: Reactionary(+2 to Initiative), Charming (+1 Bluff, Diplomacy), Birthmark (+2 vs. Charm, Compulsion)
Skills: Acrobatics +8, Appraise +6, Bluff +7, Climb +5, Diplomacy +7, Disable Device +12, Disguise+6, Escape Artist +10, Heal +7, Knowledge (Dungeenering) +6, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Religion) +6, Lingustics +6, Perception +8, Sense Motive +7, Sleight of Hand +10, Stealth +10, Use Magic Device +6
Languages: Common,Osirian, Elven
Gear: Backpack, Bedroll, Winter Blanket, Candle, Chalk, Crowbar, Flint and Steel, Grappling Hook, Small Hammer, Bullseye Lantern, Belt Pouch, Silk Rope (50'), Soap, Waterskin, Sewing Needle, MW Thieves Tools, Holy Symbol (Calistria), Healer Kit, Climber Kit, Cold Weather Outfit, Earplugs, Magnet, Marbles, Smoked Goggles, Powder
Weapons: MW Rapier, MW Studded Leather Armor, Throwing Daggers
Magic Items: Wand of Cure Light Wounds, Wand of Color Spray
--------------------
TRACKED RESOURCES
--------------------
Throwing Daggers - 0/10
Trail Rations - 0/7
Acid - 0/3
Oil - 0/3
Alchemists Fire - 0/3
Holy Water - 0/5
Antitoxin - 0/3
Smokestick - 0/3
Tanglefoot Bag - 0/3
Healers Kit - 0/10
Disguise Kit - 0/10
Wand of CLW - 0/50
Wand of CS - 0/50

Copper: -
Silver: 20
Gold: 35
Platinum: -
Gems: -
Other: -
--------------------
SPELLS
--------------------
Domains: Charm & Trickery

Level 0
Light
Detect Magic
Read Magic

Level 1
Bless
Charm Person (DC 13, Will)
Cure Light Wounds

------------------------------
SPECIAL ABILITIES
------------------------------

Sneak Attack: 1d6 additional damage against opponents with no DEX modifier
Trapfinding: +1 to Perception vs Traps. +1 to Disable Device. Can use Disable Device to Disarm Magical Traps.
Evasion: Reflex save vs. Half Damage becomes vs. No Damage
Rogue Talent: Finesse Rogue - Weapon Finesse (Rapier)
Aura: Chaotic aura
Channel Energy (Good): 1d6 Heal to living creatures, damage to undead. 30ft radius.
Dazed Touch (Charm Domain): Can cause a living creature to be dazed for one round as a melee touch attack. Creatures over 1HD are unaffected. 5 x per day.
Copycat (Trickery Domain): Create an illusory double as a move action. Functions as a single mirror image and lasts for one round or until dispelled. Does not stack with mirror image. 5 x per day.


It looks like there are already some solid fighter 'types' so I'll go ahead and work up Khalil, rogue/cleric. I should have something later today or tomorrow.


Here's a draft background for Khalil Noyon a level 2 rogue, level 1 cleric of Calistria.

Khalil Noyon Draft Background:

Khalil Noyon a Keleshite from the far desert land of Osirion grew up among the temples and back alleys of the port city of Totra. His father served the port master as an accounting clerk while his mother was washer, seamstress, and general caretaker of Khalil and his seven brothers and sisters. Born with a free spirit, natural gift for curiosity and a healthy disregard for authority Khalil often found himself on the wrong end of the disciplinary stick. While growing up he often witnessed his father's complaints about his work and the lack of opportunities, corruption, or some other scandal occurring in the vast city government. Yet, when he asked why not leave and seek out something new his father would simply clap a hand aside his head and mutter something about duty, responsibility, and the law. None of which Khalil much understood or believed in.

When not under the watchful eye of his parents, which was actually quite often, Khalil wandered the streets and especially the docks. This land of a thousand tales of wonder and distant lands told by the sailors, merchants, and minstrels became his second home. He would spend many of his days listening, and learning. It was during the summer of his fifteenth year when he first met Osman the Bold, a minstrel and professional thief.

Osman took the young Khalil under his wing and began teaching him the basic arts of thieving and trickery. Khalil took to it like a fish to water. His natural boyish charm and looks, along with a talent for locks and mechanical things meant he could get in and out of nearly any building in the city. The two worked well together until one day Osman was no longer waiting for him outside of the The Sailing Harpy Inn as he usually was. It wasn't long before he heard the watch had been on the hunt for the minstrel and he had taken flight on the first ship leaving port that morning. Not dissuaded by this turn of events, Khalil focused on improving his skills and developing schemes of his own.

It was during this period when he first met Marza, daughter of the regional governor. She was beautiful, charming, manipulative, and completely beyond Khalil's status. Khalil found himself deeply smitten by the girl's beauty and he sought to win her favor. She used the young thief's infatuation to get him to spy and steal for her father's enemies until he finally got caught by the city guard sneaking into the study of a wealthy merchants home. With his arrest everything changed. His father disowned him, Marza denounced any knowledge of his existence, and he was soon to be executed.

Never being a very religious person, the now eighteen year old Khalil, did what many do in his situation, he turned to the divine for assistance. Osman had always worn a symbol of Calistria underneath his tunic and had often spoken of the patron goddess of thieves and luck. So Khalil spent the night before his execution praying and waiting.

It was in the early morning hours as the moon was slowly sinking below the horizon that the goddess heard the young man's prayer and took notice. It was simple to make the guard slip and fall against the bars of Khalil's cell, the keys easily within reach. A mere snap of her fingers to cause the other guards to be soundly asleep at the beginning of what would be a large scale prison break.

As the keys rattled across the filthy stone of the cell, Khalil couldn't believe his fortune. Rising from his prayers, he grabbed the small metal pieces of freedom and unlocked the cell. Taking the fallen guards sword and uniform, he made a quick disguise and made good his escape, but not before opening all of the other cells and releasing chaos into the streets of unsuspecting Totra.

During his flight from the prison he was running down an alley when the street actually collapsed beneath his feet dropping him into the sewers below. Upon regaining consciousness he realized he couldn't get back to the street level from here and didn't wish to call for help so he slowly made his way in the dark. Feeling his way carefully step by step and facing down a growing panic that he would never find his way back to the surface, Khalil passed through the first test of his new patron goddess. After nearly three days of wandering in the dark, beneath the city, the young thief finally came to a small, dimly lit shrine. Predictably the shrine was to Calistria, and as he again slipped into unconsciousness Khalil dreamed of a beautiful woman blessing him and telling him of a journey he must make in return for her patronage and help.

He woke finding the back of his hand marked with a tattoo in the shape of a wasp and more amazingly in a bed with the smell of tea steeping next to a tattered copy of The Book of Joy on a table at his side. Struggling to stand he tried to shake off the dreams of the night before while sipping the tea. A note written in an elegant hand also sat on the table next to a small pouch. The pouch contained an amount of gold and silver while the note sent a slight chill down Khalil's spine. It stated that he was on his way to the Land of Songs and that there he would met his destiny and repay his debt to his new goddess. It was only then that he felt the floor rocking slowly beneath his feet and heard the sounds of waves washing past the ship as it sailed north.

OR

Vorik Torgrimson a paladin with a strong dislike for the undead.

Vorik Torgrimson Draft Background:

Standing nearly six and a half feet tall and weighing in at over 250 pounds, Vorik Torgrimson is a mountain of a man and tends to fill any room he walks into. Jovial, kind hearted, and often boistrious by nature Vorik is often nicknamed the Bear. He is a man of honor, integrity, and deep convictions while understanding in the fallibilities and challenges all mortals face within themselves.

The son of a former Ulfen dragon ship raider, Vorik was always drawn to the martial life. He grew up in the small village of Feldheim Falls hearing tales of raids, great battles and the heroes of legend. His father taught him sword and axe work as well as how to care for the tools that would serve him well in battle. When he came of age it was simply assumed Vorik would take up the sword he crafted with his own hands and join Jarl's army to serve his people. Yet raiding or fighting for plunder and without a cause was a thing of the past, fighting for crown, country, or diety often led down a path contrary to his own sense of justice, honor, and desire to leave this world a better place than when he arrived.

So Vorik crafted his sword, but then broke with tradition and set forth to the south to travel the lands of the inner sea. During his wanderings he took up the cause of innocents and justice, seeking out evil in its many forms. His successes and failures have left his a stronger, wiser and much more skillful warrior. A solid tactician and swordsman, but more significantly he has become a potent force against all things undead. The undead and their keepers are one sure thing to fire Vorik's usually mild temper and turn him into a cold, merciless, destructive force.

This hated of all things undead is the direct result of the death of his younger sister Dora at the hands of undead fiends who harassed his village for a winter before they were driven out by the men of the village. Unfortunately, they never found the one who commanded the dead, so to this day Vorik hunts in the hope he will eventually avenge his sibling.

Hearing of the troubles back in his native land, Vorik has ridden long and hard to answer the need for brave souls to face this unknown and menacing evil.

I'll develop a character sheet if one is selected. Thanks.


I was thinking about a Paladin, but that might not work with other evil party members. I'm also thinking of a rogue/mage combo, but it's still a little rough. I'll work to get a background and character sheet for either posted this weekend.


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