His Mighty Girthness Chief Rendwattle Gutwad

The Hirtz Factor's page

352 posts. Alias of Joshua Hirtz.


Full Name

Gnasher the Goblin

About The Hirtz Factor

Gnasher:
Gnasher is a frail and ugly looking goblin even among his own kind. Beyond the amulet that lies around his neck, he seems to wear nothing but tattered clothing.

Fight History
Losses: 4


Wins: 3

Victory Points: 6 (3 from advancing)

Bout 1 - GNASHER VS. SHIGEHARU Loss
Bout 2 - GNASHER VS. ZOUH Win
Bout 3 - GNASHER VS. ROLG Loss
Bout 4 - TRIDHEDRON VS. GNASHER Loss
Bout 5 - ELINORA vs. GNASHER Loss
Bout 6 - GNASHER VS. JOHNNY Win
Bout 7 - BRUNO AND ESMERLDA THE DEATH CAMEL VS. GNASHER THE GOBLIN Win

Sir Lucius the Venerable:
CR 20
Azata-Blooded Aasimar Divine Hunter (Paladin) of Erastil 20
LG Medium Humanoid (Human)/Outsider (Native)
Init +20; Senses Darkvision 60 ft.; Perception +26

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DEFENSE
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AC 39 40 with Sanc., touch 16 (10 Base, +6 Dex, +12 Armor, +6 Shield, +5 Natural Armor)
HP 224 (10+114+80+20)
DR 10/Evil

Fort +34 +39 with B.R., Ref +33 +38 with B.R., Will +33 +38 with B.R.

Defensive Abilities:

  • Sanctified Mithral Buckler of Determination, +1 (Sanc.) - +1 AC till struck (Sacred)
  • Smite - +13 AC (Deflection Bonus)
  • Haste - +1 AC and Ref (Dodge Bonus)
  • Bloodsworn Retribution (B.R.) - +5 Saves (Morale Bonus)
  • Immune - disease including magical and supernatural, spell and spell-like compulsion
  • Resist - acid 5, cold 5, electricity 5

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OFFENSE
------------
Speed 20 ft. Fly 40 ft. (Good)

Melee

  • Guantlet of Dueling, +1 +24 (1d3+4)
  • Mithral Dagger +24 (1d4+3; 19-20)
  • Mithral Longsword, +1 +24 (1d8+4; 19-20)

Ranged

  • Oathbow +31/+26/+21/+16 +36/+31/+26/+21 with B.R. (1d8+4; 19-20/x3)

Offensive Abilities:

  • Bracers of the Falcon - +1 Att (Competence Bonus) Already included
  • Weapon Focus - +1 Att (Untyped Bonus) Already included
  • Point-Blank Shot - +1 Att Untyped Bonus, +1 Dam Untyped Bonus when within 30 feet of target
  • Smite - +13 Att (Untyped Bonus), +20 Dam (Untyped Bonus)
  • Oathbow activated - +3 Att (increased Enhancement Bonus), +2d6+3 Dam (increased Enhancement Bonus plus Untyped Bonus)
  • Haste - +1 Att (Untyped Bonus)
  • Bloodsworn Retribution - +5 Att (Morale Bonus)
  • Deadly Aim - -6 Att, +12 Dam (Untyped Bonus)
  • Rapid Shot - -2 Att

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SPELLS
------------
(CL 17th; concentration +30)

  • 1st (7, DC 23) - Heroic Defiance x7
  • 2nd (7, DC 24) - Endure Elements, Communal; Litany of Righteousness x2; Martyr's Bargain x2; Paladin's Sacrifice; Resist Energy (Fire)
  • 3rd (6, DC 25) - Burst of Speed x2; Daylight; Litany of Sight x2; Planned Assault
  • 4th (6, DC 26) - Bloodsworn Retribution (Used under the pretense of slaying Galtraxis); Holy Sword; Litany of Thunder; Litany of Vengeance; Restoration x2

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STATISTICS
------------
Str 16, Dex 28, Con 18, Int 20, Wis 16, Cha 36
Base Atk +20; CMB +23; CMD 32

Feats: Improved Initiative, Point-Blank Shot, Precise Shot*, Rapid Shot, Manyshot, Weapon Focus (Longbow), Far Shot, Defiant Luck, Improved Precise Shot, Deadly Aim, Inexplicable Luck

Traits: Birthmark, Reactionary

Skills:

  • Diplomacy +36 (20 ranks, 13 cha, 3 class)
  • Knowledge (Arcana)* +25 (20 ranks, 5 int)
  • Knowledge (Planes) +25 (20 ranks, 5 int)
  • Knowledge (Religion) +25 (20 ranks, 5 int)
  • Linguistics +12 (5 ranks, 5 int, 2 racial)
  • Perception +26 (20 ranks, 3 wis, 3 Competence)

Languages Common, Celestial, Demonic, Draconic, Elven, Infernal

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SPECIAL ABILITIES
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Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Variant Ability: Once you've reached adulthood, you never appear to age, although you take aging penalties normally and die when it is your time.

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su) (7/day): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Precise Shot: A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her Heavy Armor Proficiency.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su) (5 remaining of 23/day; 10d6): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Shared Precision (Su): At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

  • Fatigued: The target is no longer fatigued.
  • Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
  • Blinded: The target is no longer blinded.
  • Deafened: The target is no longer deafened.
  • Paralyzed: The target is no longer paralyzed.

These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

Distant Mercy (Sp): At 6th level, a divine hunter can expend two uses of her lay on hand abilities to use her lay on hands ability on a target within 5 feet per paladin level. Distant mercy has no effect on creatures harmed by positive energy, such as undead. This ability replaces the paladin’s 6th-level mercy.

Channel Positive Energy (Su) (10d6): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Divine Bond (Sp): At 5th level, a divine hunter forms a bond with her deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a ranged or throwing weapon (excluding ammunition). In addition to the listed abilities, a divine hunter can add the distance, returning, or seeking special abilities to her weapon, but she cannot add the defending or disruption special abilities. Special abilities added to throwing weapons function normally when the weapon is used in melee. This ability replaces the standard paladin’s divine bond.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Care (Su): At 8th level, a divine hunter and her allies gain a preternatural awareness of each other’s position in battle. She and any allies within 10 feet of her no longer provide cover against each other’s ranged attacks unless they wish to. Allies who cannot move or otherwise take actions still provide cover, as do flat-footed allies. The divine hunter and her allies must be able to see or hear each other to use this ability. This ability replaces aura of resolve.

Hunter’s Blessing (Su): At 11th level, a divine hunter can expend a use of her smite evil ability as a swift action to grant herself and all allies within 10 feet the Deadly Aim, Precise Shot, and Improved Precise Shot feats, even if they lack the prerequisites. The effects last for 1 minute. Evil creatures gain no benefit from this ability. This ability replaces aura of justice.

Aura of Faith (Su): At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Righteous Hunter (Su): At 14th level, a divine hunter’s ranged weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any ranged attacks made by an ally within 10 feet of her are likewise treated as good-aligned for the purposes of overcoming damage reduction.

This ability functions only while the divine hunter is conscious. This ability replaces aura of righteousness.

Holy Champion (Su): At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

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GEAR
------------

  • PP 1
  • GP 8
  • SP 5
  • CP 5

  • Oathbow 25600
  • 50 Holy Dragon Bane Arrows of Distance, +1 50302.5
  • Celestial Plate Armor 25000
  • Mithral Buckler of Determination, +5 56405
  • Ring of Evasion 25000
  • Ring of Freedom of Movement 40000
  • Amulet of Natural Armor +5 50000
  • Belt of Physical Perfection +6 144000
  • Headband of Mental Prowess +6 (Cha and Int) 90000
  • Boots of Speed 12000
  • Bracers of Falcon's Aim 4000
  • Cloak of Resistance +5 25000
  • Cracked Dusty Rose Prism Ioun Stone 500
  • Manual of Quickness of Action +5 137500
  • Tome of Leadership and Influence 137500
  • Jingasa of the Fortunate Soldier 5000
  • Mantle of Immortality 50000
  • Efficient Quiver 1800
  • Handy Haversack 2000
  • Sanctified Rings 5
  • Sanctified Shield 100
  • Mithral Holy Symbol 255
  • Authoritative Vestments 450
  • Spider's Silk Rope 100
  • 7 Trail Rations 3.5
  • Fine Wine 10
  • 2 Mithral Daggers 504
  • Mithral Longsword, +1 3015
  • Dueling Guantlet, +1 16300
  • Mithral Grappling Hook 1001
  • Waterskin 1
  • Bedroll 0.1
  • 60 Arrows 3
  • Horse (light, combat trained) 1200
  • Saddle (military) 20
  • Saddlebags 4
  • Feed (7 days) 0.35
  • Bit and Bridle 2
  • Scorched Farmland 400

JoJo the JuJu Oracle:

CR 20
Human Dual-Cursed JuJu Oracle (Blackened/Tongues) 17
N Medium Humanoid (Human)
Init +20; Senses Perception +18

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DEFENSE
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AC 15 , touch 15 (10 Base, +5 Dex)
HP 131 (8+72+34+17)

Fort +7, Ref +10, Will +11

Defensive Abilities:

  • Defiant Luck
  • 3x Natural Divnation (Saves, +12)

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OFFENSE
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Speed 30 ft.

Melee

  • Guantlet of Dueling, +1 +9 (1d3+1)

Ranged

  • Ranged Touch +18

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SPELLS
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(CL 17th/CL vs. SR 19(29 on Trap the Soul with use of Inexplicable Luck ); concentration +29)

  • 0 (9, DC 22) - Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Scrivener's Chart
  • 1st (9, 5, DC 23) - Air Bubble, Ant Haul, Cure Light Wounds, Embrace Destiny, Ice Armor, Inflict Light Wounds, Ill Omen
  • 2nd (9, 5, DC 24) - Ant Haul, Communal, Cure Moderate Wounds, Effortless Armor, Heroic Fortune, Hold Person, Inflict Moderate Wounds, Oracle's Burden
  • 3rd (9, 4, DC 25) - Create Soul Gem, Cure Serious Wounds, Invisibility Purge, Inflict Serious Wounds, Nap Stack, Bestow Curse
  • 4th (9, 4, DC 26) - Cure Critical Wounds, Death Ward, Freedom of Movement, Inflict Critical Wounds, Rest Eternal, Charm Monster
  • 5th (8, 4, DC 27) - Cure Light Wounds, Mass, Fickle Winds, Heroic Vigor, Mass, Inflict Wounds, Mass, Slay Living, Create Undead
  • 6th (8, 3, DC 28) - Cure Moderate Wounds, Mass, Dust Form, Heal, Harm, Majic Jar
  • 7th (8, 3, DC 29) - Cure Serious Wounds, Mass, Destruction, Inflict Serious Wounds, Mass, Soul Transfer, Creeping Doom
  • 8th (6, 2, DC 30) - Cure Critical Wounds, Mass, Symbol of Deth, Inflict Critical Wounds, Mass, Trap the Soul (DC 34) (One Trap the Soul modified with Height Spell +1 and Reach cast with Gem prior to combat (DC 35))

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STATISTICS
------------
Str 10, Dex 20, Con 14 Int 10, Wis 12, Cha 34
Base Atk +12; CMB +12; CMD 17

Feats: Defiant Luck, Inexplicable Luck, Improved Initiative, Reach Spell, Heighten Spell, Piercing Spell, Spell Focus (Conjuration), Greater Spell Focus (Conjuration), Spell Penetration, Spell Perfection (Trap the Soul)

Traits: Magical Lineage (Trap the Soul), Reactionary

Skills:

  • Knowledge (Arcana) +17 (17 ranks)
  • Knowledge (Nature) +17 (17 ranks)
  • Knowledge (Planes) +20 (17 ranks, +3 class)
  • Knowledge (Religion) +20 (17 ranks, +3 class)
  • Spellcraft +20 (17 ranks, +3 class)

Languages Common, Tongues

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SPECIAL ABILITIES
------------
Skilled

Bonus Spells

  • ill omen (2nd)
  • oracle's burden (4th)
  • bestow curse (6th)
  • charm monster (8th)
  • create undead (as a 5th-level spell; juju zombies only; see sidebar) (10th)
  • magic jar (12th)
  • creeping doom (14th)
  • trap the soul (16th)

Curse

  • Blackened (Blood of Angels pg. 26): Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
  • Tongues (Advanced Player's Guide pg. 44): In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Revelation

  • Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
  • Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.
  • Craft Juju Fetish (Ex): You can craft juju fetishes as if you possessed the Craft Wondrous Item feat. All juju fetishes you create are treated as being CL +1. If you possess this revelation and Craft Wondrous Item, all juju fetishes you create are treated as being CL +2.
  • Juju Sight (Ex): You can recognize other wendifa on sight, reading the emanations of their magic. In addition, you gain a +2 bonus on Spellcraft checks made to identify juju fetishes, and your detect magic and identify spells have no chance of destroying such items.
  • Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flight of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or on stone, or observing the behavior of sand thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours, and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained. (Used once for +4 Initiative, three times for bonus to saves)
  • Spirit Vessels (Su): You can channel wendo spirits into lifeless bodies, reanimating them to aid you. Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment, while thinking undead possess your alignment. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.
  • Undead Servitude (Su): You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.

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GEAR
------------

  • PP 119
  • GP 5
  • SP 0
  • CP 0

  • Belt of Dexterity +6 36,000
  • Headband of Charisma +6 36,000
  • Tome of Leadership and Influence +5 110,000
  • Metamagic Rod of Persistent Spell, Greater 73,000
  • +1 Dueling Spiked Gauntlet 16,305
  • Cracked Dusty Rose Ioun Stone 500
  • Boots of Speed 12,000
  • 30,000 gp worth Diamond 30,000 (Used with a Heightened Trap the Soul of Reach spell while activating the Persistent Spell Metamagic Rod and waiting to be activated. (DC 35))

The Silver Fox:
"The Silver Fox"
Male Kitsune Kitsune Trickster Rogue 2
N Medium Humanoid (Kitsune/Shapechanger)
Favored Class Rogue
Favored Class Bonus +1 Hit points
Init +3; Senses Perception +5
Hero Points 2

____________________
______DEFENSE_______

AC 13; Touch 13; FF 10(+6 Armor)
hp 8/8 (1d8 - 1[Con] + 1[Favored Class])
Fort -1, Ref +5, Will +1;

____________________
______OFFENSE_______

Speed 30 ft.
Melee bite +0 (1d4; x2)
Ranged +3

______________________
______STATISTICS_______

Str 10, Dex 16, Con 9, Int 17, Wis 12, Cha 17
BAB +0, CMB +0, CMD 13

Feats:
Realistic Likeness (1st)

Skills (11 - 8 [Ranks] + 3[Int])
+11 Bluff (1 [Ranks] + 3 [Cha] + 3 [Int] + 3 [Class] + 1 [Trait]) + 5 to deliver secret message
+7 Craft: Clothing (1 [Ranks] + 3 [Int] + 3 [Class])
+10 Diplomacy (1 [Ranks] + 3 [Cha] + 3 [Int] + 3 [Class])
+9 Disable Device (1 [Ranks] + 3 [Dex] + 3 [Class] + 2 [Tools])
+11 Disguise (1 [Ranks] + 3 [Cha] + 3 [Int] + 3 [Class] + 1 [Trait]) + 10 [Racial] to appear human +10 [Circumstance] to impersonate someone I've encountered
+7 Knowledge: Local (1 [Ranks] + 3 [Int] + 3 [Class])
+7 Linguistics (1 [Ranks] + 3 [Int] + 3 [Class])
+5 Perception (1 [Ranks] + 1 [Wis] + 3 [Class])
+10 Sense Motive (1 [Ranks] + 3 [Cha] + 3 [Int] + 3 [Class]) + 5 to intercept secret message
+7 Sleight of Hand (1 [Ranks] + 3 [Dex] + 3 [Class])
+8 Stealth (1 [Ranks] + 3 [Dex] + 3 [Class] + 1 [Trait])

Languages Common, Sylvan, Tian, Elven, Gnome, Varisian
SQ Traits (Canter, Thrown-Together Fashion, Precarious Pathfinder), kitsune's guile
Racial Abilities Low-Light Vision, Change Shape (Su), Gregarious, Fast Shifter, Natural Weapons

______________________
______EQUIPMENT_______

Combat Gear: Dómrbrandr (masterwork cold iron greatsword; 8 lbs.), masterwork breastplate (30 lbs.);

Other Gear:
Ioun torch (75 gp)
Battle Mask (50 gp; 2 lbs.)
Hot-Weather Outfit (4 lbs.)
Hip Flask (1 gp; 0.5 lbs.)

Backpack, Masterwork(+48 gp; 4 lbs.)
Bladeguard (40 gp)
Blacksmith's Tools, Masterwork (55 gp; 5 lbs.)
Blanket (3 lbs.)
Hemp Rope, 50 ft. (10 lbs.)
Soap (0.5 lbs.)
Survivor's Kit, Masterwork (50 gp; 5 lbs.) (A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather)
5 Trail Rations (5 lbs.)
Waterskin (4 lbs.)

Belt Pouch (0.5 lbs)
11gp 6sp 6cp (2.3 lbs.)
flint and steel

"Grimmr" (Yak)

Light Wagon (1000 lbs. limit)
Iron Pot (4 lbs.)
Huge Treasure Chest (37 gp; 250 lbs)
Cold-Weather Outfit (8 gp; 7 lbs.)
Furs (12 gp; 5 lbs.)
Snow Shoes (5 gp; 4 lbs.)
10 Torches (10 lbs.)
50gp (5 lbs.)

Carrying Capacity:
Light (133 lbs. or less); Medium (134–266 lbs.); Heavy (267–400 lbs);

Current Load: 83.8 lbs

______________________________________
_________________MISC_________________
Drawbacks:
Hedonistic

The Silver Fox has grown accustomed to the ways of the Sczarni and any day that does not show some type of profit leaves a bitter taste in his mouth. [Penalty: Whenever The Silver Fox spends a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If he fails, he begins the next day fatigued. This fatigue lasts 4 hours, or until he receives a reward or sufficient entertainment or pleasure.]

Traits:

Canter (Social)

The Sczarni are known for their knack for sending messages without being noticed and The Silver Fox is no novice at doing just that. [Benefit: Anyone who attempts to use Bluff to deliver a secret message to The Silver Fox gains a +5 bonus on his/her Bluff check. When The Silver Fox attempts to intercept a secret message using Sense Motive, he gain a +5 trait bonus on the attempt.]

Thrown-Together Fashion (Equipment)

Having grown up in a Sczarni tailoring shop, The Silver Fox has learned the ins and outs of modifying clothing to suit to the needs of the moment. [Benefit: With a basic sewing kit or disguise kit, you can make a Disguise check to change one outfit into another outfit (see page 159 of the Pathfinder RPG Core Rulebook, or page 13 of this book). The DC of this check is equal to 10 + the gp difference between costs of the outfits. The alteration takes 10 minutes per 1-gp difference in the cost of the outfits.]

Precarious Pathfinder (Campaign)

Knowing that one day the Pathfinder Society would send him into a dangerous situation where the only thing he would have to rely upon was his own skills, The Silver Fox has made it his goal in life to master the art of subterfuge. [Benefit: You receive a +1 trait bonus to Bluff, Disguise, and Stealth; one of these is a class skill for you. Furthermore, various Pathfinder contacts, safe houses, and sympathizers remain abroad throughout the region, and can be depended upon to grant asylum and aid to fellow members of The Society who find themselves in dire straits.]

Description:
Few men were a match for Sigurd's impressive stature, and fewer still measure up to Thorgrim. He stands tall even by Ulfen standards, with long and straight flaxen hair spilling down just past his broad shoulders. Several braids wind through his hair and facial hair, secured in place by crimson leather strands. His frame is thick and well muscled. His skin is rough and pale, while his eyes are cold and blue as most Ulfen are famous for. Sigurdson has a stoic and determined look about him, and exudes an air of confidence. When speaking, his words erupt from his mouth like a bass drum's rhythm from the depths of a cavern; a deep bellow of a voice that is well paired with his brutish appearance.

Thorgrim's armor is a work of art; a metal mural of runic knots and sigils meant to bestow great luck and strength upon he who wears it. In battle, he wears an imposing mask styled after Jörmungandr--a dread serpent of Ulfen folklore thought to be so large as to encircle the world. His weapon, though a masterpiece in its own right, is but the faintest glimmer of its former self. The hilt of Dómrbrandr remains intact, however, an ebon tar-like grip that still quivers with life in its wielder's hand. When garbed in the trappings of his homeland, he is covered in a patchwork of furs and warm clothes, with matching fur boots and gloves. He wears the matching tusks of a slain ice troll about his neck; a trophy from his first true foe.

_________________________
Ht: 7'0"
Wt: 370 lbs
Age: 25
Hair: Flaxen
Eyes: Blue
Skin: Pale

Personality:
While Thorgrim cuts an impressive figure as a paragon of Ulfen standards, he is a far cry from the common perception of the north's vikingrs.

Reserved: Seldom does he overindulge in drink, woman, or song, and his boasts are confined to truths. He takes no pleasure in the reaver lifestyle some of his kinsmen are known for, and refuses to go out of his way to find violence with those he has a quarrel with. His ire he saves for true threats, of which there are plenty without resorting to skirmishes with drunkards and fools.

Compassionate: To those whom he regards as less fortunate, Thorgrim is genuinely kind. Orphans, urchins, and beggars are likely to find favor with the sometimes-gentle giant.

Rigid: To those whom he regards as fools or jokers, Thorgrim has no patience. Too much lies at stake for the the people of Golarion to fritter away their time on idle thoughts and pleasantries. Now is the time for decisive action and heroics.

Altruistic: Thorgrim will not hesitate to protect those in need, or stick his neck out for those whom he regards as friends and allies. He tries to hold himself to a higher ideal, lest he succumb to the same fate as his father.

Driven: Mostly as it pertains to his own personal goals; Thorgrim, once committed to a task, will not easily be distracted, unless something far more pertinent comes along.

Uppity: The standard to which Thorgrim holds himself sometimes gets applied to others as well. He often chides people for what he considers laziness or moral shortcomings. For those who are not of a similar outlook, he is sometimes difficult to tolerate.

Background:
The darkness of the dilapidated mead hall stood as foreboding as it was stifling. A paltry fire lit in the ruin of what had been a long neglected fire pit cast shadows that danced macabre along the sagging walls. Three gnarled men sat about the flame, swaddled in furs and armor worn from use as they tried in vain to ward off the unabating chill that strangled the air. Their braided, flaxen beards could have marked them as brothers, though the onlooker knew better. Their usefulness, fleeting as it had been, now drew to a close. The Baroness would likely have them flayed come dawn.

Sitting upon a cracked bench still stained thick with blood from a battle long since concluded, seemingly unphased by the frigid environment they found themselves in, was perched a young girl of regal bearing. Raven hair framed a frail, beautiful face with eyes as lustrous as blue diamonds. A gown of subdued, form-fitting greens climbed from her legs to neck, yielding to a ringed collar of black furs criss crossed with a tangle of silver threads. As her words issued forth like that of a child’s, the seasoned and ragged warriors cringed as if from the crack of a whip. “Kvöldið uppgjöf. Í dögun nálgast. Eldur flöktir þínum. Mikið eins og þolinmæði mína. Sýna staðsetningu á brot eða deyja eins og bleyður sem þú ert.” She spoke in their native Ulfen tongue with surprising clarity.

The warriors seemed content to continue contemplating the fire before them. It’s waning dance did little to soothe the ache of the cold. The eldest of the trio exhaled a tired sigh before rising to his feet on creaking knees. His weathered face remained defiant in spite of the strands of white that had begun creeping into his mane of hair. “Jadwiga barn, þitt verkefni er heimska. Eins og ég hef sagt þér, er það í Ullerskad ekki lengur. Það hvílir í höndum einn sem mun koma til lífsins örlög skrifað á hann: að Ulfen satt, Þorgrímur púkinn brotsjór. Meira en það, mun ég ekki segja. Þessi staður hefur orðið nóg svik án við þrjú steypu eigin nöfn okkar í helvíti.” He knew his words had cost them their lives. But his honor remained. His hope remained--borne far away on the shoulders of the one called Thorgrim, son of the Púkinn Bölvaðir...

R U I N S OF P A T H F I N D E R
R O A D T O D A M N A T I O N
THORGRIM the FIENDBREAKER

<< Zar Kragnaral, Lands of the Linnorm Kings | Abadius 5th, 4688 AR >>

“Gaum nú orðum mínum, börn, og hlusta vel. Heyra hvað gerist þeir sem wield dýrð þeir ekki fengið.”

Sigurd Olafson is a celebrated hero, even among the likes of the vikingr laden city of Ullerskad. Like many, he had served his time among the Ulfen Guard of Grand Prince Stavian III. Unlike many, he would not rest content to retire on the considerable wealth that year long endeavor had earned him. Always seeking further conquest and fame, Sigurd’s exploits were known to mead halls the length of the Lands of the Linnorm Kings. Whether it be splintering entire tribes of trolls and giants alike, or visiting retribution upon the Winter Witches in Irrisen, his ever growing list of accomplishments inspired an excited murmur throughout Ulfen lands: whispers that perhaps a new Linnorm King would arise; whispers that in Sigurd, finally there existed a leader who would arise and overthrow the witches that had subjugated much of their ancestral land. A slayer of such renown surely needed a weapon to match the weight of his name.

The goði and gyðja of Ullerskad warned of folly and tragedy turned redemption should Sigurd seek entry into the demesne of The Deathless Jarl in Zar Kragnaral, insisting instead that his name bore the weight required to weather all coming storms. Heedless of the words of others, as ever, Sigurd made ready to slaughter his way through the giant tribes that made lair around Zar Kragnaral.

He returned bearing a blade all but lost to the roll of years. Known perhaps only to a handful of scholars in the entire world, Dómrbrandr had passed from knowledge in the centuries following the First Earthfall. A blade fit for king and conquerer, when asked how he had earned such a gift, Sigurd only replied that it had cost him “half his sight.” Not a particularly clever man, Sigurd spoke plainly. His left eye had died despite bearing no sign of injury; a colorless orb that afforded neither tear nor sight ever again.

<< Ullerskad, Lands of the Linnorm Kings | Erastus 12th, 4689 AR >>

“En sjá, jafnvel fræ bleyður getur ekki borið ávöxt passa fyrir borða.”

His warpath unabating, prowess unrivaled, and ambition indomitable, Sigurd seemed likely to make his bid for Ulfen royalty soon enough. It would seem, however, that there did exist one obstacle capable of stopping the brute’s rise to power: his son. Born to he and his wife, a young and beautiful vikingr shieldmaiden called Svala Bramsdottir, his son Thorgrim proved to be the only thing capable of exceeding his personal need for fame and glory. Rather than seeking out Fafhnheir to slay in single-combat, thus uniting the Linnorm Kingdoms under one banner, Sigurd resolved to spend his days raising his son to be the greatest vikingr the lands would ever know.

<< Skrata, Irrisen | Erastus 12th, 4704 AR >>

“Getur það ekki líka hægt að segja að fræ af föður gæti skilað tré jafnvel hærri en forveri hans?”

Towering tall and true, thick with muscles despite his youth, Thorgrim’s fifteenth nameday would serve also as the untested vikingr’s proving. A full decade and a half had passed since Sigurd last raided the frigid lands of Irrisen to the east. It was there he decided his son would earn his own legacy’s foothold.

Skrata, a small town playing host to one of Whitethrone’s important shipping lanes, lay just east of Irrisen’s western border along the Rimeflow River. It was Skrata where Thorgrim would first make himself known. The Ulfen invaders surged as one into the outlying houses and warehouses of the town, cutting down defender as if they were children. It would not be long until they earned themselves a proper fight, however, as Irrisen placed much value on the wellbeing of their shipping lanes.

Unknown to the Ulfen forces, Skrata played host to more than town guards and witch dolls. Led by a mountain of a frost giant, a pair of winter wolves and a small horde of ice trolls poured out of hidden redoubts to join battle with the vikingrs. During the thick of the fighting, Thorgrim found himself locked in fierce combat with an ice troll. Sigurd restrained several men who sought to aid Thorgrim in his fight, insisting that his son earn the kill alone. Surrendering to rage and raining an unrelenting hammer of blows against the beast, Sigurdson ultimately prevails against the beast. Though the cost is heavy, the Ulfens return rich from spoils in victory, and Thorgrim’s name is lauded in the songs and drinks that follow.

<< Southmoor, Lands of the Linnorm Kings | Neth, 4706 AR >>

“Þjóðsögur byggt á goðsögnum eru ekki þjóðsögur. Og falla svo sannarlega sem turn í umsátri.”

Karzoug’s reemergence spelled disaster for the Ulfen peoples. Sigurd was no exception. The resurgent Runelord’s forces warpath collided with the combined might of the Linnorm Kingdoms in the Southmoor Nolands, but even a people so hardy as the Ulfen struggle to rise to the occasion of a Runelord led army of mages, soldiers, rune giants and worse.

Despite his formidable prowess and possession of his legendary blade, Sigurd Olafson and his forces suffer one humiliating defeat after another at the hands of the Shalasti aggressors. The blow to his ego gives rise to worse ramifications than the loss of his kinsmen. His father stricken aghast by his own shortcomings on the war’s southern front, Thorgrim is forced to supplant his father’s leadership. Their fierce contingent begins fighting smarter and cautiously instead of resorting to the reckless abandon Sigurd was infamous for. Though they exact little toll on Karzoug’s forces, they manage to hold their ground with the combined weight of the Linnorm Kings around them. Sigurd retreats to Ullerskad, seemingly intent on drowning himself in mead.

<< Zar Kragnaral, Lands of the Linnorm Kings | Abadius, 4707 AR >>

“Eitt sem berst eigin örlög hans er dæmt til að mistakast. A minnka oft veitt af Norn.”

At a loss as to how to right his legacy, Sigurd returns to Zar Kragnaral. He is feared slain by most when a week goes by and no sign is seen of the aged warrior, though he eventually emerges nearly a month later. Sigurd is a changed man.

Twisted and corrupted by vile pacts made under the auspices of even viler witnesses, his greatly withered and emaciated body harbors deceptive strength. He returns at the head of a host of Guardian Daemons, surging unabated beyond the Ulfen front lines to meet Karzoug’s forces head on. He suffers another crushing defeat at the Runelord’s hands, returning to Ullerskad once more in defeat with what remains of his daemonic horde. He lays siege to his own city, lasting nearly a full week before Thorgrim and his surviving men return to drive back the Abaddon spawned horrors. Forced into a confrontation with his own father, Thorgrim begs him to cease his maddened conquest. No longer recognising his son as such, Sigurd refuses, and drives forward to destroy his only offspring. Upon landing a blow against his son, the sword shatters and explodes into a fine mist of adamantine, mithral, and cosmic energies. Only the tar-like hilt remains, rolling out of Sigurd’s grasp to rest in the crimson stained snow surrounding he and Thorgrim. The resulting backlash nearly consumes Sigurd and Thorgrim both. Staggered and a hair from true death, Sigurd is forced to quit the field of battle or face annihilation at the hand of Ullerskad’s battered but unbroken forces. Thorgrim's unconscious form is dragged away to Irongold Bastion, Ullerskad's Gorumite temple.

<< Ullerskad and Beyond | Abadius, 4707 AR - Kuthona, 4707 AR >>

“Og enn... jafnvel mistök gæti þjónað sem grunnur til sanna goðsögn.”

Thorgrim spends nearly a full month recovering from the injuries sustained battling his father and his daemonic ilk. He seeks counsel with the local priests of Gorum and Erastil during this period, where he takes his first steps in the long process of reforging the now bladeless hilt of Dómrbrandr. He swears oaths to both Gorum and Erastil (and other deities in the months to follow) to fulfill the seemingly impossible task of restoring the blade to its former glory and visiting vengeance against his cowardly father for his weakness and subsequent betrayals. Reforging Dómrbrandr would be no simple feat, however. Thorgrim spends roughly half a year under the tutelage of Torag’s Forgemasters in Highhelm before seeking an audience with the Pathfinders Grand Lodge in Absalom about the origins of his father’s blade. Even in the face of calamity and cataclysm, Thorgrim remains undeterred in his quest. He would not fail as his father had.

Though the Pathfinders received him and offered their hospitality, the secrets of their vast libraries would remain closed to him without certain concessions being made on his part. The considerable weight of the world's coming troubles had not yet come to bear fully, but already the Pathfinders numbers, ranks, and reputations began to dwindle and wane. In return for their services and aid in the young Ulfen's endeavor, they would require that Thorgrim lend his name to their ranks. Faced with little alternative, the vikingr grudgingly accepted despite no interest in living his life as such.

His first assignment from the Grand Lodge saw him accompanying a small team of scholars and archaeologists into the nation of Osirion by way of Sothis' ports. The voyage itself was short and uneventful, though their time in Osirion was anything but. As instructed, Thorgrim and his team met up with a pair of Sothans—a twin brother and sister, no less—that were to be their guides through the brutal trip through Osirion deserts. Just shy of a week, they had arrived at their destination: a ruin predating even the Osiriani civilizations. The daemonic glyphs and runes that dominated the stonework were foreboding, indeed, though none in the party of explorers could have fathomed that any fell guardians remained within.

Caught unawares in the ruin's central vault, most of the expedition fell in a single moment, withered into dry husks by a sudden swell of miasma and vile magic. The jackal-headed guardian was a creature as powerful as it was terrible. It was only through Thorgrim's self-sacrifice that Ojan and Jasilia were able to finally lay the beast low. Flying into an immense rage, Sigurdson impaled the meladaemon with the full length of his blade, driving it back and pinning it against a stone pillar while the beast thrashed, rending and withering the barbarian into ruin. Though the twin heirs of Osirion managed to emerge victorious, Thorgrim had been utterly destroyed by the creature's malign assault.

<< Sothis, Osirion | Abadius, 4708 AR >>

"Hversu lítilfjörlegur eru rannsóknir á lífi fyrir þann sem hefur svikari dauða?"

Thorgrim met not his forefathers. He was not availed to the meadhall promised his heroic departure. When his eyes opened, they were greeted by an obsidian dome sloping downward in all directions around the lush gardens and pretentious palace walls that housed them. Of his demise he was certain; the beast was a far greater foe than even his considerable strength could hope to prevail against. Instead, he was greeted by the Ruby Prince himself, surrounded by a thick line of formidable looking húskarlar. In thanks for saving the lives of his twin heirs, Khemet III had deemed Thorgrim Sigurdson worthy to take on the task of guarding the twin heirs in a far more formal capacity: as a Risen Guard. Thorgrim refused; or, at least, he attempted to.

Prince Khemet III, owning a vast network of powerful servants and creatures, forced the Ulfen into a pact that demanded his undying cooperation. Though every fiber of his being longed for the freedom to pursue his own path, the nature of the sorcerous pact thrust upon him forbade him from disobeying the will of the Ruby Prince for the rest the ruler's days. Fortunately for Thorgrim, the man's days would not be so long lived as all had assumed.

<< Sothis, Osirion | Calistril, 4708 AR — Current Day, 4013 AR >>

"Maður örlög geta ekki komast örlög hans. Fyrir örlög hefur leið vinna í gegnum, þrátt fyrir óskir mönnum og fénaði."

The ruin of Xotani's wake was terrible to behold, though even that devastation paled in comparison to the tens of thousands consumed by the Rovagug Spawn's incinerating ire. Thorgrim acquitted himself admirably in the time that followed the Spawn's departure, saving lives in droves despite great risk to himself. He would also come to learn in the days that followed that his pact of service to the Ruby Prince had been rendered null and void by the ruler's tragic and fitting demise. Even so, as the vikingr's sense of purpose tugs at him to direct his attention ever outwards and to the task of reforging Dómrbrandr, his heart insisted that he remain in Sothis to help right the crippled city's populations. Though his time with the Risen Guard died with the Prince who thrust the service upon him, Thorgrim has remained in Sothis to help the ruined city piece itself back together while keeping an ear out for any clues as to his sword's ancient origins.