Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search
Links
Shop
Recent Reviews

Pathfinder Roleplaying Game Buff Deck
****( ) by Lady Ophelia

Pathfinder Chronicles Miniatures: Galtan Freedom Fighter
***** by Patrik Ström

Pathfinder Society Scenario #3-21: The Temple of Empyreal Enlightenment (PFRPG) PDF
***** by The Grandfather

Pathfinder Roleplaying Game Buff Deck
****( ) by Todd Lower

Pathfinder Society Scenario #3-12: Wonders in the Weave—Part I: The Dog Pharaoh's Tomb (PFRPG) PDF
**( )( )( ) by Azothath

   RSS Posts
Tweiford Shenk

Virgil Longstreet's page

292 posts. Alias of Tanner Nielsen.


Facebook Twitter Email
Full Name

Virgil Longstreet

Race

Human

Classes/Levels

Cleric 1 : HP 11/11 : AC 12 CMD 10 Touch 11 Flat 11 : light mace -1;1d6-1/x2 : mwk lt crsbow +2;1d8/19-20x2 : Channel 1d6 Will DC 18 : F +4 R +1 W +4 : INIT +1 Perc +2 CMB +1

Gender

Male

Age

18

Alignment

Lawful Neutral

Deity

Abadar

Location

Sandpoint, Varisia

Languages

Common

Occupation

Missionary

Strength 8
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 14
Charisma 18

About Virgil Longstreet

Description:

Hair: Black
Eyes: Blue
Height: 6'0"
Weight: 120lb

You see a clean-shaven young man with black hair cropped neatly short. His eyes are the color of the ocean, with small flecks of silver near the iris. His skin is very pale and tight against his skin, with years of scholarly study and monasticism evident in his build. He is dressed in a tight-fitting cleric's vestment - a black with silver-trim three-quarter length coat, with breeches, vest, and gloves. He is tall and lanky, with a wiry frame and straight posture.


Personality:

Virgil tries to uphold the ideals espoused by the clergy and worship of Abadar - namely, that of self-discipline, order, and productivity. While well-meaning and generally likable, Virgil tends to view things from a utilitarian perspective that takes communities and regions into account rather than individuals.

Background:

Our story begins in the year 4702 AR, during a period of time that the residents of Sandpoint would later come to call, 'The Late Unpleasantness.'

Sandpoint was no stranger to crime, or even to murder. Once or twice a year, passions flared, robberies went bad, jealousy grew too much to bear, or one too many drinks were drunk, and someone would end up dead. But when the body count suddenly began to mount, the town had no idea how to react to the killer dubbed 'Chopper.' Over the course of one long winter month, every few days brought a new victim to light. Each was found in the same terrible state, bodies bearing deep cutting wounds to the neck and torso, with both hands and feet severed and stacked nearby and the eyes and tongue missing entirely, plucked crudely from the head.

Sheriff Avertin himself became Chopper's last victim, slain when he finally caught the killer mutilating his latest victim in the side street that would come to be known as Chopper's Alley. Avertin managed a telling blow against the murderer before dying himself. When the town guard found the sheriff dead with another victim several minutes later, they were able to follow the bloody trail left by the killer. A trail that led straight to the stairs of Stoot's Rock, the prominent stone outcropping just north of the Old Light.

Jervis Stoot and Chopper were the same, and the eyes and tongues of all 25 victims were found in a horrific altar to a birdlike demon whose name none dared speak aloud. Stoot himself was found dead at the base of the altar, having plucked his own eyes and tongue loose for a final offering. The guards collapsed the entrance to the chambers, burned Stoot's house, tore down the stairs, and tried to forget.

One person, however, could not forget. For you see, his parents were #17 and #18.

The Longstreet family were regarded as decent and hard-working folk. Hamar Longstreet was an apprentice glassmaker at the Sandpoint Glassworks, while Shalee Longstreet was a full-time mother and part-time seamstress. They had moved to Sandpoint from Magnimar a few years earlier and owned a small home next to the local theater. Their deaths occurred during the night while they slept, leaving their baby son Virgil an orphan.

The local priest, Ezakien Tobyn, arranged for the baby Virgil to be taken back to Magnimar to live with his uncle, a priest of Abadar named Solon Longstreet. It was thus that Virgil was raised among the clergy of Abadar, knowing little of his parents and the horror that robbed him of them. Young Virgil took quickly to service in the church, learning the arts of religion, government, and economics under the tutelage of his uncle. Virgil would have continue in blissful ignorance, if not for the fateful day when he turned 18.

Solon had a heart-to-heart with the young man and shared with him the story of his parents. Distraught, angry, and confused, Virgil decided that he would return to the place of his birth to continue his service, swearing that he would protect others that might suffer without the guiding hand of Abadar. Bidding his uncle goodbye and leaving the only home he has ever known, Virgil made his way to Sandpoint on horseback and arrived just in time to witness the Swallowtail Festival and the goblin attack. Later he attended the ceremony presenting the party members with medals honoring their bravery and skill in dealing with the goblins.

Right now he sits at the Rusty Dragon, slowly drinking a mug of mead and trying to figure out how to introduce himself and ask if he can help the newest heroes of Sandpoint.


Racial Abilities:

Bonus skill point
Bonus feat

Equipment and Money:

light mace (5gp, 4lb), masterwork light crossbow (335gp, 4lb), crossbow bolts (20) (2gp, 2lb), dagger (2gp, 1lb), silken ceremonial armor (30gp, 4lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), whetstone (2cp, --lb), signal whistle (8sp, --lb), iron holy symbol (5sp, 0.5lb), 87.42gp.

Weight: 15.5lb
Load: Light


Combat Statistics:

HP 11 (8+3)
Spd 40ft
Initiative +1
CMB +1 (+0 BAB, -1 Str)
Base Attack +0

Melee
light mace -1, 1d6-1/x2

Ranged
masterwork light crossbow +2, 1d8/19-20x2 (80')

AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
CMD 10 (10 base, +0 BAB, -1 Str, +1 Dex, +0 Size)
Fortitude +4 (+2 base, +2 Con)
Reflex +1 (+0 base, +1 Dex)
Will +4 (+2 base, +2 Wis,)


Skills:

[2 class, 0 Int, 1 race]

Diplomacy +8 (1 ranks, 3 class, 4 Cha)
Knowledge (religion) +5 (1 ranks, 3 class, 0 Int, 1 trait)
Sense Motive +6 (1 ranks, 3 class, 2 Wis)


Class Abilities:

CLERIC

Aura (Ex) (Law, Neutral)

Channel Energy (Negative) (Su) - (1d6, DC 18, 7/day) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage, +1d6/2 cleric levels. Creatures that take damage from channeled energy receive a Will save to halve the damage, DC 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Spontaneous Casting - A good cleric can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Domains (Nobility, Travel)

Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Spells:

Cleric Spells Prepared (4, 4+1, 2+1)

0 (DC 12): create water, guidance, light, spark
1 (DC 13): cure light wounds (3), obscuring mist, divine favor*


Traits:

Outlander (Missionary) - You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Sacred Conduit - +1 channel energy DC

Feats:

1 - Selective Channel
Race - Improved Channel

Current Status:

HP 11/11
Channel Energy 7/7
Inspiring Word 5/5
Agile Feet 5/5

Dice:

Melee
light mace [dice]1d20-1; 1d6-1[/dice]

Ranged
light crossbow [dice]1d20+2; 1d8[/dice]

Diplomacy [dice]1d20+8[/dice]
Knowledge (religion) [dice]1d20+5[/dice]
Sense Motive [dice]1d20+6[/dice]



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online,PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.