"What're you lookin' at?" ~Agirran the Fury, immediately before the outbreak of the Absalom dock riot of 4710.
Theme: Agirran is (or is going to be) a big tough, scary ship's war wizard (read: fighter (viking)/(water school) wizard/eldritch knight). He's tattooed with what might be a spell book (if I can find the right Feats), and wields a great axe to some effect. He is not however a very forgiving or even very nice person to be around. Eventually he might make for a good if gruff mentor to some 'hero' but right now he's still growing into the role; he's still working on 'gruff'.
6’ 4” and seemingly built of tempered steel, a lifetime at sea has left Agirran as tough as northern boot-leather and as strong as sailors half his age. His long, hair is as white as sea foam, shot through with splashes of iron gray and is perpetually dirty. Most striking however is his “spell book,” which he's had tattooed all over his body. Up his arms, down his legs and across his trunk, There are still some places untouched by the tattoo artist but as he grows in power those places will becoming scarcer (and in some spots, difficult to read). There are only two tattoos on Agirran's body that someone without the benefit of read magic would be able to understand: the anchor on his right forearm and the words “This Ink Don’t Run” stenciled above his heart in Common Taldane.
Big, tough, frank, foul-mouthed and surly, Agirran is a creature of extremes. When he meets someone he sizes them up immediately and decides whether he loves them like a brother or hates their friggin’ guts. He lets them know point blank and if later experience proves him wrong--he'll change his assessment, and let the person know in the most testosterone-drenched way possible. He gives everyone piratical nicknames that hint to the level of esteem or contempt that he holds them in.
Agirran is the sort of person that most civilized folk avoid like the plague and would never want to see in a drunken rage. And yes, he has occasionally dismantled the odd ocean-side tavern when his blood was up. For all Agirran's bohemian antics he is quite cunning. Much of his tough-guy act is just that-–an act. His breadth of life experience, practical arcane knowledge and linguistic skill often floor more traditionally trained wizards and scholars. Although his fists could easily do the same. ;)
Agirran the Fury
Male human (Ulfen) fighter (viking) 2/water wizard 2 (Pathfinder RPG Advanced Player's Guide 143, Pathfinder Player Companion: People of the North 24)
CN Medium humanoid (human)
Init +1; Senses Perception +0
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 46 (4 HD; 3d6+2d10+17)
Fort +7, Ref +3, Will +4
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Offense
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Speed 30 ft.
Melee +1 cold iron greataxe +8 (1d12+5/×3) or
_____ +1 cold iron greataxe (w power attack) +7 (1d12+8/×3) or
_____ +1 cold iron greataxe (w arcane strike) +8 (1d12+7/×3) or
_____ +1 cold iron greataxe (w power attack and arcane strike) +7 (1d12+10/×3) or
_____ mwk sap +7 (1d6+3 nonlethal) or
_____ mwk sap (w power attack) +6 (1d6+5 nonlethal) or
_____ mwk sap (w arcane strike) +7 (1d6+5 nonlethal) or
_____ mwk sap (w power attack and arcane strike) +6 (1d6+7 nonlethal) or
_____ unarmed strike +6 (1d3+3 nonlethal)
Ranged cold iron throwing axe +4 (1d6+3) or
_____ sling +4 (1d4+3) or
_____ sling (with arcane strike) +4 (1d4+5) or
_____ cold iron throwing axe +4 (1d6+3)
_____ cold iron throwing axe (with arcane strike) +4 (1d6+5)
_____ throwing axe +4 (1d6+3)
_____ throwing axe (with arcane strike) +4 (1d6+5)
Special Attacks cold blast, fearsome
Wizard Spells Prepared (CL 5th; concentration +9)
__ 2nd—fog cloud, mirror image, resist energy
__ 1st—hydraulic push[APG], protection from evil, shield, thunderstomp[ACG]
__ 0 (at will)—detect magic, light, ray of frost, read magic
__ Opposition Schools Fire
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Statistics
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Str 16, Dex 12, Con 14, Int 18, Wis 10, Cha 7
Base Atk +3; CMB +5; CMD 17
Feats Arcane Armor Training, Arcane Strike, Dazzling Display, Power Attack, Spell Focus (evocation), Toughness, Weapon Focus (greataxe)
Traits bruising intellect, magical knack (wizard)
Skills Appraise +8, Climb +8, Intimidate +12, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +9, Profession (sailor) +8, Spellcraft +9, Survival +5, Swim +10
Languages Aquan, Auran, Common, Kelish, Osiriani, Polyglot, Skald, Sylvan
SQ arcane bond (amulet), hold breath
Combat Gear potion of cure light wounds (4), scroll of endure elements (4), scroll of monkey fish (2), alchemist's fire (2); Other Gear +1 mithral chain shirt, cold iron throwing axe, mwk cold iron greataxe, mwk sap, sling, sling bullets (10), throwing axe, arcane bond amulet, fur-lined cloak of resistance +1, ale (per gallon), bedroll, belt pouch, cheese, dice (d4, 2d6, d8, 2d10, d12, d20, and two superior loaded d6) grappling hook, marked cards[APG], masterwork backpack[APG], meat (2), sack, scroll case (2), silk rope (50 ft.), spell component pouch, spellbook, trail rations (5), traveler's any-tool, twine (50')[APG], waterskin, weapon cord (greataxe)[APG], 1,481 gp, 3 sp, 7 cp
Mission Gear
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Tracked Resources
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Alchemist's fire - 2/2
Arcane Bond (Amulet) (1/day) (Sp) - 1/1
Cold Blast (1d6+1 cold damage, 7/day, DC 15) (Su) - 7/7
Cold iron throwing axe - 1/1
Potion of cure light wounds - 3/4
Sling bullets - 10/10
Throwing axe - 1/1
Trail rations - 5/5
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Special Abilities
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Arcane Bond (amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC 20 + spell level).
Arcane Armor Training (Prerequisites: Light Armor Proficiency, caster level 3rd.) As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
Arcane Strike +2 As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bruising Intellect Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Cold Blast (Su; 1d6+1 cold, Reflex DC 15) As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6 points of cold damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save negates the staggered effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Dazzling Display (Prerequisite: Weapon Focus, proficiency with the selected weapon.) While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Expanding Trade Network You befriended either Temel Passad or Metella Raugar, and in doing so you began to develop a stronger trade network with the Kalistocrats or the Five Kings Mountains, respectively.
If you are a member of the Qadira faction, you are able to leverage this connection to your advantage, gaining a +2 bonus on all Day Job checks.
Fearsome (Ex) At 2nd level, a viking can make an Intimidate check to demoralize an opponent as a move action. At 10th level, she can do so as a swift action. At 18th level, she can demoralize a foe as a free action once per round. This ability replaces bravery.
Friend of the Yagvenas The Yavegna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them.
Magical Knack (Wizard) Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
☐ ☐ Malika’s Aid You rescued Malika Fenn in Bloodcove. Until she settles in another area to continue her work with the Society, she’s happy to coach you on tracking, wilderness medicine, and woodlore. You can check one of the boxes that precedes this boon before attempting a Heal, Knowledge (geography), Knowledge (nature), or Survival check to roll the check twice and take the better result. You are treated as trained for the purpose of that skill check, and if your modifier is lower than +5, treat it as +5 for the purpose of this check. (The Bloodcove Blockade)
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
☐ Righteous Redemption Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp. (From the Tome of Righteous Repose)
☐ ☐ ☐ ☐ Saltroot Intermediary (Exchange Faction) You have brokered a deal between the Exchange and a dangerous druid circle called the Saltroots. As a demonstration of his group’s power, the leader Erwyn Harvacus has imbued you with a small amount of druidic magic. You can cast any of the following spell-like abilities below by checking the listed number of boxes that precede this boon. If you are at least 7th level, you also gain access to the second list of spell-like abilities. Once you have checked all of the boxes, one of your veins turns a deep green, signifying your ties to the Saltroots but granting no other effects.For these spell-like abilities, use your character level as your caster level, and use your Wisdom bonus to determine saving throw DCs and your concentration bonus. (The Bloodcove Blockade)
Any Level: entangle (1 box), speak with plants (2 boxes), tree shape (mangrove only, 1 box), wood shape (1 box)
Level 7+: blight (1 box), repel vermin (2 boxes), water breathing (1 box)
Spoils of the Siege (Zurnzal) If you bring this Chronicle Sheet to an adventure in which the Pathfinder Society deals with Zurnzal or his schemes, you can qualify to receive a special boon at the end of the adventure to reflect Zurnzal’s increased resources.
Water Supremacy (Su) You gain a +2 enhancement bonus on Swim skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can hold your breath for a number of rounds equal to four times your Constitution score before you must start making checks to avoid drowning. At 10th level, you gain a swim speed equal to your base speed. At 20th level, whenever you make a Swim skill check, assume the roll resulted in a natural 20.
☐ ☐ ☐ Worthy Foe Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn. (From the Tome of Righteous Repose)
Bones: You gain the benefits above against undead creatures.
Scales: You gain the benefits above against dragons and humanoids with the reptilian subtype.
Scoundrels: You gain the benefits above against humanoids with the human subtype.
Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype.
Sign in:
Player Great Green God
Character Agirran the Fury Faction The Exchange
PFS # 139009-17
Advancement standard
Day Job [dice=Profession (sailor, Expanding Trade Network)]1d20+9[/dice]
Spoiler:
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Tracked Resources
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Alchemist's fire - 0/1
Sling bullets - 0/10
Throwing axe - 0/1
Trail rations - 0/5
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Special Abilities
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Cold Blast (1d6 cold damage, 6/day, DC 14) (Su) 5 ft burst centered on self deals damage and staggers foe for 1 round (Ref part).
Magical Knack (wizard) +2 CL for a specific class, to a max of your HD.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Weapon cord Attached weapon can be recovered as a swift action.
outline:
Level 1 Fighter 1, Power Attack, Toughness, Weapon Focus (greataxe)
Level 2 Wizard 1, Spell Focus (evocation) instead of Scribe Scroll
Level 3 Wizard 2, Arcane Armor Training
Level 4 Wizard 3, +1 Int
Level 5 Wizard 4, Varisian Tattoo or Arcane strike
Level 6 Wizard 5, Extend Spell
Level 7 Eldritch Knight 1, Barroom Brawler or Combat Casting and either Arcane Strike, Shatter Defenses, or Varisian Tattoo
Level 8 Eldritch Knight 2, +1 Int