Halfling Slinger

Aliver Magravi's page

19 posts. Alias of magnumCPA.


Full Name

Aliver Magravi

Race

Halfling

Classes/Levels

Ranger 5/ Gunslinger 1

Gender

Male

Size

Small ( 3'0 ft, 37 pounds)

Age

43

Alignment

True Neutral

Deity

Abadar

Languages

Common

Occupation

Caravaneer/guard/occasional thug

Strength 12
Dexterity 18
Constitution 16
Intelligence 10
Wisdom 14
Charisma 10

About Aliver Magravi

Background:
Aliver's parents died when he was very young. He never actually knew them. From what little he could gather, they were escaped slaves from Chelliax, who escaped to become caravaneers and live a life of adventure. They were killed when he was 3 so, their companions brought the young child to Korvosa. They took him to a temple and from then on out, he was taken care of by a laypriest of Abadar in the city who named him Aliver. Aliver was an unusually happy child considering the dour atmosphere of the temple, though he did not stay at the temple long enough to grow up to become accustomed to city life. He was was adopted by a caravaneering Varisian family who knew his parents and managed to track the boy down to Korvosa. This new family consisted of his ‘mother’, a traveling fortune teller, his ‘father’, a retired rake and swordfighter from Riddleport, and two rowdy big ‘brothers’ and a sister. His upbringing made him used to diverse environments and he saw nothing odd about his upbringing. He took their last name: Margravi. For this reason his name never sounded remotely Halfling to those who were an expert on such matters.

By the time of his maturity, he understood the treacheries involved with traveling. It was there he perfected his skill with different kinds of ranged weaponry. In one particularly taxing episode, he was separated from his group and left to survive in the wilderness with his trusty crossbow. Aliver's older brothers gave him the weapon sort of a joke when he was about 15. They thought the young boy looked sort of funny carrying around the implement. Like a child wearing a knight's helm. However the crossbow came in handy in one particularly taxing episode, when he was separated from the rest of his family in a goblin attack. He was lost in the woods for the better part of a day when he was attacked by a goblin dog. He managed to nail the disgusting creature in the head. Aliver managed to hitch a ride with another caravan and meet with his adoptive family in a nearby town. They managed to help him hone his skills as they continued traveling through town to town. He killed his first goblin with an arrow through the chest a year after his experience with the dog.

That was the day they gave him his Kapenia. They were kind enough to incorporate what little they knew about his biological family into it. In their eyes, no Varisian traveler should be without one. As soon as he could, he got away from the caravan life, said farewell to his family, and settled in Sandpoint for a time because there were few other options for him. He thought it would be good to get away from that kind of life, but as time went on, he felt restless.

Finding the town depressingly boring, he holed himself in the bars and surrounded himself with adventurers, hunters, soldiers, and all other manner of fighting men. He collected many stories and keepsakes from these people, and lost many others. To him, every piece of equipment tells a story. To his crossbow which saw him through the wilderness, to the longbow he won off an elf in a bet, to the poleaxe he got from an unfortunate hunter's corpse. He dedicates himself to mastering any and all ranged weaponry—it even extends to strange contraptions such as the firearms out of Alkenstar, which he managed to finally acquire through years of travelling and numerous caravan connections. After a number of accidents that left him with a face full of soot, he managed to figure out how to work the blasted thing.

He makes his living off a combination of old caravan savings as well as occasional work as a guard(or assassin), as well as a bit of gambling. When it comes to jobs, he doesn't care much about what it is, as long as it isn't suicidal and his skill at turning things into pincushions is put to good use.

Aliver started running caravans throughout Ustalav and Varisia, even touching the border of Nidal (though never venturing past that border after a bad experience—he still has the whipmarks as a reminder). He’s either running caravans, or chasing whatever the next big score is, even when it involves fighting monsters or raiding tombs. The rest of the time, the Halfling sits around the taverns with a look of smug indifference on his face.

Description:
He's got a pale complexion and medium black hair with a large muttonstache for someone of his species. He's stout and surprisingly stocky as well. His general appearance are surprisingly neat for a drunk. His armor and weapons are generally kept very clean. He also wears earrings for luck and as a tribute to the Abadarans who initially took care of him. He carries a couple of different weapons he cribbed from various hunters and adventurers over his time in Varisia. The many unusual arms he carries around with him suggest that he may very well be some kind of hired sword or hunter.

Personality:
Aliver is small in size, but he makes up for it with a large personality. He carries himself with a certain bravado in combat. He's optimistic, and has a great sense of hope for the future, which extends into his confidence in his own abilities which can come off as slightly arrogant. Aliver carries himself with a certain bravado, but knows he'd not perfect. He's aware that he can be a terrible drunk and an even worse packrat. His lack of commitment has gotten him many problems in the past. Nevertheless he remains hopeful for the future. When he's not fighting, he's either drinking or gambling. Aliver is also very superstitious. He has many little rituals and practices which he believes will give him luck. From breaking bottles on a caravan's wheels before a journey to pouring ale for the dead at funerals to wearing jewelry because he thinks it'll make his arrows strike true. He is unable to remember which ones he got from his family or which he gets from himself. He also believes every object tells a tale. For this reason he seems to carry a lot more things than he can handle and is hesitant to dispose of things. His sense of sentimentality is heavily present even in his little hovel in Sandpoint, where he keeps many keepsakes from those who touched his life.

Bobo:

Bobo is Aliver’s animal companion and business partner. He claims he can understand Bobo but most bystanders are doubtful of this fact. Bobo started following Aliver when he was just a cub. Aliver tried to get rid of the bear, but to no avail. He eventually realized that orcs must have killed the cub’s mother. Feeling sorry for the poor creature, Aliver eventually gave in and brought his bear along with him. Unlike a lot of people with exotic pets, Aliver understands why people would be apprehensive with a bear around. Unfortunately Bob doesn’t. Bobo is a quiet and somewhat shy animal that stays out of the way for the most part, but that doesn't stop him from following Aliver around until sternly instructed otherwise. Despite the animal’s obedience, the shaggy black bear will occasionally get into trouble if people leave food or meat lying around in plain sight.

STATS:

Stats:
Aliver Magravi
Halfling True Neutral Ranger/Gunslinger
Favored Enemies: Human, Animal
Favored Terrain: Forrest
Str 12 Dex 18 Con 16 In 10 Wis 14 Cha 10
HP: 63
BAB 6
Saves
Fortitude: 9
Reflex: 10
Will: 6
INIT +4
AC 20: Touch 15, Flat-Footed 15
CMB: 6 (+6 bab+1str -1 size)
CMD: 20
Attack
+1 Composite Longbow +12/+7 (1d6+2/x3) (P)
Battered Musket +11/+6 (1d10/x4) (P/B)
Masterwork Light Crossbow +12/+7 (1d6/19-20x2)
+1 Halberd +8 (1d8+2/x3) (S)
Feats
Deadly Aim
Precise Shot
Rapid Reload
Iron Will
Gunsmithing

Deeds:
Dead Eye

Traits:
World Traveler (Diplomacy)
Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer.
Adopted
Benefits: Select one of the following skills: Diplomacy,Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
You were adopted and raised by someone not of your race, and raised in a society not your own.
Benefit: As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.
Carefully Hidden (Human)
Your life as a member of an unpopular ethnic group has given you an uncanny knack for avoiding detection.
Benefit: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects

Skills:
Acrobatics +8 (1)
Bluff +5 (2)
Climb +5 (1)
Craft (Alchemy) +8 (5)
Craft (Firearm) +4 (1)
Diplomacy +5 (1)
Handle Animal +5 (2)
Knowledge (Geography) +5 (2)
Knowledge (Local) +4 (1)
Knowledge (Nature) +4 (1)
Perception +12 (5)
Stealth +16 (5)
Survival +11 (6)
Swim +5 (1)

Spells
Entangle (DC 13) (1/1)
Abundant Ammunition (1/1)

Bobo

Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

HP: 10/10
BAB: 2
Fort: 4
Ref: 5
Will: 4
AC: 15 (12 touch, 13 dodge)

Size Small;
Speed 40 ft.
AC +2 natural armor;
Attack:
bite +5 (1d4+2)
2 claws +5 (1d3+2);

Feats:
Toughness
Iron Will

Skills:
Perception: +6
Swim: +6

Tricks:
Attack

Equipment:

Chain Shirt +1 (1100 gp) 12 lbs
Battered Musket 4 lbs
+1 Mighty Composite Longbow (2200 gp) 1.5 lbs
Masterwork Light Crossbow (335 gp) 2 lbs
+1 Halberd (2010 gp) 6 lbs
20 common arrows (1 gp) 3 lbs
40 thistle arrows (40 gp) 6 lbs
50 bolts (5 gp) 5 lbs
30 silver bullets (750 gp)
Black powder keg (1000 gp) 5 lbs
Powder horn (3 gp) 1 lb
40 paper cartridges (480 gp)
Masterwork backpack (50 gp) 4 lbs
10 alchemist's fire (200 gp) 10 lbs
3 sunrods (6 gp) 3 lbs
Kapenia (12 gp) 2 lbs

700 platinum pieces
412 gold pieces
2 silver pieces

light wagon (50 gp)
heavy horse (200 gp)
harness (2 gp) 2 lbs
bit & bridle (2gp) 1 lb
4 animal feed (2 sp) 40 lbs
masterwork survival kit (50 gp) 4 lbs
gunsmith's kit (15 gp) 2 lbs
Portable Alchemist's lab (75 gp) 20 lbs
Hemp Rope (1 gp) 10 lbs
Bedroll & blanket (6 sp)8 lbs