Halfling Slinger

Aliver Magravi's page

19 posts. Alias of magnumCPA.


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Sounds good. I'm sure everyone will keep in touch.


Finished with all my bells and whistles. Unless I suddenly figure I've forgot something. Lots of good looking characters here in any case. I'm sure hopping on the trail with any of them would be fun.


I got everything done except equipment. I know what I'm getting, just running the numbers for price, weight etc.


A Flyer:

Aliver and Associates Caravan Co.

Find some pesky goblin horde or rampaging minotaurs are keeping your goods from where they need to be? Contact Aliver and Associates Caravan Co. We'll make sure your stuff gets where it needs to be. Doesn't matter where it is or what it is. Anything keeping you from where you need to go or damaging your hard earned livelihood filled full of holes. Premium customer service guaranteed. Anything in your way will be put down right good. Here at Aliver and Associates, we'll give you the best service you can expect with our staff composing of the best marksmen of Western Avistan (under 4 ft tall)

Here's a character that I thought might fit what you wanted. Backstory is in the profile. The crunch is a work in progress, but should be up shortly. He's going to try and run some trade goods, whether his own or someone else's through Shudderwood. Would be glad to have a hook to someone else.


Torn between not wanting to get thrown in the drunk tank before the festival, not wanting to have people tell him what to do, and his own personal superstition of not wanting to leave practice on a bad note, he fires on last arrow before heading inside. He gives the arrow a small kiss before he nocks it.

"Come on darling, just one more for me."

arrow: 1d20 + 4 ⇒ (15) + 4 = 19

He smiles as the arrow hits it's mark perfectly.

Uh oh, better get rid of the evidence

Aliver gives the arrow a good tug and manages to wrest it from the tree. Good it wasn't a broadhead.

He puts his archery stuff in his bag and stumbles into the tavern, almost tripping on the way in. He sits the same place he always does.

"Hey how about tha' meat that guy oe'r there's having" he says to whichever waitress is walking by as he puts a copper on the table.


Aliver looked up at the big human woman.

"Eh hold yer horses lady. I--I know what I'm doin'" he said as he stumbled around. "I'm just praciticin' for the contest today. I ain't going to hit nobody. People know they're in good hands with me yes'm. I'm a professional. Yes I know it looks bad, I had--I had a bit o' ale before, but some good rest will set me straight after I get me practice. Though if it make a...uh refined human lass like ye feel better, I'll take some more precaution" Aliver turns his head around to where he saw some of the kids were playing. "HEY YOU DERN KIDS STAY AWAY FROM ME TREE. I'M PRACTICING OVER HERE!" He turns and shakes his head and laughs. "Heh I love the young people. Hey watch this." He closes one eye and nocks an arrow.

arrow: 1d20 + 4 ⇒ (1) + 4 = 5

He steps up about 5 feet closer and fires another arrow at the tree only to miss. Damn, she broke his concentration.

Aliver puts aside the the bow. "Oh maybe you're right. It's enough. Sorry, that was irresponsible. I think I'll get some food and then take a nap . That's what--what a responsible person would do. Yes."


Just outside the tavern an obviously drunk halfling is practicing his archery skills on a tree. He liked to get in a couple of drinks before the festival 'pre-libation' he called it. He liked to fire arrows drunk. Drinking and hunting went well together providing you aren't drunk at the wrong time and suicidaly stupid. He fired three shots at the old tree where the kids used to carve their names in. The best part about this game was even if he lost, he won!

drunk arrow shot: 1d20 + 4 ⇒ (20) + 4 = 24
arrow 2: 1d20 + 4 ⇒ (11) + 4 = 15
arrow: 1d20 + 4 ⇒ (12) + 4 = 16

He took his time with his shots. It was more his style.

"Bullseye!" he exclaimed as the first one hit it's mark perfectly.

He was feeling lucky today. He even thought he smelled someone with some meats somewhere.

smelling: 1d20 + 3 ⇒ (10) + 3 = 13


Here's my archer character. I took the Attachment drawback and the Adopted trait, hope that's cool.

Character Questionaire:

There's more on the profile. I will just summarize here. There's also an in-character questionairre I got.

- A physical description

Aliver is a noticably stocky halfling with thick black hair and while most of them can only grow sideburns, he has massive sideburns which extend into a large bushy mustache. He wears a lot of cheap looking jewelery, notably the looped earings he's had for a couple years now. His skin is dusky from a lot of time spend in the sunny and he's always smiling a big, smug, lazy grin. Aliver dresses like a hunter or something like it, always openly carrying various weapons and wearing spotless leather armor, so it looks like he hasn't seen much action in a bit. His face also is usually puffy and red, like he's in a perpetual state of drunkeness. For some reason he carries around a colorful embroidered scarf everywhere, akin to a child with it's favorite blanket.

- Describe your personality

The self-proclaimed best archer on this side of Varisia. He's proud of his marksmanship to the point of arrogance, and also extremely sentimental and superstitious. He has a ton of little superstitions which seem mostly unique to Aliver. He also has difficulty letting things go. A lot of the time, the halfling seems stuck in the past. Barring that he loves drinking, hunting, and telling stories.

- Describe your background

Aliver's parents died before he could remember, at which point the people with him dropped him off at the church of Abadar in Korvosa. He did not stay there long, but nevertheless he still considers Abadar his patron deity and makes certain practices from that religion part of his life. Later on he was adopted by a family of Varisian caravaneers who raised him as one of their own. These Varisian people knew Aliver's parents when they were alive and taught him all the customs of their people. At one point they even knitted him an heirloom scarf from what little they knew of his family history. They knew his parents started out as slaves and traveled to Varisia for freedom. The etchings of the scarf told this story, and since then he could never quite let go of it. As he got older he took on increasing responsibilities on the caravan, culminating with him getting lost in the woods for two days. This experience is where Aliver made his first kills and taught him the importance of wilderness survival. He travelled all over Varisia. He became a caravan guard and eventually bid farewell to his adopted siblings and parents. He then set up in Sandpoint, in a ploy to become a great monster hunter and get money while doing it.

- What motivates you?

Gold is what motivates Aliver. He has no grand quest of vengeance or glory (although he does welcome recognition) or righting wrongs or anything like that. He's a simple man who just wants to survive another day while doing what he's good at. He also likes the prospect of being in a good story. This desire has lead him to undertake many dares and will likely lead him into many strange adventures in the future.

- What is your greatest fear?

Aliver does not like the idea of being turned into a husk of his former self. He does not want to lose memories or who he is. He's heard stories of the undead and has decided there could be no worse fate. He also fears old age, but he's young-ish yet. Right now he'd just rather not settle down. Such a thing would be unthinkable. Almost as bad as these are the prospect of dying alone and forgotten.

- What is your greatest wish?

Besides getting enough money to lead a comfortable life, Aliver would like to set a good example to his people of what he could be accomplished. He dreams of a day where Varisia will be a nice, safe place to live, and when halflings no longer need fear oppression. Though it's a distant, ludicrous dream and certainly not something he would seriously be working towards.

- What is the moral line you would never cross?

Aliver doesn't see himself as a leader most of the time, but he figured if he was, he'd never coerce anyone into doing anything against their interest. That just seems cruel to him. He has less compunctions against harming people normally. He would kill, but he'd never enslave or make people dig their own graves.

- Spend time telling me about your character’s backstory (Why do you have those skills, languages and why are you that class?) Include two backstory plot hooks. I like to work in things from character backgrounds, so give me some material to work with.

Aliver learned just about everything he knew from caravaning, his family, or his time in the woods. He became pretty good at sneaking around to get past his older brothers, but later on it became necessary to scout out ahead from the others. And of course a lot of it just comes naturally, due to his size. He learned how to survive in the woods after a pretty trying experience there from his adoptive father, a swordsman turned caravaneer, but he also consulted with many others within the trade. At some point he just became comfortable going into the woods by himself. He's got a working knowledge of geography too, because if you can't read a map and know the lay of the land, you're pretty much dead. He's got a good sense of hearing from his big ears and spotting things is also very important in a dangerous lifestyle such as this. He learned the art of healing from his adoptive mother, a fortune telling Varisian mystic. It was just one of the things he learned to be self-sufficient.

He's a ranger because he likes to challenge nature. He loves the simplicity of it and he loves coming out on top. For the longest time he's lived a life between civilization and the natural world and he's got the skills to show for it. He sees it as his duty to protect people from the frontier. In Varisia, rangers are forged out of necessity, and Aliver is no exception. Also, he really hates goblins and really likes meat, but who doesn't.

Plot Hooks:

Who were Aliver's real family? His family heirloom is nice and all, but it could use some work. Compared to other Varisian heirloom scarfs, it's a bit lacking. He knows his parents adventured around Varisia. Maybe some fellow adventurers or caravaneers know something. Some of those dwarves and elves certainly would live long enough to know them and they'd likely still be adventuring. He could also try caravaneers. His parents were involved in the business, and a lot of guys in the business become really close. Or maybe, he can find something further back, when they started out as slaves. Maybe one of those Chelaxians who immigrated here knows which of the rich families they would have belonged to. Maybe he could come across some paperwork. It'd be like them to keep paperwork.......

Aliver spends a lot of time at bars in Sandpoint. He's been to just about every one of them and he's met a lot of people in each. He doesn't have the best memory though. Maybe he hasn't paid his tab in a while. Maybe the barkeep's been keeping track. Maybe one of these barkeeps deciddes to call in a favor from ol' Aliver, so they can put it behind them and call it square.

Player Questionairre:

Are you going to be my rules lawyer?

Haha, no. I'm not much of a rules kind of guy. I mean if there's something I feel is unfair, it usually goes beyond it being a rules thing. Though if you mean by helping you with the game, I could try, but honestly I tend to rely on my more experienced friend for that.

How long have you been playing Pathfinder?

About 2 or 3 years. Not that long compared to some long time players, but I'd say I'm probably not really a newbie at this point.

What's been your favorite module/AP/scenario that you've played for Pathfinder?

There was a really short-lived Curse of the Crimson Throne campaign I really liked. I don't know if it was the characters or the GM or what, but for some reason both the city and the characters felt alive.

Have any of you played Runelords before? (I'm assuming if the answer is YES you will do a good job of separating your IC/OOC knowledge or you wouldn't be here)

I played Runelords before. I did not get far, it was a while ago and I probably did not pay attention enough to come across more than one or two big spoilers.


I like applications like this. They make applying fun. So just based on this I'm giving this a shot.

Here's my character Aliver, a halfling ranger with the guide and skirmisher archetypes. The crunch could use some slight tweaking, but most of it should be there. Took the monster hunter trait because it's the closest fit.

QUESTIONAIRE

Spoiler:
Who are you: (A seemingly straightforward question. What is left when you take away your characters abillities, past and future actions? What is the core concept of this person?)

Who am I? Whaddya mean who am I. I be tha best damn archer this side of Varisia and I dare ya ta try and prove otherwise. I remember my first kill, nailed an orc right in the eye a hundred yards away. It's not a lie. You don't know that. You weren't there. Did it with me lucky bow that I got off a bet in a card game with a travelling elf with orange eyes and an earing in his nose. Elves do too got orange eyes, it's true I tell ya. What I'm getting at is I'm a pround and sentimental man with a passion for stories and the life which creates these stories.

-What inspired/forced/motivated you to take on the life of an adventurer?

Lemme tell ya a story. When I was but a wee boy being raised by my human family, I was lost in the woods for two days with nothing but a crossbow one of the bigger boys gave to me as a joke cuz they thought I looked funny or 'cute' with it. Ugh. Anyways, I survived there two days. Just halfling vs nature. And halfling came up on top and I found my family and I've been a caravaner ever since, but lately y'know, caravaning's great and all. It's in me blood. But it's about time I go for the big score. I hear there's guys who plunder dungeons and stuff for a few years, and they go retire and start a shop or tavern or something. That's what I want to do. I mean 'sides, either way I wasn't going to live long with the way I been living.

-What is your biggest weakness? (Think personal character flaws)

My weakness is that sometimes I get a little carried away with stories and stuff I guess. If you call that a weakness. I think me weaknesses are actually some of what make me such interesting company. Oh and I guess some people say I'm a bit arrogant I guess. And I'm sort of a pack rat and I drink, but hey who DOESN'T drink in this business. And who knows, you might throw out something you needed later. Don't care if me house is a mess. I just stuff it under the bed when I got company.

-What is your biggest strength? (What separates your character from another character with the exact same statblock.. in a positive way.)

Well I guess my biggest strength is my optimism. Never say die, that's what I say. It isn't over until it's over and all that. If there's a jam, I try and find me way out of it with my great eyesight, catlike agility and remarkable cunning. And good looks of course. *prominently displays moustache and earrings*

-What is the most enjoyable thing you remember doing?

Well I guess I have pretty fond memories of setting up here. After I left the family it wasn't easy. Didn't have much money, but then I found this place. I found a place to stash all that stuff and went on a run through the taverns here, and I got to go out into the woods. I remember this one time in the first week I met with some lads and went hunting. Long story short, I took on a dare or two from them, and before I knew it, I was riding a goblin dog home, clinging for me life and hoping the guards wouldn't take a shot at me. They said I couldn't ride one of those things. I sure showed them. Good times.

-What is the most significant thing you remember doing?

I grew a mustache, when they told me I could only grow sideburns And what a glorious mustache it is. Though I guess if ya want to be more substantial, I've helped this town with a couple of the goblin problems and have driven caravans all the way from the swamps to the mountains. That stuff helped some people out I guess. I'm still more proud of my mustache though.

-What do you fear?

Fear eh? Well I'd hate to admit it, but I DID have a scare a while back. Y'see, I lost my Kapenia. Now for those of ye out of town, a Kapenia is like a scarf wit metal bits in it. It's a quilt, that shows your family history if you're a Varisian. Passed down from generation to generation. Now I'm not a proper human, but I was adopted by a family who knew my parents--bless their souls. My 'siblings' made it for me. Took what they knew about my parents and sewed it in. Best gift I ever got. It became a parting gift once I left my human family to pursue my own interests. Anyway, one day I lost it, and the short version of it was I spends three days in the woods trying to find it, only to find it in the hands of the biggest Goblin I've ever seen. He was using the thing as a weapon. Can you believe people would do that? Anyway, I killed the thing and took it back. What I fear most is losing anything that brings me memories. I don't like the idea of forgetting the stories that made me who I am.

-How do you want to be remembered?

I want people to remember me as the guy who always proved people wrong. Who raised expectations on what a man of my stature can do. As a man who made people laugh and at the same time look in awe at me having the gall to do all the things I did. That's how I want them to tell stories about me in the taverns. It don't matter if it's throughout the country, or even if it's just being told by old friends. Though I guess I prefer the first one.

-What is the line that you won't cross?

I don't tend to side with those who would oppress or belittle my people. I like people to have a reasonable amount of freedom. I won't take away from that. Taking anyone's gods given freedom. That's a line I won't cross.

This I will never do: I will never forget where I came from

-What do you see as future goals? Both long and short term.

Short term I want to explore, kill besties and make some profit while doing it. There's no harm in that. Protecting the town also I guess, but that's mostly cuz my stuff is in it.

Long term I plan to settle down, maybe learn to cook and open an inn or something. I think that'd be cool. Be one of those people who went to war and retired to the good part of the country. This part ain't the best, but we'll see how it is in a coupla years.

-What path do you want your character to take (Answer this as a player, what kind of growth would you like to see in your characters and what kind of trials would you like to see him overcome. How would you like your character to 'end up' at the end of the campaign? Take note that this doesn't need to be in line with your characters goals. They may even contradict. These are your goals!)

I believe Aliver should, mature as a character. He's a halfling and he's not old yet, but he's still an arrogant, wanderlust ridden, ambitious teenager with a bow essentially, even if his teen years are long behind him. Perhaps he should also become a little less self-absorbed. Right now the people he's cared about behind himself are in his past. He's not a sociopath or malicious or anything, but he does think a lot about himself. He's probably neutral or somewhere on the South side of good. So yes, at the end I figure he should be more humble, more attached to non-Aliver people, even if it's just a little bit. Over the course of the campaign, he should diversify his skills as well. Rely less on bows and more on his mind to solve problems. Aliver should probably also learn to diversify combat wise, using more creative tactics or not just sticking to bolts and arrows. He should be challenged both mentally and socially. Other problems not involving monsters and caravans.

-Why are you at the swallowtail festival?

Uh, why WOULDN'T I be at the festival. It's tradition, there's drink, games, girls, nice weather, girls, drink...Anyway, what I'm saying is even if I don't look like one of 'em native fullblood Varisians, I be more Varisian than a whole lotta them. I moved here sorta recently. Been getting to know the folk. Good folk. I gotta place here on Mud Street. It's a hole, I ain't gonna lie, but with the Sandpoint Devil and them goblins, I figure I'll have me hands full in my new monster hunting, treasure grabbing, dungeon digging job.


Changed Aliver to a ranger with the two archetypes. Seemed to fit just as well, plus he's got more versatility.


Spoiler:
Oh blanket rope is a just a typo, while Kapenia is from the Inner Sea World Guide. It's a weapon, though I don't plan of having the character actually use it in combat. Supposed to be like one of those heirloom quilt things, however it can be used as a weapon as it is basically a scarf with small blades in it. There is a magus archetype which uses this as a weapon.


Here's a ranged fighter I made for Jade Regent; however I would like to change him to ranger with the Skirmisher and Guide archetypes if you don't mind him having 2 archetypes.

I'm currently at GMT +1, however I am moving in February and will be in Central US time.

I currently have no experience playing Jade Regent, so this would all be new to me.


Updated my equipment.

And I feel compelled to mentioned I also chose Sandru as the character link.


Have a character ready to go right here; a halfling caravan guard (ranged weaponry fighter).


Good to know you liked it. I'll assume the standbys will get a pm if for whatever reason you need more players. Otherwise I just might take you up on the idea of finding another game for Aliver(it'd give me an excuse to finish that anecdote of his I started). I actually tend not to reuse characters very often, but he's the first alias I reused(although all the recent alterations made him barely recognizable).

Let me know if there's anything that could use elaboration in any case.


I ironed out some of the inconsistencies in my character background earlier today, though I seem to have missed the part about the extra benefits. I'll pass on superior training since it's probably too late for that, but the one where you get do a story or ballad about the character does seem somewhat tempting as well as the extra wealth one. I might take a crack at the story before recruitment ends.

That said, good luck everybody.


I'm throwing in this character, in case there's still room. He's a fighter who specializes in ranged weaponry and a caravan guard. Here's hoping I roll well on the stats anyway.

4d6 ⇒ (1, 3, 3, 1) = 8
4d6 ⇒ (1, 4, 3, 6) = 14
4d6 ⇒ (3, 6, 1, 3) = 13
4d6 ⇒ (6, 5, 4, 3) = 18
4d6 ⇒ (3, 2, 6, 1) = 12
4d6 ⇒ (5, 4, 6, 4) = 19

Damn, I almost feel like apologizing. I'll take average for wealth though.


Yes, I'm familiar with mythweavers. Here you are.

http://www.myth-weavers.com/sheetview.php?sheetid=617538


Aliver Magravi
Male Human (Varisian) Fighter 1
TN Medium Humanoid (human)
Init +4 ; Senses Perception +0
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Defense
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AC 18 touch 15, flat-footed 13
hp 16 (1d10+3)
Fort +4, Ref +5, Will +0
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Offense
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Speed 30 ft.
Melee: silver glaive (+2, 1d10+1)
short sword (+2, 1d6+1)
Ranged light crossbow (+6, 1d8)

--------------------
Statistics
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Str 12, Dex 20, Con 14, Int 11, Wis 10, Cha 10
Base Atk +1;
Feats Toughness, Point Blank Shot, Deadly Aim

Skills: Knowledge(Dungeoneering)+4, Acrobatics +5

Languages Common

Gear: 60 bolts, 151 gp