Lem

Angus Alehammer's page

194 posts. Alias of AdamWarnock.


Classes/Levels

HP: 10/10 | AC: 16/16/12 | F +2, R +6, W +2 | Per:+6, Init: +4, Drinks: 0 :(

About Angus Alehammer

1) I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.
- Angus grew up an orphan in Absolom. He was taken in by an orphanage run by Cayden Calien's priests.

- He wanted to travel the world and help others who were less fortunate than he, and maybe start running his own brewery.

- Despite an irreverent attitude and a tendency towards immaturity, Angus adheres to a strict moral code and values traditions when they benefit the community, or at least aren't harmful to it. He is self-disciplined and rarely lets his emotions dictate his actions, as evidenced by his dedication to maintaining his body at his peak. He also doesn't overindulge when it comes to sating his vices, restraining himself to what he sees as healthy.

- He acts like a trickster, though, to both throw them off balance and to hide his own views. Though he won't lie, he will also word things as to appear as something other than what they are.

- He travels because it is the rest of the world that needs him instead of the city of Absolom. He made his way to Ilsurian alongside the carnival that was traveling there to perform after disembarking from Korvosa.

To sum him up, he's wise and cunning. He believes that traditions have strength and help the community. Think of him as like Odin, both a god of order and a wandering trickster. Angus is similar, but not as vengeful as you'd expect a god to be.

2) Two goals that you'd like the character to accomplish in-game.
1. I'd like to have Angus beat some baddie by outwitting them.

2. I'd also like for Angus to start making his own mobile brewery.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. This is a module, but I always like to have the flexibility of adding in some homebrew into everything I run.

Angus' secret:

Angus didn't leave Korvosa on the best of terms. He's worried that the Hellknight he embarrassed might have enough connections to send a party after him. The incident involved him coming to an urchin's aid, then exposing the man when things turned violent. Angus escaped in the confusion.

Secret kept from Angus:

His father is still alive. The senior Alehammer is a drunken lout that travels around Varisia doing mercenary work. He's wanted in a few places for murder and assassination. He also uses orphans and urchins he grabs off the streets as slaves in all but name. If there's an encounter that would make Angus lose his cool, meeting his father would be it.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. Only one should be a rival.
Rudolph Alehammer - Angus' father and the one that left him at the orphanage after his mother's death.

Ping, Ting, and Fling Ibbleting - Gnome triplets with a dragon's blood in their veins. These three are traveling with the carnival for the moment for safety as they wander the Varisian countryside looking for new things to experience. They formed a fast friendship with Angus since he was a good sport the first time they pranked him.

Tan Widdershins - A half-orc that helped Angus out shortly before finding the Carnival. Angus feels that he owes them and has been asking about the mysterious person ever since to find a way to repay them for their kindness to him.

5) Three key memories that define your character as the person they are at the time of submission.
- Storytime at the orphanage: Angus grew up on tales of wonder and adventure and wanting others to feel what he did he learned to be a storyteller himself. It also gave him characters of honor and cunning to aspire to. His favorite heroes are the ones that win with cunning and guile while also honoring any pacts made.

- The Vudran Traveling Show: Once when Angus was about ten, a troop of Vudran performers came to Absolom and all of the children at the orphanage were brought to see the wonders and acts of a far off land. While Angus was as impressed with the whole show as the rest of the kids, it was the sparring match on a tightrope that captured his imagination and ever since then he's been working to achieve the same feat of balance and control.

- The closure of the Whistledown smithy: The eldest brother of a boy Angus often played with when he was young ran from home and tradition to join a gang. After a botched burglary of a merchant's home in the Petals District, the son came back. The merchant offered a bargain that left the Whistledown family almost broke but kept the son out of jail. The son ran off again, this time with a large portion of the family's remaining wealth and was caught while attempting another burglary with a different gang. Seeing this as the father's fault, the mother of the two boys left him. With no money and having lost the will to go on, the father closed the smithy and spent the rest of his days in the bottom of a bottle. The whole affair taught Angus the importance of traditions, obedience, and community.

6) What fear or paranoia that causes your character to shiver, cower, or panic.
Not being good enough to help someone in need, especially if failure results in their death.

Stats:

Angus Alehammer
Human unchained monk 1 (Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 Wis)
hp 10 (1d10)
Fort +2, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +2/+2 (1d6+1) or
. . unarmed strike +5/+5 (1d6+1)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 11, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +2; CMD 18
Feats Catch Off-guard, Improved Unarmed Strike, Stunning Fist, Throw Anything, Weapon Finesse
Skills Acrobatics +8, Climb +5, Escape Artist +8, Handle Animal +2, Perception +6, Perform (oratory) +5, Profession (brewer) +6, Stealth +8
Languages Common
Other Gear quarterstaff, flint and steel, donkey, donkey, backpack, bedroll, blanket, cart, feed (per day), medium tent, trail rations, waterskin, 3 gp, 4 sp
--------------------
Special Abilities
--------------------
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

--------------------

Left Cheek CR –
Donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +2 (1d3+1 nonlethal) or
. . 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
Other Gear backpack, bedroll, blanket[APG], cart, feed (per day) (10), medium tent[APG], trail rations (5), waterskin (4)
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

--------------------

Right Cheek CR –
Donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +2 (1d3+1 nonlethal) or
. . 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.