Tpannon

Arasti Fadamlia's page

5 posts. Alias of Tiaburn.


Full Name

Arasti Fadamlia

Race

Human (Garundi) Urban Ranger1

Classes/Levels

Looking for Skull & Shackles AP:
Human (Garundi) Urban Ranger1

Gender

CG Male

Size

Medium; Height: 5' 10"; Weight: 180 lbs;

Age

23

Alignment

CG

Deity

Besmara

Location

Port Peril

Languages

Common, Osiriani, Dwarfen

Occupation

Sailor

About Arasti Fadamlia

Arasti Fadamlia

Quick backstory:

CG Human Urban Ranger from Nex, who was framed and flied country. Now he is afraid, that someone will discover it, so he tries to stay out of civil lands. And he is working as sailor, mainly guard or shooter, and spend biggest part of his life in seas. He knows how to operate light ballista, so is pretty valuable to most teams :)

Original Gunpowder Backstory:
Arasti's youth was spend outside Alkenstar, but he always felt how this city influenced his life. When he was 2, tax collector came through the door and announced, that their district is now part of Alkenstar, so they need to play steel tax and other taxes same as other city citizens. When Arasti was 6, last cow died, and since then, only income his family got was small coin father earned with woodwork.
Arasti got first axe as birthday present from his brother, then he was 8. It was joke his older brother tried to play: "You are to dumb to shot a musket or pistol, so learn how to work with that." Arasti was not offended by Jamail joke, he liked being in woods and working with wood more, than dirty and crowded streets of Alkenstar.
Anyway, 5 years later he was forced to leave his love for fresh air. Father got injured during loading incident in docks, and Arasti took his role for boat loading. Boring and exhausting job gave him small, but stable income. Enough to help family, but not enough to stop his mother from teaching him:
"You are nice lad, and you are capable to learn, why don't you apply for gunhunter..."
Every evening, while dinner, she was telling him, how good this job is, how perspective he might be, and other crap, always putting Jamail as example. Jamail himself was coming to dinner once per week, spending most of his time working.
When Arasti turned 16, he decided to give it a try and applied for shieldwarden's duty. Several month of formal study and he was assigned to his first real mission: convoy several crates of gunpowder and muskets. But something went wrong: someone knew about operation and there was an ambush. Lot's of guards, mostly young guys and lasses under 18, were killed. Arasti haven't seen any attackers, except those that were among his friends. He felt deeply wounded, that he couldn't understand a traitors among his friends, but he wasn't a city boy and he was not afraid to flee away in Mana Wastes from those who were chasing and trying to kill him.
Feeling betrayed, he tried to scout a way back, but upon approach to Alkenstar Arasti found out, that he was wanted one. They announced Arasti name among those that was working with smugglers and put his name on a wanted list. He could not risk his head, so Arasti fled to Ecanus in Nex. Several month he worked in docks to earn a river passage to Quantium. He always stated that he is from Ecanus villages and woodworker, so no one could find his true identity. 
All his life, he heard rumors of shieldwarden investigators, that look for traitors around world, to bring them to justice and return in Alkenstar for execution. The only thing calmed him was that near the water gunpowder was somewhat ineffective. And that's why he tried to stay out of dry land.
When he moved to Quantium, he quickly learned that dock workers get less than sailors, and he started to grab sailor skills and soon was out there, in open waters. Arasti switched several ships, trying not to stay on land longer than several days and sailed around Inner Sea, seen Magnimar and Absalom, Westcrown and Oppara. He was good in dealing with people, but always kept an eye on his back.
As soon as he start sailing, he found that sailors earn less than siege engineers. He build his friendship with one dwarf, Drathneer, who teached him how to prepare, repare and shoot light ballista. Drathneer was pretty lazy to do everything by himself, so was glad to share with a new friend. Arasti opened to him that he was from Alkenstar and told some stories about guns and firearms. Together they were discussing a possibility to move siege cannon on ship and how it would benefit its power. 
Drathneer was born in Shakles and always was telling different stories about that region. One day their paths split and Arasti lost track of his friend. As soon as he got himself decent amount of money, Arasti went to Port Peril to find anything about Drathneer. He went to Formidable Maid asking several questions about dwarven ballista operator, but nothing went out. He had couple glasses and decent meal and went out to see a sea in the night, we felt a hit in his head and everything went dark.

Russian backstory:

Арасти провел свое детство за пределами Алкенстара, но он всегда чувствовал как этот город повлиял на его жизнь: (1 факт) когда ему было два года, сборщик налогов пришел в их дом и объявил, что они должны платить стальной налог и другие пошлины, как жители города; когда ему было 6 умерла последняя корова и единственное, где можно было заработать - лесоповал, куда отправился его отец.
(2 факт) старший брат подарил ему топор на 8летнее ДР, в качестве издевки - ты настолько туп, что единственное, чем ты можешь пользоваться это топор. Однако Арасти не воспринял это как шутку, потому как он хотел быть лесорубом как отец. Когда отец травмировался, парню пришлось занять его место и он понял, что работа на лесоповале отнюдь не романтичная и не увлекательная
(3 факт) под давлением матери и брата он принял решение и решил поступить на службу в гвардию. его научили там стрелять из ружья, делать порох и другие основные вещи. вскоре он получил назначение на конвой оружия и пороха на северный рубеж - однако это закончилось трагически. на группу напали и большинство его друзей были убиты. Более того, кто-то из предателей был его друзьями. Зажатый между двух огней, он бросил свое оружие и бежал, для того чтобы уйти по горной реке. Когда он захотел вернуться в город, он узнал, что его имя числится среди предателей и поэтому и никогда не возвращаться.
Он бежал сначала в Квантум, а потом оттуда в Кассомир. На корабле он познакомился с дварфом по имени Дратнир, который много рассказывал ему о дварфских крепостях и укреплениях. Арасти загорелся желанием изучить это больше. (цель на год) Он планировал найти кого-нибудь кто сможет ему рассказать об этом в том Абсаломе, но город в Центре Мира оказался очень дорог для него. Поэтому он отправился на север. (цель на жизнь) Исследование осадных орудий в сочетании с пороховой мощью должно было сделать ему какое-то имя, чтобы он смог противопоставить хоть что-то утверждениям о своем проступке.
Однако до тех пор, пока он сможет спать спокойно, еще было далеко: время от времени он в ужасе просыпался вспоминая (яркое воспоминание) лицо Лейлы, когда он не смог ответить на ее "крик совы", и перед его глазами вставала картина, как она медленно поднимает на него быстрозарядный пистоль новой модели. Он скрывает от остальных, (секрет для всех) что он родом из Алкенстара, предпочитая рассказывать о том, что он получил краткий курс на борту Талдорского судна, где служил охранником. (секрет для него) Он не знает, что в прошлом году, его брат пошел на повышение как кочующий следователь, и теперь его специальное задание - найти и разузнать события семилетней давности, чтобы выяснить кто стоял во главе плана и был ли его брат причастен к этим событиям.
Нейтральный НПС: дварф Дартнир, моряк-солдат на Талданском торговом судне, где Арасти служил
Друг НПС: Джамаль, брат, который понял сколько сил стоило Арасти поддерживать семью, и теперь пытается найти его, чтобы узнать о том, что произошло, кто замешан и т.д.
Враг НПС: Силлас Грибб, Челийский торговец из Алмаса, который нанял партию как охранников, обещая путешествие в настоящую крепость и знакомство с героями войны Гоблинских кровей, а вместо этого пытался провезти контрабанду, был задержан на Андаранско-Исгерской границе вместе со всем караваном, что привело эскорту в Соколиную лощину, недельное заточение и что самое обидное - полное отсутсвие каких-либо средств к существованию.

Arasti (15-point-buy, avg. ranger wealth, no gunpowder):

Arasti Fadamlia
Male human (garundi) ranger (urban ranger) 1 (Pathfinder RPG Advanced Player's Guide 129)
CG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d10)
Fort +2, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee boarding axe +4 (1d6+3/×3) and
. . boarding axe +4 (1d6+3/×3) and
. . battleaxe +4 (1d8+3/×3)
Ranged throwing axe +3 (1d6+3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 11, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Endurance, Exotic Weapon Proficiency (light ballista)
Traits touched by the sea, world traveler
Skills
* Climb +6
* Craft (siege engines) +5
* Diplomacy +5
* Heal +5
* Knowledge (engineering) +2
* Knowledge (geography) +5
* Profession (sailor) +5
* Profession (siege engineer) +5
* Swim +7
Languages Common, Dwarven, Osiriani
SQ track +1, wild empathy +1
Combat Gear potion of touch of the sea; Other Gear studded leather, boarding axe, boarding axe, battleaxe, throwing axe, artisan's tools, backpack, bedroll, belt pouch, fishhook, flint and steel, mess kit (worth 0.2 gp, 1 lb), pot, hemp rope (50 ft.), signal whistle, snuffbox, bone, soap, string or twine, trail rations (5), waterskin, 30 gp, 9 cp
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Potion of touch of the sea Add this item to create a potion of a chosen spell.
Touched by the Sea Underwater attack penalties are lessened by 1.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Arasti (20-point, 300gp wealth, siege-weapon focused):

Male Human (Garundi) Ranger (Urban Ranger) 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d10)
Fort +2, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee boarding axe +5 (1d6+4/×3) and
. . boarding axe +5 (1d6+4/×3) and
. . battleaxe +5 (1d8+4/×3)
Ranged throwing axe +3 (1d6+4)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 11, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Endurance, Exotic Weapon Proficiency (ballista, light)
Traits touched by the sea, world traveler
Skills
Climb +8
Craft (siege engines) +5
Diplomacy +5
Heal +5
Knowledge (engineering) +2
Knowledge (geography) +5
Profession (sailor) +5
Profession (siege engineer) +5
Swim +9
Languages Common, Dwarven, Osiriani
SQ track +1, wild empathy +1
Combat Gear ;
* masterwork studded leather,
* boarding axe (2), battleaxe, throwing axe,
Other Gear
* backpack: bedroll, iron pot, mess kit, rope, soap, trial rations (5), waterskin, artisan's tools (siege weapon),
* belt pouch: potion of touch of the sea, flint & steel, signal whistle, bone snuffbox, fishhook+ string
* money: 5 gp, 9 cp

--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Potion of touch of the sea Potion gives 30 ft. swim speed & +8 Swim check bonus for 1/min.
Touched by the Sea Underwater attack penalties are lessened by 1.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.