Clockwork Goblin

Clockwork Goblin's page

3 posts. Alias of Simeon.


About Clockwork Goblin

Stats:

Beastbrother
Human (Shoanti) cavalier (beast rider, hussar) 1 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 36, Pathfinder RPG Ultimate Intrigue 25)
CG Medium humanoid (human)
Init +4; Senses Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +2, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee earth breaker +5 (2d6+6/×3) or
. . lance +5 (1d8+6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks challenge 1/day (+1 damage, Allied animals gain +1 attack & +2 AC vs target.)
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Statistics
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Str 18, Dex 14, Con 10, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Cavalry Formation[UC], Mounted Combat, Totem Spirit (shriikirri-quah)[ISWG]
Traits caravan guard, friend to animals
Skills Handle Animal +5, Perception +6, Ride +7, Sense Motive +6, Survival +7
Languages Common, Shoanti
SQ agile warrior, exotic mount (horse), fast mount +10 ft., order of the reins
Other Gear lamellar (leather) armor[UC], earth breaker[UE], lance, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 167 gp
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Special Abilities
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Agile Warrior (Ex) Gain Acrobatics, Escape Artist, Stealth, and Survival as class skills.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Cavalry Formation May share space with other mounts, charge through space occupied by allied mount
Exotic Mount (Ex) gain access to new companion races and can increase their size.
Fast Mount +10 ft. (Ex) When riding any mount all modes of movement increase speed.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Reins's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, Allied animals gain +1 attack & +2 AC vs target.

Background:

The civilized people of Varisia may claim that the people of the Shrikiiri-Quah learn to ride before they learn to walk. In Akechetan’s case, it was not far from the truth. It was barely a day after he first learned to walk that he rode for the first time, and by the age of ten he was one of the best riders in his tribe. His immediate family saw him as a promising member of the clan, that one day he would embody all the virtues of the Hawk Clan, as a wanderer, an emissary, and a horseman. Of those virtues, he had a powerful wanderlust, always seeking the next horizon. He was also exceptional when it came to animals, with him feeling almost closer to the animals that his clan tended to than his own family. However, Akechetan was far from following the path of a nonviolent diplomat. He was incredibly pugnacious, getting in fights on a nearly weekly basis. In particular, his greatest rival was his cousin, a young woman named Takchahpi. The reasons behind their frequent fights were as numerous as the fights themselves. His elders despised two of the most promising youths of the clan being so close to the ideals of their people, yet straying so fundamentally from them. Akechetan and Takchahpi did not care much. They were content to ride and wander and fight. They continued like that for years, and eventually the two came of age.

Akechetan was given the name of Beastbrother, for his incredible closeness to his clan’s animals. After coming of age, the bitterness of their rivalry only grew. It reached a point where if they even crossed paths, a ferocious fight would inevitably begin. It all came to a head when Takchahpi, now named True Arrow, challenged Beastbrother to a tanshay, a ritual duel to the death. This was nearly unheard of in his tribe, especially among two family members who had newly come of age. The tanshay was nullified by the leader of the tribe, and Beastbrother and True Arrow were commanded to venture out, together, to visit another tribe about three weeks ride away. The first week was fraught with conflict. When they were not riding as hard as they could, they were fighting as hard as they could. Bloodied knuckles and blackened eyes made riding hard, and at a certain point they stopped fighting. It seemed pointless to fight. The next week was nearly silent between them, the only sounds coming from their camp were the occasional whinnies of horses. At the end of the second week, they began talking. They recollected on their youths, how they were so caught up in fighting each other that they had never taken the time to make friends. They realized that in their own strange way, they were the closest things to friends that had ever had.

They rode together, truly together, for the next three days. They talked about their feelings, their hopes, their pasts and their futures. The third night, they were ambushed by a group of wandering orcs. Though decent warriors in their own right, Beastbrother and True Arrow were no match for half a dozen orc raiders. Beastbrother was prepared for their inevitable demise. He had come to terms with the spirits and the ancestors, and he saw no dishonor in their death. True Arrow did not have that fate in mind. She drew the orcs away into a narrow canyon, sacrificing herself so that Beastbrother could escape. He rode with tears in his eyes. He had just made peace with his most bitter enemy, and he saw nothing but a bright future stretching before them. He returned to his clan, and despite the suspicions of some that he had killed True Arrow, he was allowed to stay.

He did not stay for long. True Arrow’s sacrifice haunted him. He knew that it could have been him in her place, that it should have been him in her place. He left his tribe and his family, signing on as a guard for a passing caravan run by a man named Sandru Vhiski. He stuck around with Sandru’s caravan for about a year, his skill with animals proving invaluable on the long journeys, along with his reasonable martial ability helping defend the caravan. Eventually though, running the same routes grew stifling, the horizons beyond the trade roads calling to him. With a bit of help from Sandru, he settled in Sandpoint. It seemed that heroes and adventure congregated around that town, and it was only a matter of time before destiny would come calling.

Personality and Appearance:

Beastbrother is not a tremendously outgoing man. He generally feels far closer to animals than he does to people, and cares deeply for any animal that he feels responsible for. He is closest to his horse, Tunalin, and will respond aggressively to anyone who harms him. When dealing with people, he is withdrawn and soft-spoken. Those that get to know him well come to find that he is a deeply empathetic and caring man, if prone to fairly deep melancholy.

Beastbrother is a muscular Shoanti man, with deeply tanned skin from a life spent outdoors and the flowing tattoos common of the Shrikiiri-Quah. Straight black hair frames his features, and deep brown eyes sit beneath a strong brow. In battle, he wears lamellar armor and when on horseback, wields a lance made in the traditional Shoanti style. When on foot, he uses an earth breaker.

Gameplay Links and PbP Experience:

GM Sappy's Infiltrators - Dirty War is a game set in WW2, where the party plays as Allied agents trying to kill Reindardt Heidrich. I play Richard Farthington, a rather insane British lordling. It's some of my best PbP writing.

This Ironfang Invasion game where I play Amkarang the Unsinkable, a Tian warrior who wields a meteor hammer. The game has been running for two years, three GMs, and many character losses, but I've stuck with it.

I've been playing RPGs since I was eleven, and Pathfinder since around 2012. I've been doing PbP since 2016, and running games since 2017.