GM DeathbySuburbs wrote:
Alrighty. That is an easy edit. If I can, I'll look to maybe make an alias before selection is actually made and I can switch it there. Can't edit my post anymore.
Here is Grumns backstory. I think everything asked for is contained and in order.
Grumns backstory:
A year ago he had been owned by a rather nice Dwarf. The Dwarf was not a nice owner, but he also was not a fighter. Grumn had been fighting his whole life. He was rather good at it. And sometimes he even liked it. But he did not like fighting just because someone else told him to. This Dwarf didn't fight. He fixed shoes. And he tought Grumn all he knew before he died. Grumn was then sold off again to a mercenary band as a Vanguard fighter
Grumn was enjoying himself. Enjoying himself was an experience Grumn had little experience with, what with the whippings and the blood and the pain. But for now, Grumn might actually say he was happy. He had just been sold back to a Drow family and was being kept in one of their many undercrofts until more permanent arrangements were made.
Grumn looked up from his seated position at the Drow. He knew the women were worse then the men, and they wanted him to talk when questions were asked of him. "I uhh, You want me be burning things?" He held up the silk slipper he was working on. "Look mam, Gormuk fix. " The once tattered slipper looked impressive all things considered. It was not perfect, but the sole had been reattached and the lace on top had been reworked so it was not obviously fraying and falling off. The Drow knocked the slipper out of Grumns hand and sneered. "you will burn all of this.. junk! It is revolting!" The HalfGiants eyes widened and watered. The Drow smashed the slipper under the sleek leather boot she wore. "Please mistress. Not the shoes." Grumn whimpered. The Drow Noble sneered. "Not the Shoes? Not the Shoes!" She slapped Grumn hard across his face, leaving a trail of blood from her nails. "Burn them." She said to her male compatriot. Without a word the other Drow motioned with his hand and a ball of flame erupted in the palm of his hand. "Yes Mistress" the Drow said before hurling the flaming ball at the line of shoes. "No!" Grumn yelled and dove to protect the shoes, placing himself between the ball of flame and his shoes. With his arms across his face, Grumn prepared himself for the extreme heat he had experienced before- fire magic was not uncommon on the battlefield. The pain did not come however. Grumn slowly opened one eye and saw a shimmering field of energy directly in front of him. The last echoes of the fireball rolled off the edge of the energy barrier. The Drow looked just as surprised as Grumn, neither reacting at first. Then, the woman's face erupted in rage. "you dare? I will rip the eyes from your head so you can see how pathetic you are!" The woman screeched, power flowing off of her.
The two Drow saw the sword and and the half giant and knew enough to know they weee in the wrong room. They backed out as quickly as they could, bolting the door behind them. Grumn felt the power coursing through his whole body, echoing in the sword that had materialized in his hand. It felt right resting in his grasp. And then it happened. It started with a tug, as the sword pulled him off upwards. Grumns eyes widened as he realized he could not let go of the weapon. The sword rose higher into the air, pulling Grumn with it. Higher and higher. Impossibly high for the undercroft he was in. Grumn felt the sensation of traveling. He knew if he let go of the sword he would be lost- somewhere. But he could not let go. And the sword kept pulling him higher and higher, through space and away from the Drow. Grumn had no love for the Drow or the underdark in general, but he did feel a twinge of fear as he was swept away. His life of servitude in the dark caves was all he know. He would not miss it. He did however spare a thought for the neatly arranged line of shoes he had left in the undercroft and lamented the fact that they would most likely be destroyed without him there to protect them. EDIT: this all woild have happened around dawn and sometime just before the summer solstice. I did not include exact timing in the story as underdark slaves have little ability to determine time of day or year
Here is my submission. I can make an alias if selected. I am selecting a large greatsword with fire as its elemental theme. Fiery burst maybe Grumn has spent most of his life as a slave in the Underdark. He was put to all sorts of menial tasks. His masters (drow, Illithid, Deep Gnome- he was traded and sold without remorse) kept him will controlled when not used as a front line shock troop. Grumn found few pleasures in life during his time but he did take a cobblers skill set with some joy. It was not violent and he liked shoes. His Psychic abilities were largely ignore during by his masters until one eventful day when an enraged drow attempted to strike him. His deflected the blow with his mind. Because of this the Half giant was locked away for fear of his power. On the morning of the day when his fate would be decided (to be sold again or simply killed) a rift in time and space opened taking the half Giant to destinations unknown. The weapon awaiting Grumn was a large one. The largest he had ever seen. It radiated with an inner heat, And seemed to melt the very air surrounding it. Grumn Bigtoe: Male half-giant fighter (two-handed fighter) 1/psychic warrior 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 108, Ultimate Psionics 53) CG Medium humanoid (giant) Init +2; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge) hp 12 (1d10+2) Fort +4, Ref +2, Will +2; +2 racial bonus vs fire spells and effects. -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee (L) +1 greatsword +5 (3d6+8/19-20) Special Attacks powerful build Psi-Like Abilities (CL 1st; concentration +0) 1/day—stomp (DC 10) Psychic Warrior Powers Known (power points 5, ML 1st; concentration +2) 1st—empty mind (path), force screen -------------------- Statistics -------------------- Str 17, Dex 14, Con 14, Int 12, Wis 14, Cha 9 Base Atk +1; CMB +3; CMD 17 Feats Dodge, Power Attack, Psionic Talent, Weapon Focus (greatsword) Skills Acrobatics +2 (-2 to jump), Autohypnosis +6, Climb +3, Craft (shoes) +5, Handle Animal +3, Knowledge (engineering) +5, Knowledge (nobility) +5, Linguistics +2, Perception +6, Profession (peddler) +6, Survival +10; Racial Modifiers +4 Survival Languages Common, Giant, Undercommon SQ path power, warrior's path, warrior's path (weaponmaster path) Combat Gear potion of cure light wounds (2); Other Gear +1 chainmail, +1 greatsword, artisan's tools, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], soap, trail rations (5), waterskin, 38 gp, 9 sp -------------------- Special Abilities -------------------- Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Path Power (Empty Mind [Path]) (Ex) Gain a bonus power related to your path. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Powerful Build Can function as one size larger where advantageous. Psionic Talent Gain 2 or 1 extra power points. Warrior's Path (Ex) Gain benefits based on a specific warrior path.
Alright, here is my submission. Dayne Nortwind :
Male human fighter (archer) 5//monk (qinggong monk, zen archer) 4/sorcerer 1[/i] (Pathfinder RPG Advanced Player's Guide 104, 115, Pathfinder RPG Ultimate Magic 51)[/i] LN Medium humanoid (human) Init +6; Senses Perception +9 -------------------- Defense -------------------- AC 18, touch 18, flat-footed 15 (+2 Dex, +1 dodge, +1 monk, +4 Wis) hp 60 (5d10+10) Fort +7, Ref +8, Will +8 -------------------- Offense -------------------- Speed 40 ft. Melee unarmed strike +7 (1d8+2) Ranged or +1 adaptive composite longbow flurry of blows +10/+10 (1d8+4/×3) or +1 adaptive composite longbow +12 (1d8+4/×3) Special Attacks flurry of blows, zen archery Bloodline Spell-Like Abilities (CL 1st; concentration +3) 5/day—touch of destiny (+1) Sorcerer Spells Known (CL 1st; concentration +3) 1st (4/day)—enlarge person (DC 13), gravity bow[APG] 0 (at will)—detect magic, light, mage hand, prestidigitation Bloodline Destined -------------------- Statistics -------------------- Str 14, Dex 15, Con 12, Int 11, Wis 18, Cha 14 Base Atk +5; CMB +7; CMD 25 Feats Deadly Aim, Dodge, Eschew Materials, Far Shot, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow) Traits weathered emissary, world traveler Skills Acrobatics +6 (+10 to jump), Appraise +4, Bluff +6, Climb +8, Diplomacy +7, Escape Artist +6, Fly +6, Handle Animal +6, Intimidate +6, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (history) +4, Knowledge (religion) +4, Linguistics +5, Perception +9, Ride +6, Sense Motive +8, Spellcraft +4, Stealth +6, Survival +9, Swim +6, Use Magic Device +6 Languages Common, Dwarven SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells), fast movement, ki archery, ki pool (7 points magic), slow fall 20 ft., trick shot (trick shot: disarm[APG]) Combat Gear potion of bull's strength (2), wand of mage armor (50 charges); Other Gear +1 adaptive composite longbow, belt pouch, blanket[APG], climber's kit, grappling arrow[UE], grappling arrow[UE], grappling arrow[UE], hemp rope (50 ft.), masterwork backpack[APG], soap, sunrod (2), torch (10), trail rations (5), waterskin, 107 gp -------------------- Special Abilities -------------------- Bloodline Arcana: Destined (Ex) When you cast a Personal spell, gain a save bonus of its level for 1 round. Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Far Shot Halve the range increment penalty for extended range. Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed. Flurry of Blows +7/+7/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Ki Archery (Su) 1 Ki point: +50' range increment for bows. Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall. Touch of Destiny +1 (5/day) (Sp) As a standard action, touch grants +1 insight bonus to most rolls for 1 rd. Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB. Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow. Dayne's backstory: Dayne was born the second in line to a rather small kingdoms throne. He did not know this growing up however, as Daynes whole family was murdered the night of his birth. A trusted family friend and retainer hid Dayne away in a monastery, to grow up protected. On the eve of Daynes twentieth birthday, the man who killed his family and took over there kingdom sent assassins to finish the job. Dayne survived the attempt but his temple and everyone else perished in the ensuing fight and fires. Dayne spent the better part of a year tracking down the assassins and learning of his past. He began a long and arduous quest to show the kingdoms current leader for the tyrant he actually was, preventing a necromantic invasion of skeletons of in the process. He made a number of friends along the way and even reclaimed his right to the throne. Dayne has left his kingdom in the good hands of a trusted advisor and reagent while he decides whether to claim the crown for himself. Now he travels incognito as a monk and archer, looking for ways to divert his attention from the responsibility of a kingdom. Perhaps the realms oldest dungeon holds just the distraction...
Here is my submission. I can make an alias if selected Sam the Gnome:
Sam is a hero of circumstance. A gambler since birth, the Gnome learned most of his trade in barrooms and card houses. He is a likable fellow, with a cherry smile and near-annoying optimistic attitude. Never holding down a real job in his life, Sam has picked up a little of everything. One night, at a more sleazy tavern, Sam got caught cheating. He was beaten and tossed down a nearby dry well to die. When he woke, he found himself flying on top of a dead goblin- the creature had broken his fall. The well had been dug into; goblins had been using the dry well to raid the town. The past few weeks had seen people and supplies go missing every night. No one knew how the goblins were getting into town. Sam snuck down the tunnels(looking for a way to climb out)!and found a number of children tied and gagged next to a few sleeping goblins. He managed to free the children and steal a rope and grapple, without waking the goblins. After the children were well and safe, Sam raised the alarm. The town guard appeared, searched the tunnels and finished off the goblins. Sam became a hero overnight. For finding the tunnels, rescuing the children and sVing the town. Sam did nothing to correct the popular opinion. Ever since, Sam has been wandering and poking his nose into ruins, caves, and generally trying his best to keep his reputation ahead of his actual ability as it has led to a rather luxurious lifestyle. And it was fun. During his travels, Sam had some exposure to the supernatural: primarily an unpleasant attic housing a ghost, and a cursed book- Sam doesn't like to talk about the book. He has also developed a rather decent knowledge of old ruins and practices. When an invitation came to help out in a city, Sam jumped at the chance. What better way to ensure his reputation as an adventurer extroardaire and relic hunter? Sam tends to dress rather extravagantly, with a tall pointy hat and high quality garments. He wears a rather attractive scarf, which he will pull up over his mouth for effect. He is usually playing with a deck of cards or a pair of dice when his hands are idle Sam the Gnome will fill the skill monkey slot, along with trap disarming, and can easily fill the roll of face if needed. In combat, Sam will have moderate buffing ability along with some ranged combat ability and minor healing. As for level progression- there is a chance I might pick up a level or two of rogue and a possibility of prestige class in thefarfuture (pathfinder chronicler or maybe shadowdancer. Right now I am only thinking bard however. Statblock: Sam the Gnome Male gnome bard (archaeologist) 2 (Pathfinder RPG Ultimate Combat 32) CG Small humanoid (gnome) Init +3; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) hp 13 (2d8) Fort +0, Ref +6, Will +2; +2 vs. illusions Defensive Abilities uncanny dodge -------------------- Offense -------------------- Speed 20 ft. Melee dagger +2 (1d3/19-20) Ranged light crossbow +5 (1d6/19-20) Special Attacks archaeologist's luck 6 rounds/day (+1) Spell-Like Abilities (CL 2nd; concentration +4) 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals Bard (Archaeologist) Spells Known (CL 2nd; concentration +4) 1st (3/day)—cure light wounds, expeditious retreat, feather fall 0 (at will)—detect magic, mage hand, message, prestidigitation, read magic -------------------- Statistics -------------------- Str 10, Dex 17, Con 10, Int 11, Wis 8, Cha 15 Base Atk +1; CMB +0; CMD 13 Feats Point-Blank Shot Traits criminal, fate's favored Skills Acrobatics +6 (+2 to jump), Appraise +4, Bluff +7, Climb +3, Diplomacy +7, Disable Device +10, Escape Artist +6, Intimidate +6, Knowledge (arcana) +1, Knowledge (dungeoneering) +5, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +5, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +1, Knowledge (religion) +1, Linguistics +4, Perception +4, Profession (gambler) +5, Sense Motive +3, Sleight of Hand +6 (+10 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Spellcraft +4, Stealth +10, Use Magic Device +6; Racial Modifiers +2 Profession (gambler) Languages Common, Draconic, Elven, Gnome, Sylvan SQ bardic knowledge +1, clever explorer +1, gnome magic Other Gear mwk lamellar (leather) armor[UC], crossbow bolts (20), dagger, light crossbow, belt pouch, belt pouch, cards[UE], dice[UE], grappling hook, loaded dice[APG], marked cards[APG], masterwork backpack[APG], masterwork thieves' tools, pocketed scarf[UE], pocketed scarf, silk rope (50 ft.), 68 gp, 8 sp -------------------- Special Abilities -------------------- Archaeologist's Luck +1 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills. Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks. Clever Explorer +1 (Ex) Half time to use disable device. Darkvision (60 feet) You can see in the dark (black and white vision only). Fate's Favored Increase luck bonuses by 1. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
I shall be submitting Jerrick Jonder, a low life rapscalian who always seems to find himself on the wrong side of the law lest his best intentions. I will make an alias if selected Jerrick Jonder:
Jerrick Jonder Human rogue 1 CG Medium humanoid (human) Init +5; Senses Perception +5 -------------------- Defense -------------------- AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge) hp 10 (1d8+2) Fort +1, Ref +7, Will +1 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +5 (1d4+1/19-20) or light mace +5 (1d6+1) or rapier +5 (1d6+1/18-20) Ranged shortbow +5 (1d6/×3) Special Attacks sneak attack +1d6 -------------------- Statistics -------------------- Str 12, Dex 20, Con 12, Int 12, Wis 12, Cha 10 Base Atk +0; CMB +1; CMD 17 Feats Dodge, Weapon Finesse, Child of The Shadow Skills Acrobatics +8, Bluff +4, Climb +4, Disable Device +11, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +5, Sleight of Hand +8, Stealth +8, Swim +4 Languages Common, Elven SQ trapfinding +1 Combat Gear potion of cure light wounds; Other Gear studded leather, arrows (20), dagger, light mace, rapier, shortbow, backpack, belt pouch, masterwork thieves' tools, torch, waterskin, 12 gp, 9 sp, 9 cp -------------------- Special Abilities -------------------- Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. description: Jerrick grew up in the slums of Shadowshore. His father an injured miner unable to work and mother too weak from desease to work. Jerrick learned to steal early and grew up as a pick pocket stealing enough to to feed his family. After they passed, Jerrick continued to scrape by, somehow barely avoiding the grip of the guard or any of the newly formed small thieves guilds that have begun to take root. Jerrick is plain, but he knows how to throw a smile when the need suits him. He prefers to work alone and unseen, but those who have spent time with him say he gas a morbid whit which contrasts with his optimistic approach to jobs. He has brown hair and blue eyes, stands just under 6 feet, and wears well worn leathers. He keeps a number of different colored scarves to hide his face should the need arise.
Here is my submission. I'll make an alias if needed or if selected: Bogul the Beehead description:
Bogul is a self styled Druid. He thinks he can talk to bees. Boguls voracious apitite has lead to a very minimal skill in cooking, something he has taken to with passion even if he is horrible at it. After a few attempts at cooking, Bogul realized honey makes everyone taste good. So, the goblin has taken to keeping a small beehive in a bucket he wears as a hat, so as to always have a steady supply of honey. Other goblins think he is brave for dealing with stinging bees all he time. Bogul thinks it is worth it. Sometimes others try to take his bees. Bogul tends to bite them. Or throw the hive at them. He has gone through a few hives this way. Bogul isn't one for weapons. If something makes him angry he tries to cook it. Most of his cooking tools have been used in combat. statblock:
Goblin Goblin barbarian (unchained, feral gnasher) 3 (Pathfinder RPG Advanced Race Guide 116, Pathfinder RPG Bestiary 156, Pathfinder Unchained 8) CN Small humanoid (goblinoid) Init +3; Senses darkvision 60 ft.; Perception +3 -------------------- Defense -------------------- AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size) hp 33 (3d12+9) Fort +5, Ref +4, Will +0 Defensive Abilities danger sense +1, uncanny dodge -------------------- Offense -------------------- Speed 30 ft. Melee iron ladle +5 (1d4+3) or unarmed strike +7 (1d2+3) or utensil set +5 (1d3+3) or bite +7 (1d6+4 plus grab) Special Attacks rage (10 rounds/day), grab (Medium) -------------------- Statistics -------------------- Str 16, Dex 16, Con 14, Int 8, Wis 8, Cha 8 Base Atk +3; CMB +5 (+11 grapple); CMD 18 (20 vs. grapple) Feats Improved Grapple, Improved Unarmed Strike, Throw Anything Traits improvisational equipment, surprise weapon Skills Acrobatics +6, Climb +8, Handle Animal +3, Knowledge (nature) +3, Perception +3, Profession (cook) +0, Stealth +10, Survival +3, Swim +6 Languages Goblin SQ impromptu armament Combat Gear potion of bull's strength, potion of cure light wounds (5), oil (3); Other Gear +1 lamellar (leather) armor[UC], iron ladle, utensil set, dire collar[ACG], belt pouch, blanket[APG], bucket, climber's kit, cutting board, wooden (2 lb), flint and steel, honey (per jar)[UE] (2), knife, cutting (0.5 lb), ladle (0.5 lb), masterwork backpack[APG], mess kit[UE], pot, seasonings, local (0.5 lb), silk rope (50 ft.), skewer (1 lb), skillet[UE], tinder packet (0.5 lb), torch (3), traveling bee hive[ACG], umbrella[UE], waterskin, 78 gp, 13 sp, 6 cp -------------------- Special Abilities -------------------- Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Darkvision (60 feet) You can see in the dark (black and white vision only). Dire collar Cause animal to grow as enlarge person for 1 minute. Grab: Bite (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Impromptu Armament (Ex) Can pick up an unattended object you can wield in one hand as free action. Improved Grapple You don't provoke attacks of opportunity when grappling a foe. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Rage (Unchained, 10 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. I used average hp at levels 2 and 3
I couldn't help myself working up a submission. Syndel: Statblock:
Syndel Half-elf barbarian (unchained, invulnerable rager) 1/ninja 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 13, Pathfinder Unchained 8) CG Medium humanoid (elf, human) Init +5; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex) hp 15 (1 HD; 1d12+3) Fort +4, Ref +7, Will +0; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 40 ft. Melee dagger +6 (1d4+2/19-20) or elven curve blade +6 (1d10+3/18-20) Ranged shuriken +6 (1d2+2) Special Attacks rage (6 rounds/day), sneak attack +1d6 -------------------- Statistics -------------------- Str 14, Dex 20, Con 14, Int 12, Wis 10, Cha 12 Base Atk +1; CMB +3; CMD 18 Feats Weapon Finesse Traits armor expert, robot slayer Skills Acrobatics +9 (+13 to jump), Climb +6, Disable Device +9, Knowledge (local) +5, Perception +6, Sleight of Hand +9, Stealth +9, Survival +4, Swim +6; Racial Modifiers +2 Perception Languages Common, Elven, Hallit SQ elf blood, fast movement, poison use Other Gear studded leather, dagger, elven curve blade, shuriken (10), backpack, basic maps (major landmarks only), belt pouch, blanket[APG], flint and steel, knife, utility (0.5 lb), mess kit[UE], thieves' tools, waterskin (2), 2 gp, 5 sp -------------------- Special Abilities -------------------- Armor Expert -1 Armor check penalty. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended. Robot Slayer The strange automatons that plague the wilds of Numeria are a blight upon the world, and the idea that there could be countless more of these creatures lying in wait in the unknown ruins scattered throughout the region chills your blood. Khonnir's re Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. History: Syndel grew up on a remote farm, a place his parents founded to escape the stereotypical distaste of a mixed species couple. unfortunately such a remote homestead was a prime target for roaming terrors of the wilderness. Syndel spent his early life learning how to fight of the monsters of the dark, finding a specific hatred for those mechanical abominations that levee only destruction in the path. Syndel is quiet and reserved, something terrible happened in his past that has changed him. He is unwilling to talk about it. He is loyal, but a man of few words, choosing silence unless absolutely necessary. He spends most of his time alone, in the wilderness or acting as guide or guard for caravans or travelers. the knowledge of a unawakened robot has perked the half-elfs attention: he believes it a ploy to create an opportunity for destruction within the town.
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