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![]() Celebeth Quinciel wrote:
As are we all :) (From previous post) Here is Marc Hender, an enigmatic Chelaxian seeking anonymity and freedom in the Stolen Lands. I have a backstory in mind I just need to type it up. I would be going for the Spymaster role. crunch: Marc Hender Male human (Chelaxian) fighter 1/investigator (mastermind) 4 (Pathfinder RPG Advanced Class Guide 30, 101) LN Medium humanoid (human) Init +6; Senses Perception +8 -------------------- Defense -------------------- AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield) hp 44 (5 HD; 4d8+1d10+10) Fort +7, Ref +8, Will +6; +2 bonus vs. poison -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 rapier +9 (1d6+5/18-20) Special Attacks studied combat (+2, 3 rounds), studied strike +1d6 Investigator (Mastermind) Extracts Prepared (CL 4th; concentration +7) . . 2nd—alchemical allocation[APG], alter self . . 1st—anticipate peril[UM] (DC 14), enlarge person (DC 14), long arm[ACG], shield -------------------- Statistics -------------------- Str 18, Dex 14, Con 14, Int 16, Wis 10, Cha 8 Base Atk +4; CMB +8; CMD 20 Feats Extra Investigator Talent[ACG], Improved Initiative, Orator[ACG], Power Attack, Skill Focus (Linguistics) Traits bruising intellect, pragmatic activator Skills Acrobatics +1 (-3 to jump), Appraise +7, Bluff +7, Climb +3, Craft (alchemy) +11 (+15 to create alchemical items), Diplomacy +4, Disable Device -1, Disguise +6, Escape Artist +3, Heal +4, Intimidate +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +10, Perception +8, Sense Motive +8, Sleight of Hand +1, Spellcraft +7, Stealth +5, Use Magic Device +11 Languages Common, Dwarven, Elven, Orc, Sylvan SQ a quiet word, alchemy (alchemy crafting +4), inspiration (5/day), investigator talents (mutagen[UM], quick study[ACG]), keen recollection, mastermind defense, mutagen (+4/-2, +2 natural armor, 40 minutes), poison lore Combat Gear potion of barkskin +5; Other Gear +1 chainmail, +1 light steel quickdraw shield[APG], +1 rapier, cloak of resistance +2, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, soap, waterskin, heavy horse, alchemy crafting kit, animal harness, mess kit, pack saddle, pot, saddlebags, torch, light horse, animal harness, cold weather outfit, furs, hot weather outfit, military saddle, saddlebags, trail rations, 91 gp -------------------- Special Abilities -------------------- A Quiet Word (Diplomacy or Intimidate, 2/day) (Ex) With 10 minutes of prep, an ally can use your skill ranks on a Diplomacy or Intimidate check later. Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Mastermind Defense (Ex) 2 inspiration: penalize an attack roll against you by your inspiration die Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes. Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation. Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy). Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Quick Study (Ex) Use studied combat as a swift action. Studied Combat (+2, 3 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. -------------------- Horse, heavy CR –
-------------------- Horse, light CR –
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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![]() Here is Marc Hender, an enigmatic Chelaxian seeking anonymity and freedom in the Stolen Lands. I have a backstory in mind I just need to type it up. I would be going for the Spymaster role. crunch: Marc Hender
Male human (Chelaxian) fighter 1/investigator (mastermind) 4 (Pathfinder RPG Advanced Class Guide 30, 101) LN Medium humanoid (human) Init +6; Senses Perception +8 -------------------- Defense -------------------- AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield) hp 44 (5 HD; 4d8+1d10+10) Fort +7, Ref +8, Will +6; +2 bonus vs. poison -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 rapier +9 (1d6+5/18-20) Special Attacks studied combat (+2, 3 rounds), studied strike +1d6 Investigator (Mastermind) Extracts Prepared (CL 4th; concentration +7) . . 2nd—alchemical allocation[APG], alter self . . 1st—anticipate peril[UM] (DC 14), enlarge person (DC 14), long arm[ACG], shield -------------------- Statistics -------------------- Str 18, Dex 14, Con 14, Int 16, Wis 10, Cha 8 Base Atk +4; CMB +8; CMD 20 Feats Extra Investigator Talent[ACG], Improved Initiative, Orator[ACG], Power Attack, Skill Focus (Linguistics) Traits bruising intellect, pragmatic activator Skills Acrobatics +1 (-3 to jump), Appraise +7, Bluff +7, Climb +3, Craft (alchemy) +11 (+15 to create alchemical items), Diplomacy +4, Disable Device -1, Disguise +6, Escape Artist +3, Heal +4, Intimidate +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +10, Perception +8, Sense Motive +8, Sleight of Hand +1, Spellcraft +7, Stealth +5, Use Magic Device +11 Languages Common, Dwarven, Elven, Orc, Sylvan SQ a quiet word, alchemy (alchemy crafting +4), inspiration (5/day), investigator talents (mutagen[UM], quick study[ACG]), keen recollection, mastermind defense, mutagen (+4/-2, +2 natural armor, 40 minutes), poison lore Combat Gear potion of barkskin +5; Other Gear +1 chainmail, +1 light steel quickdraw shield[APG], +1 rapier, cloak of resistance +2, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, soap, waterskin, heavy horse, alchemy crafting kit, animal harness, mess kit, pack saddle, pot, saddlebags, torch, light horse, animal harness, cold weather outfit, furs, hot weather outfit, military saddle, saddlebags, trail rations, 91 gp -------------------- Special Abilities -------------------- A Quiet Word (Diplomacy or Intimidate, 2/day) (Ex) With 10 minutes of prep, an ally can use your skill ranks on a Diplomacy or Intimidate check later. Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Mastermind Defense (Ex) 2 inspiration: penalize an attack roll against you by your inspiration die Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes. Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation. Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy). Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Quick Study (Ex) Use studied combat as a swift action. Studied Combat (+2, 3 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. -------------------- Horse, heavy CR –
-------------------- Horse, light CR –
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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![]() Backstory for Durrbin Frostbeard:
Durrbin was born in the cold dirty pits of Kopparberget, the great copper mine in the Land of the Linnorm Kings. Never knowing his parents, he was unsure if they had died in the mine or if he had just been abandoned, or perhaps spewed forth from the bosom of the earth itself, Durrbin worked and laughed and survived with the other miners, dwarves, humans, halfings, all toiled. Most received a wage. Covered in red dirt, in his youth, durbin would trek into the surrounding lands at night. Finding fox dens and hare runs. Eating every berry from every thorn covered thistle branch he could find in the cold. Just to try them!
As a young adult, he joined a caravan to Janderhoff, guarding the huge shipments of unrefined ore as they went loaded to the forges and refineries of his people and walked back empty carts to the mine. Open air, cold and biting, that was what he first loved. It always surprised him that his dwarven kin chose to live underground. Sure, rocks and ore were great, worms and moles and other interesting creatures lived within the earth but what of fields and forest? Mountains and the sky? It was like intentionally missing out on all Golarion had to offer save a sliver. Those caravan treks earned him the name Frostbeard, he tended to put his head in any running water he could find, and great icicles and frost covered his beard and whole head really. Here he met a very old cave druid named Findo Mountainfoot. Durrbin visited Findo, whenever his caravan was staying overnight in Janderhoff. Findo was the first one to give him any sort of education. He taught him to read and write as well as speak the secret language of the Druids. His magic was passed on to the young Druid. After a few years, he had the chance to join a caravan to Sandpoint, delivering finished projects this time. The pay was worse, but the views were better. In the Varisian forests outside of Sandpoint. Durrbin met Shalelu, the enigmatic Elf protector of Sandpoint. Her lifestyle of living in the wilderness, and moving around constantly appealed to him at once. Befriending the elf, he spent the next ten years happy as a clam living on his own or camping with Shalelu. Like an older sister to him, Durrbin considers her to be his only real family. As two wanderers, they weren’t always together, after the initial few years of her training, Durrbin tended to trek a good deal further than she did, often returning to Janderhoff to visit Findo, or exploring cave systems he found. He always found his way back to her however, camping out under the stars or sharing an ale with the townsfolk at the inn, Shalelu is Durrbin’s person. He is very loyal to her in his own eccentric way. Appearance:
Durrbin is 4'2" and 190lbs. He has dark brown earthy hair that is very long and green eyes, he has a waist length beard as well that sometimes appears to be home to small creatures like sparrows and field mice. He wears mostly hide and line clothes with all sorts of trinkets he collected from the wilderness, stones, bones, flowers. Personality: Durrbin is a jovial sort. He loves all creatures, including people but sometimes has a hard time making friends the more civilized the setting is. He is eccentric and unrefined. He has odd tendencies such as putting all aspects of the earth and animal kingdom in is mouth to taste them or talking to trees and rocks and other less than animate objects as well as talking to himself. He is trusting to a fault at times and can be easy to trick. While not so thick as to be this way in town, in the wild he has an occasional tendency to walk about in the nude or just his undergarments. His goals really include seeing as much of the natural world as possible. Travelling, trying new foods, finding the most beautiful sites and chronicling the most bizarre and rare animals. ![]()
![]() Here is the crunch for Durrbin I'm still mulling over a backstory. Durrbin Frostbeard: Durrbin Frostbeard
Dwarf druid 1 NG Medium humanoid (dwarf) Init +4; Senses darkvision 60 ft.; Perception +6 (+8 to notice unusual stonework) -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 14 (1d8+6) Fort +4, Ref +2, Will +4; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee spear +3 (1d8+4/×3) Ranged sling +2 (1d4+3) Special Attacks hatred Druid Spells Prepared (CL 1st; concentration +3) . . 1st—frostbite[UM], magic fang . . 0 (at will)—create water, detect magic, light -------------------- Statistics -------------------- Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 9 Base Atk +0; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip) Feats Toughness Traits beast of the society, reactionary, student survivalist Skills Acrobatics -1 (-5 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +4, Perception +6 (+8 to notice unusual stonework), Survival +10, Swim +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Druidic, Dwarven SQ nature bond (tiger named Animal Companion), nature sense, wild empathy +1 Other Gear hide armor, sling, sling bullets (30), spear, backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 38 gp, 9 sp, 5 cp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Darkvision (60 feet) You can see in the dark (black and white only). Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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![]() I am currently building a Dwarf Druid named Durrbin Frostbeard, and will post him when I have the backstory flushed out. I took the student survivalist for my campaign trait and am planning on focusing on wild shaping but if I get accepted and we end up needing more of a caster, it'd be an easy fix mechanically. |