About Eunice FlintEunice Flint
description:
Link Tall, auburn-haired and practically auburn-skinned, she's spent so much time in the sun. Her eyes are like turquoise stones. She carries a pocketful of polished stones — nothing especially valuable — and turns them over in her palms when she's board, cracking against each other like marbles. Raqi, her horse, is the color of bones left in the desert.
tldr background:
• Rancher and sculptor who raises horses in the foothills of the Stony Mountains, at the site of a Thassilonian ruin she’s in the process of dismantling.
stats:
----------------- DEFENSE ----------------- AC 19, touch 19, flatfooted 15 (Cha+4, Defense Bonus +5) Wound 26 or 13, depending on rule (threshold 13) Vigor 18 (10+2d8 +3 FCB) Fort +3, Ref +4, Will +5 (includes +1 vest of resistance) ----------------- OFFENSE ----------------- Speed 40 ft. Melee +4 Kunai (1d4/x2, 10 ft., b or p, can be used as crowbar or piton) Ranged +5 Masterwork Double Barrel shotgun (1d8 or 4d8, scatter) -----------------
Traits
FCB Oracle
Background skills (6 points)
Languages; Common, Giant, Terran Spells
Nature Mystery
Nature's Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class. Erosion Touch (Su): As a melee touch attack, you can deal 1d6 points of damage per level to objects or constructs. If used against an object in another creature's possession, treat this attack as a sunder combat maneuver. You can use this ability once per day, plus one time per day for every three levels you possess. Reclusive Curse
Hermit archetype
mount:
N Medium animal Init +1; Senses low-light vision, scent; Perception +6 DEFENSE AC 18, touch 14, flat-footed 12 (+4 Dex, +4 Nat.) hp 15 (3d8+6) Fort +7, Ref +7, Will +3 OFFENSE Speed 40 ft. Melee 2 hooves +1 (1d3+4) STATISTICS Str 18, Dex 18, Con 18, Int 6, Wis 15, Cha 8 Base Atk +2; CMB +6; CMD 18 (22 vs. trip) Feats: Run (B), Cunning, Hefty Brute (treat as large for CMD, attacks) Skills (3+3cunning): Acrobatics +8; Intimidate +3, Perception +6, Stealth +8, Survival +6, Swim, +8 Perception +7 SQ docile SPECIAL ABILITIES Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill, a mule's hooves are treated as secondary attacks. Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6);
4th-Level Advancement
at 5th, take genie-trained
intro:
Everybody told Jorj Flint that the mountains would be the death of him. That it took a generation to be proven right didn’t stop anybody from tut-tutting when he finally vanished for good. For more than 20 years they’d been telling Flint that, when he made his twice-yearly trips down the Chavali to Roderic’s Cove for food and other supplies. He usually had something to sell, as well: raw gemstones usually, sometimes a hunk of precious metal and — too often — blocks of polished stone from the Thassilonian ruin he was systematically dismantling. No one ever bought that stuff, at least not in the open. On some level, the older townsfolk understood. His first love, Ellys, had died there, they knew; one of the heroes who had fought to reveal a slumbering menace. Her comrades went on to victory and fame, but her body was never found. And ever since Jorj has been working to scour the site of a millennia-old taint; make it a fit place for Elys to rest. In recent years, there were signs he might give in. His wife came back to Roderic’s Cove for good five years ago — a miracle she stayed as long as she did, everyone said. Then his grown sons. And then, word came that Jorj himself had vanished. Was it giants, in the end? Shoanti? A missed step? A snakebite? Or something worse? No one knew, but everyone hoped the fool’s errand died with the fool. But then, one spring, came his daughter down the river, the girl with the gold eyes — not from his wife, clearly. And she set about buying supplies for the trip back. The poor girl, everyone said. The mountains will be the death of her.
intro2:
Eunice Flint was barely a toddler when her mother strapped on a slender, curved sword, handed her to a two-meter-tall woman with bright, amethyst eyes and went off with her husband to save their homeland. Her mother never returned. In a way, her father didn’t either. The couple had ventured from their home to face the rising threat of a reawakened Runelord. Her mother died in a Thassilonian ruin on the Storval Plateau; her body was never found. The loss devastated her father and though he battled through to victory, he never returned to civilization with his other comrades. Instead he returned to the ruin to search for Erys’ body and - failing that - pledging to reform the ruin into a proper burial site and memorial. In time that obsession — not his role in finding the Sihedron or overcoming the threat of the Runelords — became his defining characteristic, and most people just thought of him as an addled hermit. Eunice, for her part, spent the months of the crisis with her grandmother, a Jann called Behasha. She told the child stories of the Opaline Vault and taught her Terran before returning her, reluctantly, to her father, who was already engaged in his single-minded effort to transform the ruin where Erys died. He used summoned creatures and other magicks to keep giants and other natives away and what personal influence he had as a “Hero of Sandpoint” to steer prospectors to other places. But Eunice doesn’t have the same level of clout — magical or political — as her father, and with him out of the picture she’s unsure how long she’ll be able to hold out.
gear:
Masterwork double-barreled shotgun (730gp) Cartridges (bulletx20), shotx10) (450 gp) Alchemical cartridge (gray dust shot) x2 (100gp) Alchemical cartridge (dragon's breath) x4 (160gp) Traveler's Outfit (Worn) (5 lb) (1 gp) Ammunition Pouch (2 lb) (5 gp) Spell Component Pouch (2 lb.) (5 gp) Cold Iron Dagger (4gp) Kunai 2 Cracked Deep Red Sphere (+1 ride) 200 gp Cloak of Resistance +1 Riding saddle 10gp Saddlebags 8 gp |