Imrijka

Farod Shamar's page

614 posts. Alias of MordredofFairy.


Gender

HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

About Farod Shamar

Rogue(Unchained) 1
Medium Half-Orc

Init 4 = 2(dex)+2(trait)
Senses Perception , Low-Light Vision
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Party Role/Concept
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Background:

Farod grew up close to Roslar’s Coffer when he was a child. As with many half-orcs around, his conception had not been entirely voluntary - his mother was working as maid on a farm slightly out of town, and found herself with child after one of the orcish raids from Belkzen.
Farod was still young when the raids escalated, leading to the infamous attack on Roslar's Coffer itself, 12 years ago. Those who resisted were murdered. Those who survived either scattered and fled, or submitted.
Farods blood boiled, he wanted to fight, but was not even taken serious by the invaders. One of them was just about to slit the pesky kids throat, when an elderly orc covered in runic tattoos stayed the warriors hand.
Sensing the spark of magic within Farod, the potential to bring great change, the orcish shaman had the half-orc taken prisoner, and forced him into an apprenticeship. Farod soon adapted - while initially he hated the Orcs for attacking his home, their direct and hierarchival culture spoke to him - there was no 'noble birthright' and nobody looked down on him as 'half-blood' - it mattered what you did and could do, and as apprentice he was given respect.
But in the beginning, he still had to do with his wits and his dexterity - he was strong, but lacking the raw strenght of the pure-bred orcs. But he had nimble hands, and a swift mind - and willing to take any advantage over an adversary he could find. As such, he still had to fight for that respect.
But not any more after he received his own runic ward tattoos all over, that clearly showed his affiliation to the caster to any tribemembers who didn't know him.
His mother had been enslaved, and he did feel sorry for her, but the orcs explained quite clearly that it was the way of the world that they strong decided over the weak. He was not entirely convinced, but it made sense. They ran their society that way - the strong on the top, the weak on the bottome - it was not a slave thing, it just happened that those were the weakest of the weak - which lent certain credibility to their concept.
For years, he remained an apprentice, helping the elderly orc shaman and learning from him. Until one fateful day, when his teacher decided Farod was ready for the next step...he was supposed to swear fealthy to the tribe and be annointed in blood. And to make certain that his loyalty to the tribe was unwavering, the one Farod was supposed to cut open to bathe in her blood was his own mother.
And how weak she was. Kneeling before him, weeping, asking Farod to take care of his half-sister. Not even struggling or trying to fight for her own life. He despiced that weakness. But at the same time remembered the love that came with the weakness. The love she had shown him when he was small. How she calmed him when others bullied him. Sang to him at night to make him sleep.
All the things that he had almost forgotten - but would not. Not any more. Making a split second decision, he switched hand and rammed the knife directly into the hard of the shaman, pushing him forward and pressing him against a cupboard, one hand twisting the knife, the other covering his mouth. The old man was taken by surprise, tried to evoke magic, but failed - then went limp.
He cut his mothers bindings, then left to fetch his half-sister. He could not stay here, and they had to leave, fast. With both in tow, he left the camp, none of the guards questioning him when they saw his tattoos, and moved fast towards the human lands. When his kid sister tired, he carried her. His mother walked on through the night and the next day, not complaining once, and he saw that there was a different strength in her.
After some days, they arrived in Roslars Coffer. Farod had been young, and easily blinded. He was led to believe he belonged to only one culture, when in fact, he was holding the strength of two within him. He had neglected and looked down on his human heritage too long in the past years, and he vowed to make up for it now - to embrace what his mother gifted him with, and defend his home town against whatever else the Twisted Nail would throw at it.
His own mother and sister, he convinced to move to Lastwall, to live with her mothers parents - but for his years of inaction, of believing what propaganda he was fed, he felt he had to atone, and remained.
He would reclaim what he had lost, all those years ago, and make his future a bright one.
Despite his magical potential, I decided to go with the Rogue level first for mechanical reasons - flavorwise he is still 'unlearning' what the Shaman thought him and currently in the process of learning "proper" magic, rather than raw spiritual energy. He wants to do things "right".

Description&Personality:
Farod is slightly taller than an average Half-Orc, but he is more wiry, rather than displaying the more usual bulky built others have.
His skin is, in large parts, covered with Tattoo's, both ritualistic ones and one's only serving as decoration. Despite this trend, Farod dresses impeccably in the finest clothing he can afford...making him stand out by being somewhat of a paradox.
If someone wonders and asks, he will explain, in his charming way, that he's a child of two cultures, and he embraces both. Since he came to terms with growing up among orcs, and seeing the harsh contrast human religious insitutions embody in comparison, he see's himself as someone in-between. He's soft-spoken and patient, but if he is pushed to violence, he will not hesitate to end things.

Daily Abilities(inactive):
1/1 Focused Spells (Su): Raise Caster Level by 4
1/1 Spell Study (Su): Cast spell from bard, cleric, or druid spell list

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Spells(inactive):
[/b]
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Level 0=4: Prestidigitation, Light, Mage Hand, Ray of Frost
Level 1=2+1(Int)/3: Mage Armor, Gravity Bow, Windy Escape
Level 2=1+1(Int)/2: Arrow Eruption, Mirror Image

Spells KnownLevel 0: all
Level 1: Mage Armor, Gravity Bow, Windy Escape + 4
Level 2: Arrow Eruption, Mirror Image

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Defense
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AC 12 10+2(Dex)+(Armor)+(Shield), ACP = 0
hp 10 = 8(Rogue)+2(Con)
Fort 2 , Ref 4 , Will 0
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Offense
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Speed 30 ft
MELEE Rapier +2 1d6+2(18-20/x2)
MELEE MV Heavy Mace +3 1d8+3(20/x2)
RANGED Shortbow +2 1d6(20/x3)
All: +1d6 Sneak where applicable
All: +1 attack/damage if ally was damaged
Ranged: +1 attack/damage within 30ft

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Statistics
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Str 14, Dex 14, Con 14, Int 16, Wis 10, Cha 10
Base Atk +2; CMB +0; CMD 10

Languages: Common, Orc + Abyssal, Draconic, Giant, Hallit

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Special Abilities
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=====Feats=====
Level 1(Finesse Training - Rapiers): Weapon Finesse
Level 1: Point-Blank Shot (Combat)
Level 2(Wizard): Scribe Scroll
Level 3: Accomplished Sneak Attacker
Level 5: Precise Shot
Level 7: Rapid Shot (Combat)
Level 9:
Level 11:
Level 13:
Level 15:
Level 17:
Level 19:

=====Racial Qualities=====

Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Dusksight: When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

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Class Abilities
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Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

=====Skills=====
12=8(class)+3(int)+1(skilled)

Adventuring Skills

6 Acrobatics(ACP) = 1(ranks)+2(Dex)+3(class)
0 Bluff = (ranks)+(Cha)+3(class)
6 Climb(ACP) = 1(ranks)+2(Str)+3(class)
0 Diplomacy = (ranks)+(Cha)+3(class)
7 Disable Device(ACP) = 1(ranks)+2(Dex)+3(class)+1(Trapfinding)
0 Disguise = (ranks)+(Cha)+3(class)
6 Escape Artist(ACP) = 1(ranks)+2(Dex)+3(class)
2 Fly(ACP) = (ranks)+(Dex)+3(class)
0 Heal = (ranks)+(Wis)
0 Intimidate = (ranks)+(Cha)+3(class)
- Knowledge (arcana) = (ranks)+3(Int)+3(class)
7 Knowledge (dungeoneering) = 1(ranks)+3(Int)+3(class)
7 Knowledge (local) = 1(ranks)+3(Int)+3(class)
- Knowledge (nature) = (ranks)+(Int)+3(class)
- Knowledge (planes) = (ranks)+3(Int)+3(class)
- Knowledge (religion) = (ranks)+(Int)+3(class)
5/6 Perception = 1(ranks)+0(Wis)+3(class)+1(trait) //+1(Trapfinding)
2 Ride(ACP) = (ranks)+(Dex)
4 Sense Motive = 1(ranks)+(Wis)+3(class)
-- Spellcraft = (ranks)+3(Int)+3(class)
6 Stealth(ACP) = 1(ranks)+2(Dex)+3(class)
0 Survival = (ranks)+(Wis)
6 Swim(ACP) = 1(ranks)+2(Str)+3(class)
-- Use Magic Device = (ranks)+(Cha)+3(class)

Background Skills

3 Appraise = (ranks)+(Int)+3(class)
Artistry = (ranks)+(Int)+3(class)
3 Craft = (ranks)+(Int)+3(class)
-- Handle Animal = (ranks)+(Cha)
- Knowledge (engineering) = (ranks)+(Int)+3(class)
7 Knowledge (geography) = 1(ranks)+3(Int)+3(class)
7 Knowledge (history) = 1(ranks)+3(Int)+3(class)
- Knowledge (nobility) = (ranks)+(Int)+3(class)
-- Linguistics = (ranks)+3(Int)+3(class)
Lore = (ranks)+(Int)+3(class)
0 Perform = (ranks)+(Cha)+3(class)
-- Profession()= [/b]= (ranks)+(Wis)+3(class)
-- Sleight of Hand(ACP) = (ranks)+(Dex)+3(class)

=====Gear=====

Belt - nothing
Head - nothing
Body - nothing
Headband - nothing
Chest - nothing
Neck - nothing
Eyes - nothing
Shoulder - nothing
Feet - nothing
Wrists - nothing
Hand - nothing
Ring - nothing
Ring - nothing
Slotless - nothing

MW Heavy Mace
3 pearls

35 GP Shortbow
20 GP Rapier
4 GP Arrows
50 GP Kit, Rogue’s (This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.)

109 GP (which is above the rolled 90 Gold. If the extra 20 Gold are problematic, I'll go through the kit and remove items by hand.)

=====Traits=====

Campaign:
The Reclaimer (Campaign)
You lost something precious in the destruction of Roslar’s Coffer 12 years ago—a home, a legacy, perhaps even family—but returned because
a soul shouldn’t run from pain, but heal from it. Rebuilding your life and preventing that same hurt from dragging down others drives you to
serve and protect, perhaps as a politician, charity worker, healer, or soldier, but that same loss flls you with an uncharitable anger that is ofen difcult to reconcile.

Benefit: Your wary eyes grant you a +1 trait bonus on Perception checks. You gain a +1 trait bonus on attack and damage rolls against any opponent that dealt hit point damage to one of your allies in the previous round.

Reactionary (Combat)
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.

=====Attributes=====:

STR 14=14(Buy)
DEX 14=14(Buy)
CON 14=14(Buy)
INT 16=14(Buy)+2(Race)
WIS 10=10(Buy)
CHA 10=10(Buy)