Abra Lopati

Garridan the Walker's page

113 posts. Alias of pauljathome.


Full Name

Garridan

Race

Human

Vitals:
HP 79/79; AC 25, FF 24, T 12, CMD 27; F 12, R 10, W 8; Perception +22 (+2-4 in various terrains), Init +1

Classes/Levels

L6 Ranger (Divine Tracker)/L3 Horizon Walker

Important Skills:
Climb 8, Diplomacy 10, Disable Device 10, Stealth 19+, Survival 14+ , Swim 8

Gender

Male

Deity

Desna

Strength 22
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 14
Charisma 7

About Garridan the Walker

Garridan is a wanderer who was born and raised in Korvosa and still calls it home despite spending less than half his time there.

He is of 3/4 Varisian descent and 1/4 Shoanti descent and, although he has never been to the Shoanti homelands, he honors his Shoanti heritage.

He is a devout follower of Desna.

He is a very good scout in the wilderness and underground.

Mechanically, Human L6 Ranger/L3 HorizonWalker.

Background:
Garridan was born into Korvosa and his immediate family still lives there. Although he spends a considerable amount of time on the road he still considers Korvosa to be his home.

Garridan is of primarily Varisian descent although his maternal grandfather was a Shoanti. He embraced the worship of Desna at an early age and, while certainly not having the calling to become a priest, is fairly devout in his beliefs.

Given that he was taunted as a Shoanti half breed, he had two options. One would be to hide his heritage, the other to proudly take it as part of his own and embrace it. To the extent possible for an impoverished Varisian he tried to do the former. However, his overtures to the Shoanti he encountered in the city were mostly rejected since they saw him as a Varisian wannabe and not a Shoanti. Nonetheless, he managed to learn a little bit of the Shoanti language and, in later years as an adult, managed to learn to use the Thunder and Fang fighting style. He knows only scarce details of their culture.

The fact that he didn't fit well into Korvosa, being accepted as neither a Varisian, a Shoanti or a first class Korvosan, led to him joining a nomadic caravan at an early age and he has spent much of his life travelling. His skills as a guide and hunter have made it easy for him to procure employment, first on caravans, then on expeditions into hazadrous places, and then in parties of adventurers.

Much, by no means all, of his recent time has been spent with a group of adventurers that all worshipped Desna. These adventures brought him to many dungeons, several cities, and recenty led him to the Astral plane. The adventures were essentially completed and the group disbanded in Absalom.

It took Garridan a couple of months to make his way back to Korvosa and he only arrived a few weeks ago.

family:
Will fill in details later. In short, his father is alive and well in Korvosa, managing his small store. His elder sister is married and lives here in Korvosa with her husband and 4 children. His elder unmarried brother is a member of the Sable Marines and was posted outside of Korvosa when they were disbanded. He is believed to be alive but his location isn't known. His younger recently married sister fled Korvosa when the plague hit and is currently living in Whistledown

Garridan only knows a bit of the following:

His grandfather was Singer to Spirits a Shoanti shaman of the Lyrune Quah, his grandmother was Lellyanda a Varisian cleric of Desna who visited the Shoanti in order to visit the Desnan holy site there. They fell in love and had a child, Garridan's mother Shellarne (also known as Child of the Moon). When Shellarne was a year old Lellyanda left with her so that she could introduce the child to her other family. Unfortunately, after reaching Korvosa, Lellyanda died. Shellarne was raised in Korvosa with only a little knowledge of her Shoanti heritage, a heritage that she never really embraced or even acknowledged.

Motivations to Join Group:

Obviously, if you have a better idea that is fine with me

Garridan was utterly horrified at the Korvosa that he found, a very different city than the one that he had left.

After first checking to make sure his family was safe (fortunately, his immediate family was ok. Although his elder sister had become ill none of her family had succumbed to the disease.) he set out to figure out what the heck was going on. It took awhile, but eventually his investigations led him to the group of PCs.

He wants to join them for several reasons
1) He wants to help save Korvosa and these seem by far the best bet that he is aware of
2) He thinks that his skills would make him a very valuable contributor to the group. He is very, very competent in the Wilderness and Dungeons both as a scout and as a trap finder and disabler
3) This is an opportunity to actually meet and talk with the Shoanti. In the past he was of two minds about this and decided that he would only go when he had a reason. He now has a reason


Appearance:

A quite large scarred man with a grim expression. He has the bronze colouration typical of the Shoanti but he has the black hair and blue eyes more common in a Varisian.

He is wearing a suit of mithril full plate armour that has obviously seen use but is currently quite clean. Adorning the armour are a couple of Varisian scarves and an elegant holy symbol of Desna takes pride of place on an embroidered sash.

While very obviously effective weapons, the earthbreaker sheaved on his back, the longbow balanced on his shoulder, and the metal klar that he is wearing on his left arm have some decorations on them. The scabbard of his earthbreaker is also adorned with some well done wilderness scenes.

He bears only one visible tattoo, a tattoo of a crescent moon.

He also bears a couple of hidden tattoos of some artistic merit, including a beautiful one of a butterfly occupying the back of his shoulders. He does NOT bear any Shoanti tattoos as he knows enough to realize that would be a grave insult to them.

Personality:
Despite his fearsome appearance he is quite a gentle soul and quite a nice person. He travels because he has a genuine interest in other people, other cultures, other places.

His upbringing as an outcast amongst outcasts left him with fairly low self esteem and he used to be quite shy. He has worked hard to overcome that and is now fairly personable (low charisma but reasonable diplomacy). Even now he is not the most talkative of people.

He is very devout in his worship of Desna.

He is constantly looking to fit in. He will be fiercely loyal to a group that accepts him. But he has an unfortunate tendency to sometimes see a slight when none was intended. He will never forgive an outright betrayal (he is more than experienced enough to not consider magic coercion to be betrayal).

He is fairly street smart and has a reasonable amount of common sense. He understands people as a whole although he is not very good at reading individuals.

I am one of those people for whom characters take awhile to fully develop. His personality WILL grow from this in play

Stats:

Garridan
Male human (Varisian) horizon walker 3/ranger (divine tracker) 6 (Pathfinder RPG Advanced Class Guide 108, Pathfinder RPG Advanced Player's Guide 265)
CG Medium humanoid (human)
Init +1; Senses Perception +22
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Defense
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AC 24, touch 12, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +2 shield)
hp 82 (9d10+24)
Fort +11, Ref +9, Will +7
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 earth breaker +17/+12 (2d6+7/×3) or
. . +1 klar +17/+12 (1d6+7) or
. . cold iron dagger +15/+10 (1d4+6/19-20) or
. . mwk cold iron klar +17/+12 (1d6+6)
Ranged mwk composite longbow +11/+6 (1d8+5/×3)
Special Attacks combat style (two-weapon combat), favored enemies (humans +4, magical beasts +2)
Horizon Walker Spell-Like Abilities (CL 3rd; concentration +1)
. . 5/day—dimension door
Ranger (Divine Tracker) Spells Prepared (CL 3rd; concentration +5)
. . 1st—entangle (DC 13), keep watch
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Statistics
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Str 22, Dex 12, Con 14, Int 12, Wis 14, Cha 7
Base Atk +9; CMB +15; CMD 27
Feats Endurance, Heavy Armor Proficiency, Improved Two-weapon Fighting, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Thunder And Fang, Two-weapon Fighting, Weapon Focus (earth breaker), Weapon Focus (klar)
Traits affable, armor expert
Skills Acrobatics +2 (-2 to jump), Climb +8, Craft (weapons) +7, Diplomacy +10 (+12 to gather information.), Handle Animal +3 (+5 vs. Horse, heavy (combat trained) while worn), Heal +8, Knowledge (arcana) +7 (+9 If have time to consult), Knowledge (dungeoneering) +5, Knowledge (geography) +10 (+12 If have time to consult), Knowledge (local) +10 (+12 If have time to consult), Knowledge (nature) +5, Knowledge (planes) +7, Knowledge (religion) +2, Linguistics +5, Perception +22, Ride +3, Spellcraft +5, Stealth +19, Survival +14 (+19 when tracking, +16 to avoid becoming lost when using a Mapmaker's Kit as you travel, +16 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather, +16 to avoid becoming lost), Swim +8
Languages Celestial, Common, Shoanti, Varisian
SQ blessings, blessings (good: battle companion, holy strike, liberation: freedom's shout, liberation), favored terrains (astral plane +2, plains +4, urban +2), terrain dominance (terrain dominance [astral plane][APG]), terrain mastery (terrain mastery [astral plane][APG]), track +3
Combat Gear blunt arrows[APG] (10), cold iron arrows (20), scroll of air bubble, ant haul, aspect of the falcon, scroll of blend, blend, blend, blend, scroll of deadeye's lore, endure elements, endure elements, scroll of glide, glide, gravity bow, gravity bow, scroll of know the enemy, read weather, residual tracking, speak with animals, scroll of residual tracking, residual tracking, residual tracking, scroll of tracking mark, unbreakable heart, unbreakable heart, wand of cure light wounds (50 charges), wand of heightened awareness (50 charges), wand of lead blades (50 charges), wand of longstrider (50 charges), alchemical grease[APG] (2), alchemist's fire (3), antiplague[APG], antitoxin (2), armor ointment[UE] (2), healer's kit, heatstone[ISWG], holy water (2), oil (3), smelling salts[APG], tanglefoot bag (2); Other Gear +1 shadow mithral full plate, +1 earth breaker[UE], +1 klar[UE], cold iron dagger (2), mwk cold iron klar[UE], mwk composite longbow (+5 Str), clear spindle ioun stone, belt of giant strength +2, cloak of resistance +2, lenses of detection, ring of protection +1, traveler's any-tool[UE], wayfinder[ISWG], basic maps (major landmarks only), bedroll, belt pouch, blanket[APG], cards[UE], cheese (10), chocolate (per bar)[UE] (2), dandy brush, dice[UE], earplugs[APG], flint and steel, fortune-teller's deck[APG], grappling arrow[UE], grappling hook, holy text[UE], knife, utility (0.5 lb), mapmaker's kit[APG], masterwork backpack[APG], masterwork tool, masterwork tool, masterwork tool, mess kit[UE], pot, scarf[UE], signal whistle, silk rope (50 ft.), silver holy symbol of desna, skeleton key[UE], smoked goggles[APG], soap (3), torch (10), trail rations (5), waterskin (3), whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, heavy horse (combat trained), bit and bridle, breastplate, feed (per day), leather armor, military saddle, mwk cold iron earth breaker, riding saddle, saddlebags, tent, large, trail rations, training harness, waterskin, 25 gp, 6 sp, 7 cp
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Special Abilities
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Affable +2 on Diplomacy to gather information and do so in half time.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Armor Expert -1 Armor check penalty.
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes.
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs. Favored Enemy (Magical Beasts) foes.
Favored Terrain (Astral Plane +2) (Ex) +2 to rolls when in Favored Terrain (Astral Plane).
Favored Terrain (Plains +4) (Ex) +4 to rolls when in Favored Terrain (Plains).
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Ioun stone (clear spindle)Wearer protected from mind control as in Protection From Evil
Lenses of detection +5 to Perception and to track with Survival
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Skeleton key Use a +10 Disable Device for one try to open a lock.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Terrain Dominance (Astral Plane +2) Use fav. terrain as enemy bonus vs. terrain natives. +1 to hit/dam vs. outsiders.
Terrain Mastery (Astral Plane) (2 rds) Grant allies bonus in terrain. +30 ft fly on subjective/no gravity plane.
Thunder and Fang You have mastered the ancient Shoanti Thunder and Fang fighting style, allowing you to fight with increased effectiveness when wielding an earth breaker and klar.
Track +3 Add the listed bonus to survival checks made to track.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Wayfinder (1 @ 0 lbs)