Shavaran

Grim Coloursteal's page

18 posts. Alias of Hayato Ken.


About Grim Coloursteal

Character:

Unnamed Hero
Male half-elf barbarian (unchained) 3/rogue (unchained, bandit, numerian scavenger) 4 (Pathfinder Campaign Setting: Technology Guide 13, Pathfinder RPG Ultimate Combat 71)
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +13
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Defense
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AC 24, touch 16, flat-footed 19 (+7 armor, +1 deflection, +5 Dex, +1 natural)
hp 74 (7 HD; 4d8+3d12+28)
Fort +9, Ref +12, Will +7; +2 vs. enchantments
Defensive Abilities danger sense +2, evasion, uncanny dodge; Immune sleep
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Offense
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Speed 40 ft.
Melee +1 furious adamantine estoc +12/+7 (2d4+6/18-20)
Ranged +1 arc pistol +12/+7 (1d8+1 electricity)
Special Attacks rage (11 rounds/day), rage power (accurate stance +1), sneak attack (unchained) +2d6
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Statistics
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Str 13, Dex 20, Con 16, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +7; CMD 23
Feats Deadly Aim, Exotic Weapon Proficiency (firearms)[UC], Improved Two-weapon Fighting, Iron Will, Opening Volley[UC], Power Attack, Sword And Pistol[UC], Technologist, Two-weapon Fighting, Weapon Finesse
Traits against the technic league (weapons), veteran of battle
Skills Acrobatics +14 (+18 to jump), Bluff +7 (+17 to lie, +12 to feint, -2 to pass a hidden message), Climb +4, Disable Device +10 (+12 vs. mechanical or high-tech traps), Escape Artist +8, Knowledge (dungeoneering) +4, Knowledge (local) +4, Linguistics +4, Perception +13 (+15 to locate mechanical or high-tech traps), Ride +8, Sense Motive +5, Sleight of Hand +8, Stealth +16, Survival +8, Swim +4; Racial Modifiers +2 Perception
Languages Androffan, Common, Elven
SQ ambush, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, fast movement, lucky glitch, rogue talents (combat trick, surprise attacks), technic training +2
Combat Gear potion of cure light wounds, potion of cure moderate wounds, potion of lesser restoration; Other Gear +1 comfort mithral lamellar (steel) armor, +1 arc pistol, +1 furious adamantine estoc, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, mask of stony demeanor, ring of protection +1, battery (5), drug, allnight, flint and steel, masterwork backpack, shinobi shozoku, silk rope (50 ft.), 730 gp, 6 sp, 7 cp
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Special Abilities
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Accurate Stance +1 (Ex) Gain a +1 bonus to melee and thrown weapon att.
Against the Technic League (Weapons) +2 weapon damage vs. targets you know are associated with the Technic League
Ambush (Ex) When able to act in the suprise round, can take a move, standard, and swift action.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
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.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
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.
Lucky Glitch +4 (Ex) When rolling for a glitch roll twice and pick effect, add level to rolls.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 11 rounds/day) (Ex) See below.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surprise Attacks +2 (Ex) In surprise round, foes always flat-footed and add bonus sneak attack dam.
Sword and Pistol Firearm/crossbow attacks don't provoke AoO from foes you threaten with a melee weapon.
Technic Training +2 (Ex) +2 to Perception and Disable Device vs mechanical or high-tech traps.
Technologist You are familiar with the basic mechanics of technology
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
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Possibilities:
-Internal Fortitude Rage Power + Scarlet and Green Cabochon Ioun Stone
-Improved Initiative + Surprising Combatant
-Extra Rage

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Savage Technologist (Barbarian Archetype):

Rather than rejecting technology, Savage Technologists wield technology's own weapons against it. A savage technologist has the following class features.

Class skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Sense Motive Wis), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiency: A savage technologist is proficient with all simple and martial weapons, all firearms, light armor, and shields (except tower shields).

Rage (Ex): A savage technologist can enter rage as a barbarian, except she gains a morale bonus to Strength and Dexterity instead of Strength and Constitution, and she does not take a penalty to Armor Class. She retains the bonus on Will saving throws. When a barbarian ability would increase the savage technologist's Strength while raging, it increases her Dexterity instead. This ability alters rage.

Sword and Gun (Ex): At 2nd level, when a raging savage technologist wields a one-handed firearm in one hand and a light or one-handed melee weapon in the other, she can make ranged attacks with the firearm without provoking attacks of opportunity. She also gains the benefits of the Two Weapon Fighting feat, but only if all attacks are made with those weapons. This ability replaces Uncanny Dodge.

Primal Magnetism (Ex): At 3rd level, a savage technologist adds her Strength modifier on Diplomacy checks when interacting with tribal cultures. She can expend 2 rounds of rage (even if not raging) to add a bonus equal to 1/2 her barbarian level on a Diplomacy check.

Crack Shot (Ex): At 5th level, a savage technologist adds her Dexterity modifier ooc]and the bonus from rage[/ooc] to her damage rolls when making ranged attacks with a firearm while raging. This ability replaces Improved Uncanny Dodge

Modified Unchained Rage:

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A savage technologist can enter rage as a barbarian, except she gains a +2 bonus on melee attack rolls, melee damage rolls, ranged attack rolls, and Will saving throws, and she does not take a penalty to Armor Class. (She also gains 2 temporary hit points per Hit Die.)* These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. When a barbarian ability would increase the savage technologist's Strength while raging, it increases her Dexterity instead. When a barbarian ability would increase the savage technologist's Constituition while raging, it increases her temporary hit points instead. Rage powers that apply to thrown weapons attack and damage apply to ranged weapons instead. This ability alters rage.

*Either temp HP or rage bonus as dodge to AC, that would need to be decided.

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

a) appearance:

Tall and lean for her kind, this person obviously originates form the wild north. The untamed black mane hides a comely face with jade-green eyes and the tanned skin of those spending many hours under the sun of the wasteland.

b) background:

Deep in the north, in the realms of the mammoth lords, where the wild Kellid roam the brutally cold tundra and mountains of northern Avistan, Kagur was born under a suspicious sign into the tribe of the blacklions.
Her mother labor pains started with dusk, just as light in the night sky appeared. It grew larger and dragged a bright trail through the darkness, turning out to be one of the falling stars, going down somewhere in Numeria. Just when it vanished out of sight, Kagur entered the world.
In the eyes of her superstitious people, this was a very bad omen and most of the clan elders viewed Kagur with suspicion. She grew up with the scorn of being shunned, born under a bad star, hearing tales from the rain of stars and the horrors and wonders wandering the planes of Numeria since then. Having a difficult standing among her own people, those stories triggered Kagurs curiosity and one day the anticipated happened. She found a technical device while hunting and brought it back home, where she studied it and managed to activate it. Unfortunately this didn´t go unnoticed. The tribe´s elders saw their suspsicions confirmed and they decided to ban Kagur from the tribe for breaking the taboo of using the forbidden technology, before she would anger the spirits and conjure some catastrophy down on the tribe.
She didn´t have many friends who spoke for her and her mothers lamenting went unheard. Her father didn´t speak up on the subject and agreed to the elders decision. He was bitterly disapointed in his daughter for breaking the taboo and giving in to her curiosity and confirming the bad omens.
The next day she left, wandering alone in the Numerian planes, headed toward the next human settlements she knew of, eventually stranding in Torch. She found out quickly it wasn´t a good idea to go adventuring alone, exploring ancient ruins, for the dangers lurking there as well as the technic league jealously protecting their knowledge and power and trying to hunt down everyone "stealing" precious artifacts.
Torch however was a more friendly and open place, so she decided to stay there, trying to learn more and waiting for her chance to come.

c) personality:

Instead of describing the personality with examples i give an outline how i imagine and want to play this character:

1. Primary Motivator: Discovery/Adventure

2. Emotional Disposition: Curious

3. OUTLOOK
Outlook is one’s basic worldview, interpreting the world as being essentially good or bad: Cynical

4. INTEGRITY
Basic values regarding work and social interactions: pragmatic

5. IMPULSIVENESS
The ability to regulate one’s thoughts and actions: capricious

6. BOLDNESS
Willingness to face danger and enter into battle: audacious

7. AGREEABLENESS
General attitude towards people and the ability to handle new situations, tough choices, and interpersonal conflicts: open-minded

8. INTERACTIVITY
Style and degree to which your character interacts with others: entertaining

9. CONFORMITY
Basic relationship with cultural norms: freethinking

10. Sense of Humor
Cynical

Favorite Topics of Conversation
Kagur loves to talk about Numerian artifacts, strange events in history, strange beasts, but is also interested in local talk and events and tales from far away lands.

Group Affiliations
The affiliation with her tribe broke when she was banned. She´s undecided if she would like to repair that one day or not. Currently she´s trying to build some affiliation with Torch.

Religion and Spirituality
Kagur shares the spiritual and superstitious beliefs of her tribe, since that is the world she knows. Yet she is torn, because of the bad fate asociated with her. She doesn´t really believe or doesn´t want to believe that, while she is also magically attracted by the tabooed technology. She developed the opinion, that much of the superstistion is nonsense and those things could eventually be explored and mastered.
Beyond that she believes in the animistic and shamanistic traditions most of the Kellids share.

Quirks, Habits, and Oddities
The cirumstances of her birth left a deep mark on Kagurs life and social interactions. This ingrained the wish to constantly proof herself somehow and show others she´s no bad luck, what goes so far that she makes up things to better fit in sometimes.
Unconsciously, she often bites her lip to await others reactions.
When she´s deeply concentrated she often hums or sings to herself, but most times stops when others appear.

Hobbies and Enjoyments
Like every good Kellid, Kagur likes eating and drinking, as well as singing and dancing. Beyond that she ahs a deep interest in numerian alien relicts and likes exploring and researching those things.

d) portrait:

Something like this.

Crunch & Comment:

This character features a heavy rogueish vibe while being a barbarian. Hence i would like to combine Numerian Scavenger UC rogue with savage technologist barbarian. For the IG AP, i feel this might be a unique and fun to play combination for me, dual wielding a gun and sabre, ranged and melee combat are provided along with skills.
However, i´m flexible there and could play the concept as a pure rogue or rogue/techslinger gunslinger.
While androids are really interesting, especially with the barbarian that would feel a bit like cheating and doesn´t also for the concept somehow. First choice would be a human, but for diversity i would consider half-orc, half-elf or halfling too.
Gender choices don´t really influence my roleplay that much, but i like most female art and portraits better somehow^^

As a campaign trait i would like Numerian Archologist, since i think that fits the background nicely.
Additionaly, the most recent background in Torch is missing, since that should be determined together, what is also best i think to give the party a common tie-in and better roleplay options.