Rogue

Guruthos's page

348 posts. Alias of Tivilio.


Classes/Levels

Elven Rog1/Wch1. hp:14/14| ac:13(MA17)|T:13|FF:10 (MA14)| CMD:13|F:0|R:5|W:2| Init:7| Perc:9|SM:0

About Guruthos

Guruthos
Male elf unchained rogue 1/witch 1 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder Unchained 20)
N Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +9
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 14 (2 HD; 1d6+1d8)
Fort +0, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee mithral dagger +4 (1d4/19-20) or
. . punching dagger +3 (1d4/×3)
Ranged longbow +3 (1d8/×3)
Special Attacks hex (slumber[APG]), sneak attack (unchained) +1d6
Witch Spells Prepared (CL 2nd; concentration +6)
. . 1st—mage armor, ray of enfeeblement (DC 15)
. . 0 (at will)—daze (DC 14), resistance, stabilize
. . Patron Death
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Statistics
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Str 10, Dex 17, Con 10, Int 19, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Alertness, Improved Initiative, Weapon Finesse
Traits child of the temple, magical knack, poverty-stricken
Skills Acrobatics +8, Appraise +7, Bluff -3, Climb +4, Craft (traps) +8, Disable Device +8, Disguise -6, Escape Artist +7, Intimidate +3, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (planes) +8, Knowledge (religion) +9, Linguistics +8, Perception +9, Sense Motive +2, Sleight of Hand +7, Spellcraft +8 (+10 to identify magic item properties), Stealth +8, Survival +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Daemonic, Draconic, Elven, Gnome, Goblin, Sylvan
SQ dreamspeaker[APG], elven magic, trapfinding +1, witch's familiar (raven named Mori)
Combat Gear caltrops; Other Gear arrows (20), longbow, mithral dagger, punching dagger, backpack, bedroll, belt pouch, chalk (10), earplugs[APG] (5), flint and steel, mask[UE], mess kit[UE], piton (2), silk rope (50 ft.), soap, thieves' tools, torch (3), trail rations (5), trapmaking tools, waterskin, 23 pp, 5 gp, 5 sp, 2 cp
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Special Abilities
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Dreamspeaker +1 [Divination] & sleep spell DCs.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (1 round, DC 14) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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NOTE: for taking the Drawback "Scarred," a third trait (Magical Knack) will be added at 2nd level, when the witch class is taken.

Drawback: Scarred
An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance.

Effect: You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.

Backstory:
Guruthos was raised on the outskirts of elven society in Kyonin by parents who never fit in with their kin. In his late adolescence, his parents introduced him to The Ageless*, a cult of elves who worship Charon (One of the Four Horsemen of Abaddon). They realized their son did not share their devotion to The Boatman, so they planned to sacrifice him to their lord on his 100th birthday. Leading him to a table with the promise of a celebratory feast, they ambushed him and tied him to a chair. First, they branded his chest with the unholy symbol of Charon: a skull with coins over its eye sockets. They then covered his own eyes with gold coins, and proceeded to pour boiling liquid down his throat (symbolic of drowning in the River Styx). Just when he thought he could not escape his horrible fate, he felt a pop on the rope at his wrist, and then another. Suddenly, his bindings fell free and Guruthos lashed out at his family, grabbing hold of the still smoldering pot and using it as a weapon to beat down his attackers. When he was finished, his parents were dead, his face was terribly disfigured, and his voice was no more than a grating rasp.

After slaying his parents, Guruthos escaped into the forest, leaving his home and the cult of Charon behind. He had learned a few useful skills in the cult: notably theft and trapmaking. He did not revel in harming innocent people, but his skill with crafting traps helped him to catch game to eat, and if he saw an opportunity to steal supplies without confrontation, he took it. He travelled from place to place searching for any community that would allow him to trade and work in peace, but most were horrified by his appearance and chased him away quickly.

He finally found an elderly halfling woman on a farm who was not afraid of him. She took him in for a time, feeding him and mending his cloths. She had an old raven whom she called "Mori" that often sat at her window sill, cawing until someone gave it a scrap of food. He helped her around her small farm, and although he did not speak much, she didn't seem to mind as she chattered away about any topic that came to mind. After receiving some visitors, she noticed that Guruthos remained hidden when others were around, so she carved him a plain, gray, smooth wooden mask. The mask bore a strange blue spiral on the forehead, but Guruthos gratefully accepted the gift, and wore it at all times unless eating, drinking, or sleeping.

After a few months, the halfling lady fell ill. Lying in her bed, she called Guruthos to sit beside her. He did so, towering over her tiny form. "Oh my friend," she whispered, touching his hand, "do not look so forlorn. Death is not the dark, fetid waters you have been lead to believe. Yes, I have seen your brand, but your heart and your fate do not belong to The Boatman. You need not fear death, my boy. We shall all stand before the Lady of Graves when our time comes, and we will receive our just reward for the life we have lived." As she spoke, Mori flew from the window sill to her headboard, and let out a "caw!" She smiled at the bird, then looked back at Guruthos. "Do not concern yourself over me, quiet one. It is time for my reward, but it is also time for you to determine what reward you wish when your time comes, and then you must earn it!" As she pushed the words from her lips, the last breath escaped her, leaving only a smile behind. Once more, Mori let out a resounding "CAW" then flew out the window, leaving Guruthos by himself.

He tended the farm for a few days, until some visitors came to see the old lady. When they found her dead, they turned on him, accusing him of murdering her (despite the fact that her death was obviously natural). They ran to call for the militia from the nearby town, so Guruthos gathered his possessions and escaped into the forest. Once again on his own, the masked elf set out into the wilderness, but he was soon joined by the lady's raven Mori. The raven followed him everywhere, which did not bother Guruthos at all. Then, one evening as the elf cooked a rabbit over a small fire, Mori opened his beak. What came out was not the "caw" to which the elf was accustomed, but instead a voice, not unlike the old halfling lady. "Ready?" it asked. Guruthos sat shocked. "If you are ready, I can teach you. Death is not to be feared. Not by you. Not when you understand. Death starts as slumber." The raven continued to speak. Guruthos continued to listen, and began to understand. He was not meant to be a simple burglar. He c

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Mori CR –
Female raven (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +10
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 7 (1d8-1)
Fort +1, Ref +4, Will +4
Defensive Abilities improved evasion
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
[b]Skills
Acrobatics +7 (-1 to jump), Climb +6, Craft (traps) -3, Disable Device +1, Escape Artist +3, Fly +6, Intimidate -1, Knowledge (arcana) -1, Knowledge (local) -1, Knowledge (planes) -1, Knowledge (religion) -1, Linguistics -1, Perception +10, Sleight of Hand +3, Spellcraft -1, Stealth +15, Survival +3
Languages Common
SQ empathic link
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Special Abilities
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Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.