About Harul Safan
Male Human (Osiriani) fighter (lore warden) 1/pathfinder delver 1/gestalt 1
NG Medium humanoid (human)
Init +2; Senses Perception +7
Favored Class: Fighter
FCB: +1 Skill point
AC 16 (18), touch 12, flat-footed 14 (16) (+4 armor, +2 Dex, +2 shield)
Hp 12 (1d10+2)
Fort +4, Ref +3, Will +2
Speed 30 ft
Melee fauchard +5 (1d10+6, 18-20/x2, reach, trip)
Melee cold iron morningstar +5 (1d10+4, x2)
Melee spiked gauntlet +5 (1d4+4, x2)
Melee dagger +5 (1d4+4, 19-20/x2)
Ranged longbow +3 (1d8, x3, 100 ft)
Ranged dagger +3 (1d4+4, 19-20/x2, 10 ft)
Str 18, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +5; CMD 17
Traits Athletic (Swim), Colm Safan, Osirionologist (Knowledge (history))
Feats Armor Proficiency (light) (B), Exotic Weapon Proficiency (fauchard) (B), Phalanx Formation, Power Attack, Shield Proficiency, Weapon Proficiency (simple, martial) (B)
(B) - granted by class
Skills (ACP -2) Acrobatics +5, Appraise* +5, Climb +7, Diplomacy +3, Disable Device +5, Knowledge (history)* +14, Knowledge (local) +6, Linguistics +5, Perception +7, Sense Motive +6, Stealth +4, Survival +6, Swim +8
*- denotes background skill points
Languages Common, Osiriani, Ancient Osiriani, Thassilonian
SQ bardic knowledge, master explorer, scholastic
Gear fauchard, cold iron morningstar, spiked gauntlet, dagger, longbow with 20 arrows, chain shirt, heavy steel shield, Colm Safan’s Wayfinder, fighter's kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (10 days), and a waterskin), thieves' tools, grappling hook, fishing kit, explorer's outfit, journal, ink, inkpen, waterproof bag, crowbar, shovel, 2 sheets parchment, 16 gp
Athletic: You have always had a knack for physical activity. You either grew up in a rural area and had an active childhood where you were always climbing trees, swimming in lakes and rivers, and clambering up rocky hillsides, or you competed in and excelled at contests or sports while growing up in a larger settlement. Due to this background, little can slow you down or inhibit your movements. When the Bountiful Venture Company interviewed you, they noticed your stature and physicality, and they chose you for the colonial expedition knowing that a strong back is always helpful in a growing colony. You reduce your armor check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you take this trait.
Colm Safan: Gain Knowledge (history) as a class skill with a +2 Legacy bonus. Wayfinder - Mossy Disk (+5 Knowledge (history)), Nacreous Gray Sphere - Anti-Aging
Osirionologist (Knowledge (engineering)): Requirement(s) Osirion
Fighter (Lore Warden) Class Features
Pathfinder Delver Class Features
Master Explorer (Ex): A Pathfinder Delver adds 1/2 his class level (minimum 1) as a bonus on all Disable Device and Perception checks. A Pathfinder Delver can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a fullround action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered. A delver can use Disable Device to disarm magical traps.
Harul was born in the city of Sothis in Osirion. An inquisitive youth, he often found himself entertained by the stories told by his uncle Colm. Colm was one of the Pathfinders, and though the Pathfinders were not always well-liked in Osirion, his affiliation was not necessarily a dire secret. Colm knew that Osirion was a land rife with monuments and tombs, and that explorations of such would result in several Chronicles worth of information. After he would return from his adventures, he would regale his nieces and nephews with stories of derring-do and excitement.
Harul’s father, and Colm’s brother, Rashid, was a weaver and rug merchant. Though he did not approve of Colm’s chosen profession, he saw no harm in allowing his brother to entertain his children with stories of adventure. Rashid believed physical fitness was key for his children. It was important for children to be active, he said, because an active body meant an active mind. So, every day, Harul and his siblings would run about the city, climbing the back garden wall and swimming in the River Sphinx. As they grew older, Rashid expected his children to help with the family business, and eventually become weavers in their own right. He thought they would listen less to Uncle Colm’s stories and focus on practical affairs as opposed to fanciful exploration.
Harul, however, was more like Colm than his father, and he never tired of hearing Colm’s stories. No matter how often his father scolded him, he longed to join his uncle in his expeditions. His uncle began teaching him some small things - how to read Ancient Osirian and to pick locks, as well as how to prepare for an expedition. He also told Harul about his plan to enter the Ravenous Sphinx, and that he was close to figuring out the way in. He had workers digging it free, and soon he would enter the Sphinx. It was the last time Harul saw his uncle.
Soon, several months passed and Harul saw nothing of his uncle. He began to worry, even though his father said it was just his uncle getting wrapped up in something. He’d be back any day now, his father said, to distract Harul from important things. Finally, they received some news. Venture-Captain Norden Balentiir came to their home, and told the family of Colm’s fate within the Ravenous Sphinx. Venture-Captain Balentiir delivered the Pathfinder Society’s condolences, as well as Colm’s personal effects. Rashid decided they would throw away everything, and told his children that this was what came of engaging in foolish flights of fancy and exploring dangerous tombs that the gods had buried in the sands for a reason. Harul, however, saved a sheaf of papers, and hid them in his room. They were notes on the Ravenous Sphinx, and Harul studied them and interpreted them, learning his uncle’s style.
After 5 years, Harul had taken those notes and compiled them into a Chronicle-like paper about the Ravenous Sphinx. He went to Sandswept Hall and presented the paper to Venture-Captain Balentiir as his application for the Pathfinder Society. Impressed by Harul’s initiative, he arranged for Harul to travel to the Grand Lodge in Absalom and begin training to become a Pathfinder. Harul left home, leaving only a note for his family explaining where he went, and began his journey. Upon arrival at the Grand Lodge, Harul easily passed the physical tests, and the paper was taken as evidence of his ability to pass the mental tests.
Once he passed the tests, his training began. Though there were many hopefuls, the rigors of training weeded many out. Harul, however, never gave up, focusing on his drive to become a Pathfinder and follow in his uncle’s footsteps. He learned combat, how to fight and use weapons, choosing to specialize in the fauchard. He learned about the history of Golarion, and local laws and customs. He served as a research assistant to a Pathfinder who was studying Thassilonian artifacts, and learned the language of that lost nation. The lock picking techniques he’d learned from his uncle were expanded upon and extended to traps, as well as how to find and disarm traps that used magic. After several years, he was sent back to Osirion on his confirmation to explore a recently unearthed small pyramid called the Pyramid of Sands.
Within Sandswept Hall, Harul researched the traps used by the pharaohs who’d built those ancient pyramids, as well as the techniques used in the building and for trapping and keeping out grave robbers and other trespassers. After several days, Harul was ready, and embarked out into the desert to journey to the Pyramid. Once there, he found the way to enter and journeyed through its halls, disarming and identifying traps, and writing everything down as he did so. After several weeks worth of exploration, Harul had catalogued the entire pyramid and dealt with its traps, as well as done battle with an animated guardian statue. He returned to Sandswept Hall and compiled all of his notes into a Chronicle. Pleased with the results, Harul was declared a Pathfinder field operative, and Venture-Captain Balentiir presented him with his uncle’s Wayfinder, which he had kept in the Lodge for memory of his friend.
Now a full-fledged Pathfinder, Harul was assigned to join the expedition led by the Bountiful Venture Company to colonize the remains of the Azlant continent. His experience with traps, as well as his strength and combat ability would not only be beneficial for the new colony, but it was thought he would be well-suited to helping explore any Azlanti ruins and chronicling them for the Pathfinders. Aboard the Peregrine, Harul looks forward to this new adventure, and hopes to follow in his Uncle Colm’s footsteps - and one day return to Sothis to tell his nieces and nephews about his fantastic adventures.