Valeros

Issengrim's page

169 posts. Alias of stormraven.


Classes/Levels

HP:61 | AC:23 ; T:22 ; FF:18 ; CMD:29/24 | Fort:+7 ; Ref:+10 ; Will:+10 | Init:+8 ; PER:+17 (Low Light)

About Issengrim

Issengrim — LG Medium Male Human (Varisian)

uMonk (Zen Archer) 4 / Sorcerer (Tattooed, Wildblood: Empyreal) 3
[FCB – +1HP, +1SP, & +Human Bonus {1/4 Ki Pt or 1 Spell} (per DM)]

Init +8; Senses low-light vision; Perception +17 (+18 vs. Giants)
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Defense
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AC 23, touch 22, flat-footed 18 (+4 Dex, +1 dodge, +1 enhancement, +1 Monk, +1 natural, +5 Wisdom)

HP 61 (7 HD; 3d6+4d10+14)

Fort +7, Ref +10, Will +10
+2 trait bonus vs. charm & compulsion

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Offense
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Speed 40 ft.

Melee
> Unarmed Strike ATT: +8 DAM: 1d8+3 ; (B 20/x2)

Ranged
> Comp. Longbow ATT: +12/+12 DAM: 1d8+4 ; (P/B 20/x3 ; 110’) FOB

ALPHA STRIKE - FOB, PBS, Ki Flurry, Deadly Aim, Gravity Bow
> Comp. Longbow ATT: +11/+11/+11 DAM: 2d6+9 ; (P/B 20/x3 ; 110’)

Mods: +1 ATT/DAM vs Giants

Specials
4/day — Perfect Strike (2d20)
Alwys — FOB
1 — Hero Points
High Jump

Ki Pool (8/day ; SWIFT)
1 pt — Ki Archery: +50’ range increment for 1 rnd
1 pt — Ki Flurry: add one attack in FOB for 1 rnd
1 pt — High Jump: SWIFT action to +20 Acrobatics for 1 rnd
1 pt — Slow Fall: IMMED action to negate fall DAM if adjacent to a wall
0 pt — Ki Strike: @ 3rd = arrows count as magical

Spell-Like Abilities (CL 7th; concentration +12)
3/day — Dancing Lights
8/day — Touch of Good (Sp) STAND to give +3 sacred bonus to ATT, Skill/Ability checks, & Saves for 1 rnd
1/day — Protection from Evil
1/day — Align Weapon (good only)
1/day — Magic Circle Against Evil

Spells Known (CL 5th; concentration +10) &
1st (7/day)
> Bless #
> Burning Hands (DC 17) ^v@
> Gravity Bow
> Mage Armor
> Magic Missile ^v@ (Ring)
> Shocking Grasp ^v@ (Spell Lattice)

0 (at will)
> Detect Magic
> Disrupt Undead
> Flare (DC 16) ^@
> Light ^@
> Mage Hand
> Mending
> Message
> Read Magic

Mods: +1 DC on spells and SLAs vs Outsiders

Legend:
& = Magical Knack : +2 CL for Sorcerer
^ = Blood Havoc : +1 DAM/die for bloodline or evocation spells
v = Varisian Tattoo : +1 CL for evocation spells
# = Bloodline Tattoo : +1 CL for bloodline spells
@= Spell Focus (Evocation) : +1 DC on Evocation Spells

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Statistics
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Str 16, Dex 18, Con 12, Int 14, Wis 20, Cha 8

BAB +5; CMB +8; CMD 30/25

Feats
Blessed, Combat Casting, Eclectic, Alertness (from Familiar), Varisian Tattoo, Spell Focus (evocation), Dodge, Improved Unarmed Strike, Deadly Aim, Perfect Strike, Point Blank Master, Point-Blank Shot, Precise Shot, Weapon Focus (longbow)

Traits
birthmark, blood of dragons, magical knack, giant slayer

Skills
Acrobatics +12 (+16 to jump) [Pts: 5]
Bluff +3 (+5 vs. Good Outsiders, +1 vs. Evil Outsiders, +4 vs. Giants) [Pts: 1]
Climb +12 [Pts: 6]
Craft (bows) +7 [Pts: 2(bg)]
Diplomacy +0 (+2 vs. Good Outsiders, -2 vs. Evil Outsiders) [Pts: 1]
Disguise -1 (+1 vs. Good Outsiders, -3 vs. Evil Outsiders)
Escape Artist +10 [Pts: 1]
Fly +4
Handle Animal +0 (+2 vs. Good Outsiders, -2 vs. Evil Outsiders) [Pts: 1(bg)]
Heal +7 [Pts: 0]
Intimidate +3 (+5 vs. Good Outsiders, +1 vs. Evil Outsiders) [Pts: 1]
Knowledge (arcana) +6 [Pts: 1]
Knowledge (geography) +6 [Pts: 4(bg)]
Knowledge (history) +6 [Pts: 1(bg)]
Knowledge (nature) +3 [Pts: 1]
Knowledge (religion) +8 [Pts: 1(bg)]
Linguistics +4 [Pts: 2(bg)]
Perception +17 (+18 vs. Giants) [Pts: 7]
Profession (Hunter) +11 [Pts: 3(bg)]
Ride +8 [Pts: 1]
Sense Motive +11 (+12 vs. Giants) [Pts: 1]
Spellcraft +6 [Pts: 1]
Stealth +19 [Pts: 7] (+5 from Cloak)
Survival +12 [Pts: 7]
Swim +7 [Pts: 1]
Use Magic Device +3 (+5 vs. Good Outsiders, +1 vs. Evil Outsiders) [Pts: 1]

Gear
Cloak of Elvenkind
Ring of Serene Contortions
Ring of Spell Knowledge I (Magic Missile)
Spell Lattice (1st - Shocking Grasp)

Dagger
MW Adaptive Seeking Darkwood Composite Longbow (ABP +2 Total : +1/+1 & Seeking)
Quivers
> Arrows (50)
> Arrows, Blunt (50)
> Arrows, Grappling (3)
> Arrows, Tangleshot (1)

Handy Haversack
> Bedroll
> MW Bowyer Tools
> Mess Kit
> Silk Rope (50')
> Trail Rations (7)
> Waterskins (2)

Bandolier
> Flint & Steel
> Spell Component Pouch
> CASH: 8 GP ; 5 SP

BANK:
7000GP

Encumbrance Light <76 ; Medium 77-153 ; Heavy 154-230
Current: 25.24 lbs (LIGHT)

Languages Common, Shoanti, Thassilonian, Varisian, Sylvan

SQ bloodline tattoos, familiar tattoo, fast movement (unchained), ki archery, ki pool (8 points), ki power (High Jump)

Domain:

Touch of Good (Sp): Touch a creature as STAND action to grant a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (+3) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (8).

Holy Lance (Su): At 8th level, touch a weapon as STAND action to give it the holy special weapon quality for a number of rounds equal to 1/2 your cleric level (4). You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells:
1st — protection from evil
2nd — align weapon (good only)
3rd — magic circle against evil
4th — holy smite
5th — dispel evil
6th — blade barrier
7th — holy word
8th — holy aura
9th — summon monster IX (good spell only)

Special Abilities:

Sorcerer
Empyreal [Alt Celestial] Bloodline Power derives from WIS not CHA.
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Blood Intensity +5 (Sorcerer Bloodline Power [3rd], 1/day) Add WIS bonus to maximum dice of damage (doesn't stack with intensify spell).
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Combat Casting +4 to casting on the defensive Concentration checks
Bloodline Spells bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th)

Monk
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Ex) As full-rd action, higher BAB and combo as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Pool (8/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Perfect Strike (2d20, 4/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
High Jump (Ex) As SWIFT action, use 1 ki to +20 on Acrobatics for 1 rnd; all jumps have run start.
Slow Fall (Su) As an imm action, use 1 ki to negate fall damage for distance where adj to a wall.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Familiar
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) Gain a familiar as an arcane bond, as a wizard equal to her sorcerer level.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar by touch.

Feats / Traits
Blessed +1 DC on spells & +2 on Cha skills vs. good outsiders. -2 on Cha skills vs. evil outsiders. +1 DC on spells and SLAs used against Outsiders.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Low-Light Vision (Blood of Dragons) See twice as far as a human in dim light - color and detail.
Magical Knack +2 CL for Sorcerer class.
Birthmark (Erastil) +2 saves vs charm & compulsion.
Giant Slayer vs giant subtypes: +1 to Bluff, Perception, Sense Motive, and +1/+1 HIT/DAM.

Appearance:

Issengrim is a 5'10" Varisian man of medium build in his mid-20’s. His tan skin appears weathered from years spent out of doors, baking the lines around his eyes into prominent creases. His hair is a slightly wavy, salt and pepper and his shrewd eyes are grey. For a Varisian, his taste in clothes is alarmingly bland - his rugged clothing is predominantly a mix of forest green and earthy browns. Over one shoulder is a quiver full of arrows and the other bears a thick bow of notable pull. More disturbing than his clothes - or anything else about him - is his face. The right side is perfectly normal, possibly even attractive. The left side is a mass of horrid claw marks that have healed into a set of jagged and crisscrossing scars that obscure a large, wine-colored birthmark and distort his features. (Trait: Birthmark, CHA:8)

Backstory:
Issengrim doesn’t remember much of his earliest childhood, not even his name. The wine-colored birthmark set him apart from the others kids in his village, causing him to be ridiculed, teased, and called ‘Wartface’ or just ‘Wart’. When he was still very young, his family sent him away to Sandpoint. He wasn’t sure why. Maybe it had to do with his birthmark or maybe they were just too poor to feed another mouth. His father never explained it, just put him in the traveler’s wagon.

If he had any hopes that Sandpoint would be better, they didn’t last long. More kids, more teasing, more feeling out of place. The priests were nice to him but it just wasn’t enough. Rather than be sent away again, Wart ran away into the forest. He foraged and survived for awhile. It was hard, but at least the trees and animals didn’t laugh at him. One animal, a large, mean-tempered badger took more than a passing interest in the boy. It tried to kill the child when he strayed too close to its den. The beast tore into Wart’s face and neck. The badger would have killed the boy if his screams hadn’t attracted the notice of a sisterhood of Anhana. They talked the badger out of its purpose and tended to Wart until his wounds healed some months later. When they said he was well enough to return to Sandpoint, he begged to stay. He knew he would be teased worse and, unlike the humans, the Anhana saw nothing wrong with his face. At length, they were convinced to let him stay. To prepare him for the world, they taught him their ways, some rudimentary survival skills, and touched the magic in his blood. (Trait: Magical Knack, Lang: Sylvan, Class: Sorc)

The Anhana never seemed to age but years passed for Wart. His curiosity about humanity grew. To satisfy this itch, the Anhana introduced Wart to a few of the woodsmen they liked. He was encouraged when his face drew only a look or two but no hard comments. He became friends with the woodsmen and their families. Sometimes, he would sneak to the edges of Sandpoint to clandestinely observe the comings and goings of the town. He even met with one of the priestesses, when she strolled in the forest, and learned a few things about the town, Erastil, and his curious birthmark. (K:Religion)

His life was making sense… and then came the hard spring, with the rains and landslides that killed a woodsman he knew. The man’s family was likely going to starve and game was scarce, having fled the landslides. Wart knew the rules… the Scarnetti family were bastards and you didn’t hunt deer on their land. But it was a good-sized herd that hadn’t fled. He puzzled on it. Like Erastil, Wart knew that you have to take care of your pack, your community. The Anhana, and the woodsmen, and even the priestess were his pack. He had a duty and it was the right thing to do… but the law (informal or not) said ‘no’. So, what’s a boy to do when the choice is between being lawful or being good?

He shot and dressed two deer then gave them to the woodsman’s widow. Properly salted and stored, the family would eat well for half a year, maybe longer… long enough. He never learned how the Sheriff figured out he had slain the deer. Maybe it was just a lucky guess and he was dumb enough to confirm it when questioned. The matter was quickly resolved. Scarnetti (the Youngling) wanted Wart’s hands chopped off. The Sheriff insisted prison was the right solution for a teen who only killed a couple deer. Scarnetti wasn’t happy but the Sheriff wasn’t a man to budge.

The sheriff drove the shackled teen to prison personally, except it wasn’t a ‘prison’, it was a monastery. As he handed the youth over to the monks, he smiled at the kid and said, ”Sister Thea thinks a follower of Erastil should work on his archery. That’s not a bad idea. You might want to work on not getting caught as well. And you’ll want to stay away from Sandpoint for a good, long while. The Scarnetti got long memories.”

Wart took those suggestions to heart in the following years as he worked and trained at the monastery.
(Class: ZAM, Skills: Stealth, Perception, Sense Motive) When he returned to Sandpoint a decade later, darkness was his cloak, stealth was his ally, and he only met with Sister Thea. He even used a pseudonym, borrowing the first name of a long-dead woodsman.

Chronology

4681 AR — Wart (aka Issengrim) born
4687 AR — Wart sent to Sandpoint (age: 6)
4688 AR — Wart runs away, gets mauled by badger (age: 7)
4689 AR — Wart recovers and starts living with the Anhana (age: 8 – 14) | Karmid born @ Sandpoint
4696 AR — Hard Spring: Wart (age: 15) kills deer and runs afoul of Scarnetti | Karmid (age: 7)
4697 AR — Wart @ the monastery (age: 16 - 22)
4699 AR — Kendra Deverin becomes Mayor of Sandpoint
4700 ARRo arrives @ Sandpoint (age: 11)
4703 AR — Burning of Sandpoint Cathedral | Karmid (age: 14)
4703 ARLia arrives @ Sandpoint (age: 12)
4704 AR — Issengrim leaves the monastery (age: 22)
’04-07 AR — Izzy adventures / works
4707 ARPCs in Runelords adventure
4708 AR — Izzy returns to Sandpoint (age: 26)

Advancement:

L08: Sorcerer 04: 2nd Level Spells | Holy Lance 1/Day, Holy Smite, +1 STAT
L09: Monk 05: Style Strike (?), Ki Arrows | FEAT
L10: Arcane Archer 01: Enhance Arrows (Magic) | Dispel Evil
L11: Monk 06: Weapon Specialization (Longbow), Ki Power (?), Bonus FEAT, +20’ Move| FEAT
L12: Arcane Archer 02: Imbue Arrows | Holy Lance 2/Day, Blade Barrier, +1 STAT
L13: Monk 07: Ki Strike (Cold Iron/Silver)| FEAT
L14: Arcane Archer 03: 3rd Level Spells, Enhance Arrows (Elemental) | Holy Word
L15: Monk 08: Ki Power (?), UA 1d10, AC +2 | FEAT
L16: Arcane Archer 04: Seeker Arrows | Holy Lance 3/Day, Holy Aura, +1 STAT
L17: Monk 09: Reflexive Shot, Style Strike (?), +30’ Move | FEAT
L18: Monk 10: Bonus FEAT, Ki Power (?), Ki Strike (Lawful) | Monster Summoning IX
L19: Monk 11: FOB (+1 ATTACK), Trick Shot | FEAT
L20: Monk 12: Ki Power (?), UA 2d6, AC +3, +40’ Move | Holy Lance 4/Day, +1 STAT

Bold FEATs ; Italicized Spells

ABP AP:

15 pts
3 Mental Ability +1 WIS / +1 INT
1 Physical Ability +1 STR
1 +1 Resistance Saves
8 +2 Weapon
2 +1 Natural Armor

Familiar: Zoeye