meloriel wrote:
That's a very cool concept. I dig it.
GM Nikolaus 'the Grimm' wrote: Looks good Karios - do you have some background to tell me some more about him? Thanks! Here's some background for him. He's from a little coastal town and was always drawn to the sea. He's looking for a place to call home and has been a bit of a nomad from shoreside town to shoreside city. When he heard that there was going to be a new colony close to the waters he jumped at the chance to relocate there and maybe it will quell his wanderlust as he always felt like some part of him was missing. Maybe this journey will be the one to help him find that piece. In play he's always drawn to the water and it lends to the theory that he's part sea elf since his human parents who died long ago found him amid some rocks on the beach.
I haven't given a write up for Karios Blue yet. I'l flesh it out more if he gets chosen. He's from a little coastal town and was always in the sea. He's looking for a place to call home and has been a bit of a nomad from shoreside town to shoreside city. When he heard that there was going to be a new colony close to the waters he jumped at the chance to relocate there and maybe it will quell his wanderlust as he always felt like some part of him was missing. Maybe this journey will be the one to help him find that piece. In play he's always drawn to the water and it lends to the theory that he's part sea elf since his human parents who died ling ago found him amid some rocks on the beach.
Here's Karios with the crunch. Gotta work on the fluff. Also @Tobarr Iverrov just hollar if you wanna try come up with a connection. Karios: Karios Male half-elf hunter (aquatic beastmaster) 1 (Pathfinder Player Companion: Blood of the Sea 22, Pathfinder RPG Advanced Class Guide 26) NG Medium humanoid (elf, human) Init +2; Senses low-light vision; Perception +10 -------------------- Defense -------------------- AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +4, Will +2; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +2 (1d4+2/19-20) or . . elven curve blade -2 (1d10+3/18-20) Hunter (Aquatic Beastmaster) Spells Known (CL 1st; concentration +3) . . 1st (2/day)—air bubble[UC], lead blades[APG], summon nature's ally I . . 0 (at will)—detect magic, light, read magic, stabilize -------------------- Statistics -------------------- Str 15, Dex 15, Con 14, Int 8, Wis 14, Cha 12 Base Atk +0; CMB +2; CMD 14 Feats Sharp Senses[APG], Skill Focus (Swim) Traits beastkin Skills Acrobatics -1 (-5 to jump), Handle Animal +5, Knowledge (geography) +3, Perception +10, Ride +3, Stealth +3, Survival +7, Swim +10; Racial Modifiers +4 Perception, +4 Swim, spirit of the waters[APG] Languages Common, Elven SQ animal companion (divine hippocampus named Animal Companion), animal focus (1 minutes/day), elf blood, nature training, wild empathy +2, wild empathy modification Other Gear leather armor, dagger, elven curve blade, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Gozreh, 43 gp -------------------- Special Abilities -------------------- Animal Companion (animal companion (divine hippocampus named Animal Companion)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time. Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots. Crab +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & grapple CMB. Dolphin (Su) When assuming this aspect, gain bonus Knowledge checks to identify creatures. Eel (Su) When assuming this aspect, enhancement bonus to Dexterity. 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. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Manta Ray (Su) When assuming this aspect, bonus on Stealth and saves vs poisons. Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions. Orca (Su) When assuming this aspect, enhancement bonus to Strength Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Spirit of the Waters +4 Swim, may always take 10 on Swim checks Turtle +2 (Su) When assuming this aspect, gain listed enhancement bonus to natural armor. Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Empathy Modification (Ex) Wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype. -------------------- Animal Companion
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I submit to you Tedhee Thornfellow. Tedhee, or Ted to his friends has more then just a wanderlust. He's spent his whole life looking for a great adventure to challenge his skills. His quest is two fold. To find the greatest adventure ever told. And second, to prove that even the little folk can become some of the most dangerous warriors to be respected. Spending all his time honing his skills with the Halfling Slingstaff and taking it with him he has set out to find an adventure worth telling for generations. Character Sheet: Tedhee Thornfellow
Halfling fighter (weapon master) 1 (Pathfinder RPG Advanced Player's Guide 109) CG Small humanoid (halfling) Hero Points 1 Init +5; Senses Perception +3 -------------------- Defense -------------------- AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size) hp 13 (1d10+3) Fort +5, Ref +4, Will +2; +2 vs. fear -------------------- Offense -------------------- Speed 20 ft. (15 ft. in armor) Melee halfling sling staff +3 (1d6/×3) Ranged sling +5 (1d3) -------------------- Statistics -------------------- Str 10, Dex 17, Con 14, Int 12, Wis 12, Cha 14 Base Atk +1; CMB +0; CMD 13 Feats Point-Blank Shot, Weapon Focus (halfling sling staff) Traits freedom fighter, reactionary Skills Acrobatics +0 (-8 to jump), Climb +1, Perception +3, Survival +5, Swim +1; Racial Modifiers +2 Perception Languages Common, Goblin, Halfling SQ hero points, warslinger Other Gear leather armor, halfling sling staff, sling, sling bullets (60), backpack, belt pouch, 28 gp, 4 sp -------------------- Special Abilities -------------------- Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Warslinger Reloading a sling is a free action (which still requires 2 hands and provokes AoO). Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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