Apologies for taking so long to get this posted, work wrecked me last night. Anyways, I present Triaxus, Aasimar Ranger for your approval. Spoilered for length, got a bit carried away: Background:
Triaxus was found as a young boy by a Nikolai Polzin, a traveling merchant from Brevoy in the wrecked remains of a Varisian caravan. A rather superstious man, he saw the boy’s survival as a blessing, and hoping to pick up a bit of the kid’s apparent good luck, Nikolai kept the boy with him, calling him Triaxus after the wandering star. His initial intent was still to drop the boy off at the nearest orphanage to be raised a bit more proper than he could manage on the road, but hearing word that Sczarni were looking for a ‘starchild’ made him think that staying on the road might be safer for the lad.
Triaxus stayed with Nikolai for nearly ten years afterward, his innate sense of direction and talent for path-finding saving Nikolai more than a few miles and on one memorable occasion, escaping a kobold ambush with a well-time burst of radiant light. Unfortunately, their luck didn’t hold out; on the homestretch after a long trip through the River Kingdoms, they were attacked by bandits on the borders of the Stolen Lands. Triaxus was barely alive when a passing group of adventurers intervened, but Nikolai didn’t survive. One of the adventurers, an elf named Arthion, recognized Triaxus’ heritage and took him under his wing as the group made their way back to civilization. Leaving him in the care of an orphanage, he continued on his own journey, but not without counseling Triaxus to find his way through tragedy. Listening to the tales of the other children in the orphanage, he did. Many of those there were Varisian, like him, and had lost kin and more to those who would prey upon the roads. Triaxus could only imagine how many more were lost along the roads, none to tell of their passing but some brigands boasting over the spoils. Initially, he brought the idea of road patrols to the guard after his friend Jarald had heard him ranting about the subject, but was informed that no such patrol could cover the distances required. Then he remembered the stories told to him by Arthoin, about the places he’d gone and seen, and how glad he was to be hardy enough to make such journeys without fear. The next day, Triaxus dedicated himself at the local shrine to Desna, swearing to make the roads safe for all as he could. At first, there were only a few rough starts, but when he heard tell of a commission to drive out bandits in the Stolen Lands, he immediately packed his belongings and made haste. Where better to start his grand ideal then where it began?
Allies:
1) Yuhei: A Tien archer I met in Taldor; her defending her carvan from a mad cleric, and me foolishly jumping in way over my head. Hit it off smashingly, even with the occasional interjections of spellfire and goblin knives. Got a good head on her shoulders and a better heart, but is a touch uptight at times.
2) Jarald Stevenson: One of the soldiers at the New Steven’s garrison; his folks have been in -Brevoy’s army since it was run by Choral. Very ‘by-the-book’, but a good guy despite it. Clued me in on the Stolen Lands charter groups, hoping it would get me out of his district for a bit and give him some peace. No appreciation at all, that one. 3) Arthion: Elven devotee of Desna, wisest person I’ve ever met. Saved my life after my second father died, and taught me of the Song of the Spheres. He’s the reason I chose the path I’m on today. Acquaintances:
1) Mathias Everglen: A traveling half-elf merchant, old partner of Nikolai's. Apparently promised to keep an eye on me when he’s in the neighborhood. Sells a rice wine that Yuhei pretty fond of. 2) Vask Flamehand: A half-orc spell-slinger that Jarald arrested on cause of ‘public disturbance, property damage and aggressive use of magic within city bounds’. I suggested community services, and one well-roast camp of brigands later, we were partners in, as Jarald put it, ‘well-meaning vigilantism’. Can’t win no matter what you do, eh? 3) Vanessa Kingsley: Taldan consort, bartender, and devotee of the Savored Sting. Don’t ask me about her ‘services’, cause I can’t afford them if I wanted to. But if she doesn’t serve the best elven wines short of Kyonin itself, go ahead and send the stingers at me. Enemies:
1) Vasile Negrescu: Supposed to be some sort of Sczarni underboss, dealing with slaving and other such unmentionables. Ian always told me to stay well clear of him. Other than the obvious, never said why. 2) Alyssa: Complete lunatic, which runs about par for the course for a follower of Lamastu, I suppose. Fought her when I met Yuhei, when Alyssa had led a goblin attack on her caravan. Barely got out with our lives. 3) Gravius the Blackclawed: Another old friend, that one. Beast of a bugbear that was harassing a village I stayed in for a short time in the River Kingdoms. Couldn’t finish him off, but got him good across the face and right hand. So if you see a bugbear with a stiff upper-lip, tell him Triaxus says hey. Crunch: TRIAXUS Male Aasimar Ranger 1 CG Medium Outsider (Native) Init +1; Senses Darkvision (60 feet); Perception +9 -------------------- DEFENSE -------------------- AC 15, touch 11, flat-footed 14. . (+4 armor, +1 Dex) hp 12 (1d10+2) Fort +4, Ref +3, Will +2 Resist acid 5, cold 5, electricity 5 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Dagger +3 (1d4+2/19-20/x2) and . . Starknife +3 (1d4+2/20/x3) and . . Starknife +3 (1d4+2/20/x3) and . . Unarmed Strike +3 (1d3+2/20/x2) Spell-Like Abilities Daylight (1/day) Ranger Spells Known (CL 0, 3 melee touch, 2 ranged touch): -------------------- STATISTICS -------------------- Str 15, Dex 13, Con 14, Int 12, Wis 15, Cha 12 Base Atk +1; CMB +3; CMD 14 Feats Point Blank Shot Traits Merchant's Child (Katapesh), Pioneer: Perception, Starchild Skills Acrobatics -2, Appraise +6, Climb -1, Diplomacy +3, Escape Artist -2, Fly -2, Knowledge (Dungeoneering) +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Knowledge (Religion) +2, Perception +9, Ride -2, Stealth +2, Survival +6, Swim -1 Modifiers Starchild Languages Celestial, Common, Draconic SQ Enemies: Humanoids (Human) (+2 bonus) (Ex), Map Maker's Kit, Track +1, Wild Empathy +2 (Ex) Combat Gear Chain Shirt, Dagger (6), Starknife, Starknife; Other Gear Backpack, Masterwork (empty), Explorer's outfit, Holy symbol, silver: Desna, Map Maker's Kit, Pathfinder's Kit, Riding Kit, Traveler's outfit (3) -------------------- SPECIAL ABILITIES -------------------- Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks. Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks. Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Daylight (1/day) (Sp) Daylight once per day. Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human). Map Maker's Kit +2 Circumstance for Survival to avoid becoming lost. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Starchild +4 survival to avoid becoming lost. Automatically determine north. Track +1 +1 to survival checks to track. Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
I'd like to submit a character from a kingmaker game that never took off, with appropriate modifications. I've started a CoT campaign in RL, but didn't get to finish unfortunately. He will be a Sage bloodline sorcerer, aiming for the Pathfinder Savant prestige class. Background:
A Westcrown orphan, Calavas Orlosky grew up hearing tales of ancient tombs, incredible treasures, and the daring adventurers who discovered both. As he grew older, he began his own studies between scribe work, and in reading into Westcrown's history, learned of the abandoned Pathfinder lodge of Delhaven. Enraptured by the possibilities, he began discrete inquiries about the Lodge itself, as well as overtures to rumored agents of the Society. Thankfully, word of his search reached Janaven before more unfriendly ears caught wind, and after a quick meeting, the Children of Westcrown had gained another recruit. Crunch: Male Half-Elf Sorcerer (Wildblooded) 1 NG Medium Humanoid (Elf, Human) Init +2; Senses Low-Light Vision; Perception +2 -------------------- DEFENSE -------------------- AC 12, touch 12, flat-footed 10. . (+2 Dex) hp 7 (1d6+1) Fort +1, Ref +2, Will +2 Immune sleep; Resist Elven Immunities -------------------- OFFENSE -------------------- Spd 30 ft. Melee Unarmed Strike +1 (1d3+1/20/x2) Sorcerer (Wildblooded) Spells Known (CL 1, +1 melee touch, +2 ranged touch): 1 (4/day) Color Spray (DC 14), Snapdragon Fireworks (DC 14) 0 (at will) Acid Splash, Read Magic (DC 13), Detect Magic, Prestidigitation (DC 13) -------------------- STATISTICS -------------------- Str 12, Dex 15, Con 12, Int 17, Wis 10, Cha 12 Base Atk +0; CMB +1; CMD 13 Feats Eschew Materials, Magical Aptitude, Skill Focus: Use Magic Device (Adaptability) Traits Hedge Magician, The Pathfinder's Exile Skills Disable Device +3, Knowledge (Arcana) +9, Knowledge (History) +4, Perception +2, Profession (Scribe) +4, Spellcraft +11, Use Magic Device +10 Languages Common, Draconic, Elven, Infernal, Osiriani SQ Arcane Bolt (1d4) (6/day), Elf Blood, Sage Other Gear Chronicler's Supplies, Pathfinder's Kit, Thieves' tools, Wayfinder -------------------- SPECIAL ABILITIES -------------------- Arcane Bolt (1d4) (6/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as Elf Blood You are counted as both elves and humans for any effect relating to race. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to Sleep effects. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Hedge Magician Magic item gp costs -5%. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Sage When a spell level is increased by a metamagic feat, it gains +1 DC. The Pathfinder's Exile Receive a magic compass (+2 survival to avoid being getting lost, light on command)
I have a character idea I'll like to sumbit; the concept has been bouncing around in my head for awhile, and this seems like a good fit. Background Questions:
Player Questions:
1. Do you have previous pbp experience as player and/or DM? If so, on Paizo's boards, or elsewhere?
2. Where do you live (specifically, in what time zone)? U.S. Central 3. How often can you expect to post (barring illness, vacation, etc.)?
Character Questions: 1. Who are you? (Name, race, class)
2. What do you look like?
3. How would you describe your personality?
4. What crime have you committed to cause your incarceration in Branderscar Prison? (Note that your choice will convey a mechanical benefit,
"So, whadda ya in fer?" "Consorting with dark powers, apparently." Sirius chuckles grimly. "Yeah, I'll agree that the vault was pretty damned dark, and enough coin certainly has
Character Sheet:
SIRIUS 'STERLING' LUTHER Male Aasimar Sorcerer 1 NE Medium Outsider (Native) Init +2; Senses Darkvision (60 feet); Perception +2 -------------------- DEFENSE -------------------- AC 12, touch 12, flat-footed 10. . (+2 Dex) hp 8 (1d6+2) Fort +2, Ref +2, Will +2 Resist acid 5, cold 5, electricity 5 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Unarmed Strike +1 (1d3+1/20/x2) Spell-Like Abilities Daylight (1/day) Sorcerer Spells Known (CL 1, +1 melee touch, +2 ranged touch): 1 (4/day) Burning Hands (DC 14), Charm Person (DC 16) 0 (at will) Acid Splash, Ghost Sound (DC 13), Detect Magic, Message -------------------- STATISTICS -------------------- Str 12, Dex 15, Con 14, Int 13, Wis 10, Cha 16 Base Atk +0; CMB +1; CMD 13 Feats Deft Hands, Eschew Materials Skills Appraise +5, Diplomacy +5, Disable Device +3, Knowledge (Arcana) +5, Knowledge (Planes) +2, Linguistics +2, Perception +2, Sleight of Hand +5 Languages Celestial, Common, Draconic, Infernal SQ Corrupting Touch (1r) (6/day) (Sp), Infernal --------------------
Back Story: "You are what you choose to be." Sirius will never forget those words, the last he heard from his mother as he and his sister were forced to flee their home. When the twin aasimar had been born, their home village of Aldervale had seen it as a blessing, a sign that the gods truly favored them. The pair was placed on a pedestal, symbols for ever bit of good fortune, and bulwark against the bad. Both Sirius and his sister Ereias were too young to grasp all the nuances of the situation,But all the attention and good will towards their family couldn't be bad, could it? Then the goblins attacked. Their father, Gerald, had left with the town defense, leaving Sirius and Ereias alone with their mother, Saria. When the goblin burst through the window, she did her best to defend them, but was left bleeding on the floor in moments. The horrid creature turned its attention to the siblings, and while terrified, Sirius stood in front of his sister and yelled at it to leave. When the goblin instead charged, he yelled something he only barely understood, words of fire and ash, and a gout of flame came rushing from his hand, leaving the goblin dead and charred, just as the town priest burst in to their defense. Unfortunately, the holy man understood the words Sirius had used better than he did. The next week was a blur; their father dead, killed by goblins, mother bedridden with her injuries, cloaked and hooded men constantly at thier home, asking question after question, and demanding answers Sirius couldn't give. Who had he consorted with? What ill bargains had he struck? On the seventh day, the questions finally stopped, but the silence somehow seemed worse. That night, Sirius' mother forced a small bag with food, clothes and a bit of money and told them to run, imparting those last words to them. You are what you choose to be. Ten years passed, and the twins managed not only to survive, but thrive as opportunistic thieves and con-men. Working with gangs,taking jobs from the upper and lower crust, or simply working as a pair, the Gemini Thieves gained a good bit of fame in all the wrong circles. It certainly wasn't the life that had been planned out for them back in Aldervale, but they had chosen it, and when the two of them were standing triumphant after another scam or job well-done, Sirius couldn't imagine anything better. Then their luck ran out. A job lifting thithes from the High Church went south, due to treachery or just bad luck, and Sirius was caught working the locks on the vault. Ereias was snagged trying to make a distraction, and in his despration, Sirius called on the words he hadn't uttered since childhood, sending fire at her
When I first started dming, it was for white wolf games (WoD, WtF, etc), and I rarely if ever used a battlemat. It make combat more descriptive, but led to some weird moment whenever distance actually mattered, like any fight involving guns ('I move far enough away to shot him' or 'how long does it take to get to the snipers?'). Having the mat led to a degree of consistency that was hard for me to maintain with pure visualization. A fun thing my group did the other night was use Warhammer 40k rules and a whiteboard instead of a grid for movement. For drawing the map, it helped to get away from trying to make things fit the grid, which made terrain a bit easier to draw out on the fly.
Thanks for the culture bits, that helped me work a couple of things out. The character that I will be submitting is a ranger(falconer), instead of an inquisitor, as it fit the concept I had for him significantly better. Character Sheet:
HAYTHAM 'DUSTY' DUSKIN CR 1
Male Sandri Ranger (Falconer) 1 NG Medium Humanoid Init +3; Senses Perception +6 -------------------- DEFENSE -------------------- AC 14, touch 13, flat-footed 11. . (+3 Dex, +1 natural) hp 11 (1d10+1) Fort +5, Ref +7, Will +4 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Unarmed Strike +2 (1d3+1/20/x2) Spell-Like Abilities Endure Elements (1/day) Ranger (Falconer) Spells Known (CL 0, 2 melee touch, 4 ranged touch): -------------------- STATISTICS -------------------- Str 13, Dex 16, Con 12, Int 10, Wis 15, Cha 12 Base Atk +1; CMB +2; CMD 15 Feats Point Blank Shot Traits Courageous, Sandara Born Skills Handle Animal +5, Knowledge (Geography) +4, Knowledge (Nature) +4, Linguistics +1, Perception +6, Perform (Dance) +2, Survival +6 Languages Common, Sandri SQ Animal Companion Link (Ex), Enemies: Humanoids (Human) (+2 bonus) (Ex), Share Spells with Companion (Ex), Track +1 --------------------
Backstory:
"Hey, wait up lad! We'll be at the camp soon enough!" Haytham fired a grin back to his patrol leader, but barely slowed a jot as he approached the familiar walls of the capital city. Just days ago, while on yet another routine patrol about the northen routes, a messenger bird had arrived with orders to return immediately, and for him specifically to report to the tribal council! The idea that a no-name border-watch and occassional bird-handler would most likely be in severe trouble to be called by the tribal leaders hadn't quite sunk in, should Vandrik's near euphoria was maintained as he waited antsly for the rest of his unit by the gateway to the city, and was first out the door after their report and debriefing at the garrison. Vandrik took in a breathe, smiled, and began to step forward when a flurry of feathers exploded in his face. "Hey, hey, calm down now Sa'dia! How's the leg coming along?" he laughed good-naturedly, as the small hawk obediantly settled on his arm a presented a slightly crooked leg. "Hmm, should be good as new in a few weeks or so. Don't suppose you feel like hanging around then, do you? Got an important meeting coming up, so you'd have to dress to impress." Sa'dia squawked and began preening her wingtips as Vandrik made hs way to the Council's Tent, occasionally picking at his loosening braids, to Haytham's good natured annoyance. All was well until a shape in the shadows of a tent had him near to drawing his bow, only to reveal itself to be a stray cat. Haytham sighed, then took a few more deep breaths. 'Focus on this.' Vandrik thought as he took as second to brush the worst of the dust from his cloak and check Tempest for signs of disarray. 'You're back home, you've got a great opportunity in front of you, and Sa'dia is healing along nicely. That's real. Not red glowing eyes, and whispers in the dark, and...things...' Haytham shuddered, and composed himself into the image of a forthright Sandri youth. This was his shot; he'd best make it good.
I also didn't buy any equipment, but likely purchases would be a longbow, a khopesh and kukri for weapons, armored coat for armor, and basic equipment for himself and his companion. Let me know if there's anything else you need!
Okay, after reading through a bit more, I'm thinking on a Sandri Inquisitor/Rogue, who was a 'man around town' for the local guard, but blended into the background a bit too well; between that and a general lack of ambition, he never rose above a role of consultant. I'm assuming that Ultimate Magic was a deliberate omission from allowed sources, so he'd be an infiltrator in name only, not archetype. I haven't gotten solid on a nation yet, but am leaning toward Covenant. I'll try to have a finished sheet posted when I get off of work tonight.
Sardonic beat me to it, but spring attack is an excellent feat for a touch spell heavy caster. A guy in a group I played in used it to great effect with his wizard/fighter to eldritch knight(this was pre-magus), and with a couple front-liners screening, he would move in, deliver, and be back behind the other melee types ready to prep his next touch spell. A maximized shocking grasp swung many a fight for us. Be careful about AOOs though; just because the target can't get you doesn't mean his buddies can't!
Alatha wrote:
Great, more ketchup on hot dogs for me then! Admittedly, most people I know feel the same way about ketchup and hot dogs. Call me a barbarian, but that's just good eatin'.
If it's not too late to pitch characters, I'd like to throw Calavas Orlosky into the mix. Backstory:
One of many children left in orphanages from the war that tore Celtara apart, his story could have been any half-elf child's; elven mother vanished, father killed fighting in the River Kingdoms. He likely would have lived as many of the other children lived, learning a trade of sorts to make their way once they reached adulthood. Signs of magical talent had him in line for apprenticeship at the local magical academe. This changed with the visit of an elven messenger, inquiring after his well-being.
Apparently, his mother had recently passed, having left to contest an uprising of Treerazer, and in her will had left him what little she could, her now battered shortbow, and a map to a village site in Celtara. Guided by faint memories of his father's wistful stories about life in his homeland, and curiosity about what would have drawn the woman he never knew to the same place perked his curiosity, and after a couple of days, he requested leave of the orphanage and from the Kyonnin messenger, an escort to this village on the map. He had to grown up sometime, right? Why not now? Crunch:
Calavas is a half-elf sorcerer, sage bloodline. Long term plan, I'd like to go arcane archer, with the lore warden fighter(this is an archetype from the pathfinder society field guide, so is only on your approval) as a two level dip. I'll likely focus on being a knowledge hound, as I imagine Calavas spending a lot of his free time reading, especially once he discovered his magical abilities, and later dip into crafting magical items and scrolls and the like(not with the intent of selling to become fabulously wealthy. I just imagine him reading about certain objects and going for it, eventually having things like decanters of endless water and horseshoes of the zephyr just laying about, or up on display like airplane models). His stat block at level one is below, minus assorted gear.
Male Half-Elf Sorcerer (Wildblooded) 1
Char Creation Question: I was going to take the Rich Parents Trait, to stand for the leavings for the mother's will, and use the alternate racial trait for half elves to gain bow prof., but was worried that the RP trait was a bit cheesy. The main thing the extra money was for was going to be a slightly better bow, as sorc wealth doesn't give enough for a longbow. Thoughts?
Pashaj wrote: Don't have time to make the tweaks right now, but I'm planning on dropping Two-Weapon Fighting and Toughness in favor of Improved Unarmed Strike and Improved Grapple. Do evangelists still get their deity's favored weapon? If so, I believe there was a posting by SKR ruling that clerics/inquisitors of Irori got Imp. Unarmed Strike as a bonus feat(god favored weapon and all). I'll try and find the post, but maybe check with Wareagle on that angle?
H'vok Brinestone wrote: Out of curiosity is there an estimated date for character selection? I believe that it's the thirteenth. Quote: There are indeed some really interesting possibilities as far as combinations, both in terms of story and party balance. Yeah, I'm looking forward to seeing the final party breakdown as well.
Here's the character sheet
Spoiler: Urdaan Einalf Male Elf Ranger 1 LN Medium Humanoid (Elf) Init +2; Senses Low-Light Vision; Perception +7 -------------------- DEFENSE -------------------- AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex) hp 12 (1d10+2) Fort +4, Ref +4, Will +1 Immune sleep; Resist Elven Immunities -------------------- OFFENSE -------------------- Spd 20 ft. Melee Heavy Shield Bash +3 (1d4+2/20/x2) and Gauntlet (from Armor) +3 (1d3+2/20/x2) and Unarmed Strike +3 (1d3+2/20/x2) and Waraxe, Dwarven +3 (1d10+2/20/x3) Ranged Longbow +3 (1d8/20/x3) Ranger Spells Known (CL 0, 3 melee touch, 3 ranged touch): -------------------- STATISTICS -------------------- Str 15, Dex 14, Con 14, Int 12, Wis 13, Cha 8 Base Atk +1; CMB +3; CMD 15 Feats Elven Weapon Proficiencies, Exotic Weapon Proficiency: Waraxe, Dwarven Traits Adopted, Child of Zolurket, Gnoll Killer Skills Acrobatics -4, Climb -4, Craft (Armor) +5, Craft (Weapons) +5, Escape Artist -4, Fly -4, Knowledge (Dungeoneering) +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Linguistics +2, Perception +7, Ride -4, Stealth -4, Survival +5, Swim -4 Languages Common, Dwarven, Elven, Gnoll SQ Desert Runner, Enemies: Humanoids (Gnoll) (+2 bonus) (Ex), Hot Weather Outfit, Hot Weather Outfit, Track +1, Wild Empathy +0 (Ex) Combat Gear Arrows (20), Longbow, Scale Mail, Shield, Heavy Steel, Waraxe, Dwarven; Other Gear Artisan's outfit (3), Artisan's tools: Craft (Armor), Artisan's tools: Craft (Weapons), Backpack (13 @ 27.5 lbs), Bedroll, Explorer's outfit (3), Flint and steel, Hot Weather Outfit (2), Hot Weather Outfit, Mug/Tankard, clay, Pouch, belt (3 @ 1.9 lbs), Rations, trail (per day) (7), String (50'), Waterskin, Whetstone -------------------- SPECIAL ABILITIES -------------------- Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to Sleep effects. Enemies: Humanoids (Gnoll) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Gnoll). Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses) Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses) Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Track +1 +1 to survival checks to track. Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Well, this came out longer than I thought. Here he goes...
The tale of Urdaan Einalf: Urdaan Matherion knew little of the ways of the elves of Kyonin, or the myriad ways of the tribes within the Mwangi Expanse. Born to a ‘Forlorn’ elven couple, his first eighty years of life had been spent on wagon trains between trade towns, always returning to glorious Katapesh. His father had been a very successful merchant, and had long held deals with various leaders among the local gnoll tribes to buy safe passage, frequently with travelers unable to pay in full for the journey. But sudden shifts in leadership among the gnolls led to an abrupt dissolution of the agreements long held, a fact only discovered when the gnoll slavers fell upon their caravan on the outskirts of Katapesh.
The next twenty or so years were spent being bounced about from gnoll tribe to tribe as slaves, a harsh and brutal life that took Urdaan’s mother in less than five. Nothing else changed for Urdaan and his father until a raid outside of Solku brought a number of dwarven slaves into the fold. As several were craftsmen of reasonable skill, the dwarves were given slightly more leeway in what free time was allowed, and Urdaan quickly made a habit of hanging nearby as the group reminisced about mining jobs in the Brazen Mountain, often even arguing about better methods to expand tunnels or distribute excavated dirt. After a few weeks, Urdaan realized the truth behind these reminisces; the dwarves were planning an escape. Having latched on to their tales of life away from the gnoll’s lash, Urdaan immediately volunteered his help, hiding and making makeshift weapons, discreetly dispersing dirt from dugout tunnels, and passing along information to other captives. To his shock and disappointment, his father saw no use in joining their ‘hopeless resistance’, a fact which only drove Urdaan further into the dwarven cause. It was on the planned night of their escape that something when wrong. One of the humans in on the plot, a former caravan leader and the group’s planned guide, died suddenly after the mid-day meal, apparently from a scorpion sting. After a brief meeting, Urdaan suggested he could lead the group to Katapesh, having made the journey so many times in the distant past with his father, and from there make further arrangements. Adjustments made, the group made their escape attempt through hastily dug tunnels, only to find several of the tribes warriors and, to his disbelief, Urdaan’s father waiting at the exit. As the older elf began to make excuses on how he was only trying to keep him from doing something rash, having exposed the plan so that his son may be spared, something snapped, and Urdaan rushed the older elf, taking him down with one swift punch to the head. The gnolls moved in to restrain him, and what followed was a whirlwind of blows as the desperate escapees rushed in as well. Too many good men were lost, but largely due to their keepers overconfidence, Urdaan and a few of the other now former prisoners were free. The trek across the desert was rough, having little in the way of supplies, and likely would have cost the ragged group more of their number had they not been found by a group from Solku lead by paladins of Sarenrae, searching for those who had been taken. After a brief time in their care, he joined with one of his fellow escapees, a dwarf named Thurrin Ironshod, as a member of his merchant group based in Katapesh, to get back to the only place left he knew as home. On the way, Thurrin offered him a job as a guard, being impressed with how the elf fought during their escape, and having little else, Urdaan agreed. In the years since, Urdaan has worked alongside Thurrin, guarding trade caravans and market stalls alike. He makes for an odd sight, a full-blooded elf with an axe slung on his belt and dwarven armor, but his unusal appearance had become a brand of such, and his general record of success in driving off gnoll raiders led Garavel to his door. Now he saddles up with yet another group, off to drive away yet another gnoll menace. Yes, business as usual…
I'm currently playing a halfling barbarian going with the intend of becoming an unknowing rage prophet of Rovagug (It's a long story) in a Carrion Crown campaign, and he's been quite a joy to play thus far. My stat line is almost exactly what Argus posted, only I dropped Wis by two and upped Cha by the same in anticipation of oracle levels. Every will save in an adventure, but I certainly have had no complaints.
InsaneFox wrote:
As Tengu are proficient with any sword, the lack of martial proficiency is far less of a problem then it could be. In a campaign I'm running, one of the players has been running a spring attack based fighter who's been pretty successful so far.
TriOmegaZero wrote: Oh, I never have trouble with it. My DM never targets them, and the fighters stay between the monsters and the squishies! Pretty much this in my experience while DMing. Best example I remember was a campaign where fights frequently went as such: the party sorcerer racing to the front, shooting lightning and cackling (player's description), the party wizard hanging back, behind the fighter, monk, and rogue and taking potshots. I believe it was better than three quarters into the campaign before the latter was ever attacked in melee, and that took a teleporting demon. The group I run for tends to be pretty solid about keeping the softies behind a wall of steel. |