Sheriff Belor Hemolock

Lives's page

70 posts. Alias of mellowgoth.


Full Name

Lives.

Race

Ex-Shoanti Human (RIP)

About Lives

Before the Harvest:

Matikar was barely out of the first flush of youth, hunting and preparing for his Trials of Manhood. Truth be told, his family - propersous members of the Tamiir-Quah, the Wind Clan of the Shoanti - were perhaps a trifle overindulgent. Among the soft people of the cities, Matikar would still be called hard...but for the unforgiving mountains of Varisia, he could perhaps be called a bit soft. He was not the oldest son of the Quahs to take hsi trials, but he was older than average.

Finally, he had settled on a date, and began to dig in to prepare, when the skies turned to black, and the Spirits abandoned the People...

The Harvest:

The horror that was the rise of the dead, was, among the Shoanti, made worse by war between the Quahs. The other tribes instantly blamed the Skoan-Quah, saying that they had failed in their duties as guardians of the dead. Rather than protest, or try to explain, the proud, warlike spirit of the People reared its head, and soon war raged throughout the wilds of Varisia...and soon, very soon, the dead outnumbered the living.

Matikar was among the sizaeable minority of the non-Skoan Shoanti that saw little sense in slaughtering the best fighters of undead among the People, when graves continued to vomit forth walking corpses all around them. It was, however, not in the nture of the Shoanti not to fight when chaos descended, so Matikar and his friends fought the undead, striving to keep the rotting ones away from villages and camps - let others resolve the conflict between the Quahs, they said; we'll try to keep them alive long enough to do so.

They were not, of course, successful.

The young Shaonti's group dwindled, one by one. Their resources, food and arrows, slipped away. One day Matikar found himself holding the shattered haft of the last handaxe among the group, and, rather than go for his heavy fighting-knife, began to pound the skull of the rotter in front of him with his bare fist until it shattered. Since then, with weapons so scarce, he has come to almost prefer using his body as a weapon.


Today:

One by one, his friends died. Some had to be killed a second time. Soon, there were no warbands. No clans. No Quah, maybe. Certainly no-one to give him the trials. SO be it. If months of fighting the dead were not trial enough, nothing would be. With no-one left to name him, he took his own name. His one great achievement. He lives.

crunch:

Lives
Human (Shoanti) brawler 5 (Pathfinder RPG Advanced Class Guide 23)
N Medium humanoid (human)
Init +1; Senses Perception +9
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge)
hp 48 (5d10+14)
Fort +6, Ref +5, Will +2; +1 insight bonus vs. necromancy, +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
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Offense
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Speed 30 ft.
Melee dagger +8 (1d4+3/19-20) or
unarmed strike +6 (1d8+9) or
unarmed strike flurry of blows +4/+4 (1d8+9) power attack, slashing
Ranged javelin +5 (1d6+3)
Special Attacks brawler's flurry, knockout 1/day (DC 15), maneuver training (trip +1), martial flexibility 8/day
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Statistics
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Str 16, Dex 12, Con 14, Int 12, Wis 13, Cha 10
Base Atk +5; CMB +8 (+8 trip); CMD 19 (20 vs. trip)
Feats Combat Reflexes, Extra Martial Flexibility[ACG], Improved Unarmed Strike, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike), power attack, Tiger Style
Traits desert child (desert), poverty-stricken
Skills Acrobatics +7, Climb +6, Escape Artist +6, Handle Animal +4, Heal +4, Intimidate +4, Knowledge (dungeoneering) +5, Knowledge (nature) +2, Knowledge (religion) +4,KG+2, KL+2 Perception +9, Ride +5, Survival +10
Languages Common, Giant, Shoanti
SQ brawler's cunning, martial training
Combat Gear runeward tattoo (necromancy), acid, alchemist's fire, candlerod (2), vermin repellent (5); Other Gear +1 lamellar (leather) armor, dagger, javelin (5), backpack, belt pouch, blanket, winter, burner, candle (10), ember pot, fishhook (5), flint and steel, hammer, iron spike (2), mug/tankard, pot, sack, sack, sack, saw, sewing needle, silk rope (50 ft.), straight razor (0.2 lb), string or twine, tent, small, thread (50 ft.), trail rations (6), waterskin (2), 1 sp, 2 cp
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Special Abilities
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Brawler's Flurry +2/+2 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 15) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Martial Flexibility (move action, 8/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Runeward tattoo (necromancy) Chosen School, Cast in 60': +1 insight bonus on saves vs. spells/spell-like abilities.