Kobold

Lyoto "The Dragon" Machida's page

* Pathfinder Society GM. 19 posts (771 including aliases). 4 reviews. No lists. No wishlists. 28 Organized Play characters. 1 alias.


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Grand Lodge 1/5

That method is helpful, but I think people would really prefer that we didn't have to go through a 16 step process to print usable battlemaps.

Essentially, we'd like it if Paizo did that process for us and included it with the scenario.

Grand Lodge 1/5

I usually complete the one box goal, because if they only gave it one box, it's probably less common.

Grand Lodge 1/5

3 people marked this as a favorite.

If you have the time and enjoy a real challenge, you should give it a crack. Just be cautious, use your head, but don't be afraid to actually explore. Also, if your character belongs to the Sages, you should Absolutely play it.

The time is really the biggest issue and if that's handled you should be fine as long as your party is reasonably balanced, but I can't imagine many 7-11's are going to be playable with a party of six fighters/swashbucklers or something.

Grand Lodge

1 person marked this as a favorite.

One of my DM's did this as well. There was a huge explosion due to something involving a fireball and a bunch of explosive materials. He simply ruled evasion wasn't gonna work because the explosion is so big there's no way to dodge.

I didn't have the evasion, so it didn't affect me, but I would've been pretty annoyed if I had a core class feature suddenly get nerfed with no prior warning.

I think it's fine to say evasion won't work in all cases, but you definitely need to make that clear during character creation, so the player can decide if that changes his mind on what to play.

Grand Lodge 1/5

What Philippe said. At level 1-2, Harsk is a perfectly acceptable character when you need some wild empathy and no one wants to play a druid or whatever.

Anything else means a new player is likely going to have a bad time, or an experienced player is opting for hard mode. The latter is fine if the party is cool with it, the former is a problem.

Grand Lodge 1/5

As long as they are below level one you can retrain as much as you want.

You can go from a Dwarven monk to an efreeti wizard to a Nagaji Occultist with no problems until you play as a level two chracter.

But for chronicle sheets, it matters which character number you assigned the credit too. You can't assign credit from -2, -3 and -4 all to -1, even if they were all level one.

Grand Lodge

1 person marked this as a favorite.

What about getting an ectoplasmic metamagic rod? Wouldn't that solve like all the problems vs. incorporeal?

Grand Lodge

Nagaji can spit venom at their opponents as full round action ranged touch attack with a feat. That's the only thing I can think of.

Grand Lodge

Weapons: MW Temple sword 1D8 slashing +5 main hand +4 flurry bonus to trip. Nunchaku: 1D6 bludgeoning +4 main hand +3 flurry bonus to disarm, Unarmed Strike 1D6 Blud +4 or +3 flurry, Siangham 1D6 piercing: +4 or +3 flurry Male Nagaji Flowing Monk, level 2, AC 17, HP 17/17, Str 16, Dex 14, Con 12, Int, 8, Wis 16, Chr 10,

Oh, I just realized. Wanderlei Silva is a character for Lyoto.

Grand Lodge

Weapons: MW Temple sword 1D8 slashing +5 main hand +4 flurry bonus to trip. Nunchaku: 1D6 bludgeoning +4 main hand +3 flurry bonus to disarm, Unarmed Strike 1D6 Blud +4 or +3 flurry, Siangham 1D6 piercing: +4 or +3 flurry Male Nagaji Flowing Monk, level 2, AC 17, HP 17/17, Str 16, Dex 14, Con 12, Int, 8, Wis 16, Chr 10,

I have never played this scenario before. I actually didn't even know pathfinder existed until October when I met a group at my local game shop.

Grand Lodge

If I can't make table three, maybe we'll get four. Also, if my formatting is terrible, please let me know a better way to post/introduce my character.

Lyoto Machida
Male Nagaji monk 1 Archetypes Flowing Monk,
LN Medium humanoid (reptilian)
Init +3, Senses low-light vision; Perception +7
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DEFENSE
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AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, )
hp 11 ((1d8)+3)
Fort +4, Ref +4, Will +3

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OFFENSE
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Speed 30 ft.
Melee temple sword +3 (1d8+3/19-20)
Melee shortspear +3 (1d6+3)
Ranged shortspear (thrown) +2 (1d6+3)
Melee nunchaku (metal) +3 (1d6+3)
Ranged holy water (flask) +2 (2d4)
Ranged javelin +2 (1d6+3)
Melee flurry of blows +2/+2 (1d6+3)
Special Attacks Flurry of Blows,

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TACTICS
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STATISTICS
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Str 16, Dex 14, Con 14, Int 8, Wis 13, Cha 14,
Base Atk +0; CMB +3; CMD 17 (22 vs grapple)
Feats Dodge, Improved Unarmed Strike, Intimidating Prowess
Skills Acrobatics +6, Linguistics(Common) +0, Perception +7,
Traits Bullied, Veteran of Battle (Gorum),
Languages Common, Draconic
SQ ac bonus, armored scales, bonus feat, low-light vision, redirection, resistant, serpent's sense, weapon and armor proficiency,
Combat Gear alchemical grease, tindertwig (4), potion of cure light wounds, torch (5), holy water (flask),
Other Gear temple sword, barbed vest, sack, bedroll, blanket, string (50 ft.), folding ladder, caltrops, lamp (common), piton (2), saw, shortspear, nunchaku (metal), javelin (10), flurry of blows, 8.9 gp
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SPECIAL ABILITIES
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AC Bonus (Ex) When unarmored and unencumbered, you add +1 to your AC and your CMD.

Armored Scales (Ex) Nagaji have a +1 natural armor bonus.

Bonus Feat A flowing monk replaces the normal monk bonus feats with the following - Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Reposition*, Improved Trip, Nimble Moves, and Weapon Finesse. At 6th level, the following feats are also available - Acrobatic Steps, Bodyguard*, Improved Disarm, Improved Feint, Ki Throw*, Mobility, Second Chance*, and Sidestep*. At 10th level, the following feats are added - In Harm's Way*, Repositioning Strike*, Snatch Arrows, Spring Attack, and Tripping Strike*. (Asterisks denotes feats from the Advanced Player's Guide.)

Bullied You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near.

Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Low-Light Vision Nagaji can see twice as far as humans in conditions of dim light.

Redirection (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply. At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces stunning fist.

Resistant Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.

Serpent's Sense (Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

Veteran of Battle (Gorum) You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.

Weapon and Armor Proficiency Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

Grand Lodge

Here is Lyoto's general backstory:

Lyoto has a master of martial artistry and a champion of combat in the underground pit fighting circuit. Yet the cheers of the crowd have started to ring hollow. He wonders if he should be using his fighting for a greater cause.

He is sick of being pegged as "just another fighter" who has no brains or other useful talents. He wants to be admired for who he is. Not just for his hand-to-hand combat skills.

When he learned about the Pathfinder Society, he leapt at the opportunity to prove his worth for a greater cause.

Grand Lodge

I should admit, I've never played PbP before, that's why I'm really eager to try out my roleplaying abilities.

Grand Lodge

If not, will my Oracle work?

wilbert mugfunkle
Male Elf oracle 1
TN Medium humanoid (elf)
Init +1, Senses low-light vision; Perception +5
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DEFENSE
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex, )
hp 9 ((1d8)+1)
Fort +1, Ref +1, Will +2, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 20 ft.
Melee longspear +1 (1d8+1/x3)
Ranged alchemist's fire (flask) +1 (1d6)
Ranged holy water (flask) +1 (2d4)
Special Attacks Death's Touch,

Oracle Spells Known (CL 1st; concentration +4)
1st(4/day)-bless, command(DC 14), inflict light wounds(DC 15)
0th(at will)-detect magic, guidance(DC 13), light, spark(DC 13)

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TACTICS
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STATISTICS
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Str 12, Dex 12, Con 11, Int 16, Wis 10, Cha 16,
Base Atk +0; CMB +1; CMD 12
Feats Spell Focus (Necromancy)
Skills Diplomacy +7, Knowledge (History) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +5, Profession (Fortune-teller) +4, Spellcraft +7,
Traits Eyes and Ears of the City (Abadar), Forlorn,
Languages Celestial, Common, Draconic, Elven, Goblin
SQ bone mysteries, elven immunities, elven magic, lame, low-light vision, orisons, urbanite, weapon familiarity,
Combat Gear armor ointment, oil (1 pint flask) (9), powder (5), alchemist's fire (flask), holy water (flask),
Other Gear longspear, entertainer's outfit, parade, compass, crowbar, folding ladder, iron spike (2), belt pouch, saw, shovel, common, sack, basket (2), hammer, mirror (small/steel), piton (2), rope (hemp/50 ft.) (2), sewing needle, soap (per lb.), string (50 ft.), whetstone, 0.73 gp
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SPECIAL ABILITIES
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Bone Mysteries You draw upon the divine mystery of Bone to grant your spells and powers.

Death's Touch (Su) You can cause terrible wounds to appear on a creature with a melee touch attack.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Eyes and Ears of the City (Abadar) Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Forlorn Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never reduced due to encumbrance.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Urbanite (Ex) Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Grand Lodge

GM Lamplighter wrote:
I have room for 1 more PC in this table. If interested, submit your 1st or 2nd level PFS-legal PC here. This is a RP-heavy, team-based scenario, so please don't submit a DPR monster or silent, loner-type who isn't a team player. (Those are fine choices, but not for this scenario and the existing group.)

Does my Monk qualify?

Lyoto Machida
Male Nagaji monk 1 Archetypes Flowing Monk,
LN Medium humanoid (reptilian)
Init +3, Senses low-light vision; Perception +7
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DEFENSE
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AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, )
hp 11 ((1d8)+3)
Fort +4, Ref +4, Will +3

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OFFENSE
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Speed 30 ft.
Melee temple sword +3 (1d8+3/19-20)
Melee shortspear +3 (1d6+3)
Ranged shortspear (thrown) +2 (1d6+3)
Melee nunchaku (metal) +3 (1d6+3)
Ranged holy water (flask) +2 (2d4)
Ranged javelin +2 (1d6+3)
Melee flurry of blows +2/+2 (1d6+3)
Special Attacks Flurry of Blows,

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 16, Dex 14, Con 14, Int 8, Wis 13, Cha 14,
Base Atk +0; CMB +3; CMD 17 (22 vs grapple)
Feats Dodge, Improved Unarmed Strike, Intimidating Prowess
Skills Acrobatics +6, Linguistics(Common) +0, Perception +7,
Traits Bullied, Veteran of Battle (Gorum),
Languages Common, Draconic
SQ ac bonus, armored scales, bonus feat, low-light vision, redirection, resistant, serpent's sense, weapon and armor proficiency,
Combat Gear alchemical grease, tindertwig (4), potion of cure light wounds, torch (5), holy water (flask),
Other Gear temple sword, barbed vest, sack, bedroll, blanket, string (50 ft.), folding ladder, caltrops, lamp (common), piton (2), saw, shortspear, nunchaku (metal), javelin (10), flurry of blows, 8.9 gp
=================================================
SPECIAL ABILITIES
=================================================
AC Bonus (Ex) When unarmored and unencumbered, you add +1 to your AC and your CMD.

Armored Scales (Ex) Nagaji have a +1 natural armor bonus.

Bonus Feat A flowing monk replaces the normal monk bonus feats with the following - Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Reposition*, Improved Trip, Nimble Moves, and Weapon Finesse. At 6th level, the following feats are also available - Acrobatic Steps, Bodyguard*, Improved Disarm, Improved Feint, Ki Throw*, Mobility, Second Chance*, and Sidestep*. At 10th level, the following feats are added - In Harm's Way*, Repositioning Strike*, Snatch Arrows, Spring Attack, and Tripping Strike*. (Asterisks denotes feats from the Advanced Player's Guide.)

Bullied You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near.

Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Low-Light Vision Nagaji can see twice as far as humans in conditions of dim light.

Redirection (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply. At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces stunning fist.

Resistant Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.

Serpent's Sense (Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

Veteran of Battle (Gorum) You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.

Weapon and Armor Proficiency Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

Grand Lodge

Lvl 1 Bones Oracle or level 1 Dwarf Monk Wants in! Will send stats and such if allowed.

Grand Lodge

NEVER played PBP before but I'm curious as hell.

wilbert mugfunkle
Male Elf oracle 1
TN Medium humanoid (elf)
Init +1, Senses low-light vision; Perception +5
=================================================
DEFENSE
=================================================
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex, )
hp 9 ((1d8)+1)
Fort +1, Ref +1, Will +2, +2 vs. enchantment spells and effects

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee longspear +1 (1d8+1/x3)
Ranged alchemist's fire (flask) +1 (1d6)
Ranged holy water (flask) +1 (2d4)
Special Attacks Death's Touch,

Oracle Spells Known (CL 1st; concentration +4)
1st(4/day)-bless, command(DC 14), inflict light wounds(DC 15)
0th(at will)-detect magic, guidance(DC 13), light, spark(DC 13)

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 12, Dex 12, Con 11, Int 16, Wis 10, Cha 16,
Base Atk +0; CMB +1; CMD 12
Feats Spell Focus (Necromancy)
Skills Diplomacy +7, Knowledge (History) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +5, Profession (Fortune-teller) +4, Spellcraft +7,
Traits Eyes and Ears of the City (Abadar), Forlorn,
Languages Celestial, Common, Draconic, Elven, Goblin
SQ bone mysteries, elven immunities, elven magic, lame, low-light vision, orisons, urbanite, weapon familiarity,
Combat Gear armor ointment, oil (1 pint flask) (9), powder (5), alchemist's fire (flask), holy water (flask),
Other Gear longspear, entertainer's outfit, parade, compass, crowbar, folding ladder, iron spike (2), belt pouch, saw, shovel, common, sack, basket (2), hammer, mirror (small/steel), piton (2), rope (hemp/50 ft.) (2), sewing needle, soap (per lb.), string (50 ft.), whetstone, 0.73 gp
=================================================
SPECIAL ABILITIES
=================================================
Bone Mysteries You draw upon the divine mystery of Bone to grant your spells and powers.

Death's Touch (Su) You can cause terrible wounds to appear on a creature with a melee touch attack.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Eyes and Ears of the City (Abadar) Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Forlorn Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never reduced due to encumbrance.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Urbanite (Ex) Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Grand Lodge

P.S. I've never done a play by post game, so I'm not sure how I do it, but I figured I might as well try!

Grand Lodge

wilbert mugfunkle
Male Elf oracle 1
TN Medium humanoid (elf)
Init +1, Senses low-light vision; Perception +5
=================================================
DEFENSE
=================================================
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex, )
hp 9 ((1d8)+1)
Fort +1, Ref +1, Will +2, +2 vs. enchantment spells and effects

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee longspear +1 (1d8+1/x3)
Ranged alchemist's fire (flask) +1 (1d6)
Ranged holy water (flask) +1 (2d4)
Special Attacks Death's Touch,

Oracle Spells Known (CL 1st; concentration +4)
1st(4/day)-bless, command(DC 14), inflict light wounds(DC 15)
0th(at will)-detect magic, guidance(DC 13), light, spark(DC 13)

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 12, Dex 12, Con 11, Int 16, Wis 10, Cha 16,
Base Atk +0; CMB +1; CMD 12
Feats Spell Focus (Necromancy)
Skills Diplomacy +7, Knowledge (History) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +5, Profession (Fortune-teller) +4, Spellcraft +7,
Traits Eyes and Ears of the City (Abadar), Forlorn,
Languages Celestial, Common, Draconic, Elven, Goblin
SQ bone mysteries, elven immunities, elven magic, lame, low-light vision, orisons, urbanite, weapon familiarity,
Combat Gear armor ointment, oil (1 pint flask) (9), powder (5), alchemist's fire (flask), holy water (flask),
Other Gear longspear, entertainer's outfit, parade, compass, crowbar, folding ladder, iron spike (2), belt pouch, saw, shovel, common, sack, basket (2), hammer, mirror (small/steel), piton (2), rope (hemp/50 ft.) (2), sewing needle, soap (per lb.), string (50 ft.), whetstone, 0.73 gp
=================================================
SPECIAL ABILITIES
=================================================
Bone Mysteries You draw upon the divine mystery of Bone to grant your spells and powers.

Death's Touch (Su) You can cause terrible wounds to appear on a creature with a melee touch attack.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Eyes and Ears of the City (Abadar) Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Forlorn Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never reduced due to encumbrance.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Urbanite (Ex) Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Wilbert is a bitter elf, born in the city of Taldor with lame legs and a constant sense of morbidity. However, during his 120+ year life span, he has become quite adept at manipulating people. He knows when to fake a smile, when to tell a polite lie and he has a knack for quickly getting to know the ins-and-outs of whatever city he finds himself in. He joined the city watch, learned how to use a spear, developed some basic fighting skills and made a couple friends. but what he wants more than anything is to figure out what, if any, purpose he has in life.