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About Mackeson SlatethorneCrunch:
Mackeson Slatethorne
Dwarf warpriest of Cayden Cailean 2 (Pathfinder RPG Advanced Class Guide 60) CG Medium humanoid (dwarf) Init +0; Senses darkvision 60 ft.; Perception +5 (+7 while benefit from concealment or full concealment due to darkness or dim light, +3 when further than 10 feet from a fallen ally) -------------------- Defense -------------------- AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield) hp [+1 hp from favoured class] 24 (2d8+9) Fort +7, Ref +0, Will +6 Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee dwarven boulder helmet +4 (1d4+3) or . . dwarven waraxe +4 (1d10+3/×3) or . . kukri +5 (1d6+3/18-20) or . . mwk kukri +6 (1d6+3/18-20) Special Attacks blessings 4/day (Charm: charming presence, Good: holy strike), fervor 4/day (1d6), hatred, sacred weapon (1d6, +0, 0) Warpriest Spells Prepared (CL 2nd; concentration +5) . . 1st—blessing of the watch, divine favor, shield of faith . . 0 (at will)—create alcohol (ale or wine), create water, resistance, stabilise -------------------- Statistics -------------------- Str 16, Dex 10, Con 14, Int 12, Wis 17, Cha 7 Base Atk +1.5; CMB +4; CMD 14 (18 vs. bull rush, 18 vs. trip) Feats Divine Fighting Technique (cayden Cailean's Blade And Tankard), Toughness, Weapon Focus (kukri) Traits fate's favored, magical lineage, personal addiction Skills [+1 skill point from favoured class] Acrobatics -5 (-7 when further than 10 feet from a fallen ally, -9 to jump), Appraise +1 (-1 when further than 10 feet from a fallen ally), Bluff -2 (-4 when further than 10 feet from a fallen ally), Climb -2 (-4 when further than 10 feet from a fallen ally), Craft (poison) [1] +5 (+3 when further than 10 feet from a fallen ally), Craft (tattoo) [2] +6 (+4 when further than 10 feet from a fallen ally), Diplomacy -2 (-4 when further than 10 feet from a fallen ally), Disguise -2 (-4 when further than 10 feet from a fallen ally), Escape Artist -5 (-7 when further than 10 feet from a fallen ally), Fly -5 (-7 when further than 10 feet from a fallen ally), Heal +3 (+1 when further than 10 feet from a fallen ally), Intimidate [1] +2 (+4 while benefit from concealment or full concealment due to darkness or dim light, +0 when further than 10 feet from a fallen ally), Knowledge (religion) [1] +5 (+3 when further than 10 feet from a fallen ally), Linguistics [1] +2 (+0 when further than 10 feet from a fallen ally), Perception [2] +5 (+7 while benefit from concealment or full concealment due to darkness or dim light, +3 when further than 10 feet from a fallen ally), Profession (merchant) [1] +7 (+5 when further than 10 feet from a fallen ally), Ride -5 (-7 when further than 10 feet from a fallen ally), Sense Motive [2] +8 (+6 when further than 10 feet from a fallen ally), Stealth -5 (-3 while benefit from concealment or full concealment due to darkness or dim light, -7 when further than 10 feet from a fallen ally), Survival +3 (+1 when further than 10 feet from a fallen ally), Swim -2 (-4 when further than 10 feet from a fallen ally) [-5 Armour Check Penalty] Languages Common, Dwarven, Undercommon SQ dimdweller, overprotective, warded against nature Combat Gear alchemist's fire (2); Other Gear scale mail, light steel shield, dwarven boulder helmet[ARG], dwarven waraxe, kukri, mwk kukri, backpack, bedroll, belt pouch, candle (5), candlestick[UE], flint and steel, hemp rope (50 ft.), holy symbol with flask of Cayden Cailean[UE], holy text (Cayden Cailean)[UE], ink, mess kit[UE], mug/tankard, soap, spell component pouch, tattoo[UE], tattooing tools, trail rations (5), waterskin, 2 cp -------------------- Special Abilities -------------------- Blessings (4/day) (Su) Pool of power used to activate Blessing abilities. Darkvision (60 feet) You can see in the dark (black and white only). Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness. Divine Fighting Technique (Cayden Cailean's Blade and Tankard) Treat tankards and mugs as light maces. Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self. Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs. Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally. Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers. Warded Against Nature Animals will not willingly approach within 30 ft. Fluff:
1. Mackeson is an unkempt dwarf with a prematurely-white-grey straggly beard. His eyes weep a whitish ooze that he allows to crust in the corners of his lids so that it doesn't drip. His teeth are missing in places in his mouth, and rotten in all other areas, and he keeps his mouth shut unless absolutely necessary. He sports tattoos up the sides of his skull of dwarven runes of his clan and sub-clan affiliations, with his hair kept in a mohawk pulled into a ponytail down his back. This is hard to see when he wears his clan's battle helmet, which he does if he's acting on official business. His clothes are loose and baggy, ink-stained browncloth that is clean apart from the mark of his craft as a tattoo artist. When on duty, he carries a kukri strapped to his hip and a tankard dangling from his belt that clanks on the banded mail that he wears for battle. Oh, and a dwarven battle axe strapped across his back.
2. Mackeson has made a name of himself in the slums of Korvosa as someone who tends to those ravaged by the plight of addiction and privation. He offers hope from Cayden Cailean's placards of wisdom, and does his best to heal and mend woes in the dank alleyways and destitute slums of Korvosa's meanest streets. He has been known to work with the Korvosan Guard at times to upend criminal enterprises that thwart freedom and enslave others, though he is reticent at times to turn names for those engaged in more petty enterprises. He is a rising yet unorthodox member of Cayden Cailean's Korvosan clergy, and has strong ties to the Korvosan dwarven community. 3. Like all dwarves, Mackeson traces his family back to an ethnic home, though his family hasn't lived there for over a century. In this case, that home is Janderhoff, but Mackeson has been in Korvosa with his merchant family since he was a dwarven child. Mackeson's sub-clan, the Slatethorne, and his larger clan, the Slateheart, are ancient dwarven trade guild-clans, and like all of their people, Mackeson has been educated in the merchant profession for many years. He counts scores of dwarven merchants in Korvosa as his clan-members, if not first or second cousins. 4. Mackeson strayed far from his calling as a merchant as an adolescent dwarf and later, as a young man. His clan's reputation and his family's well-off status allowed the young raconteur to lead a life of luxury and excess, and eventually that included mind-altering substances. Mackeson became an addict, first to pesh, which ruined his good looks and drove him far from Korvosa for years, and then to midnight milk, which drove him into the underdark seeking out stronger and stronger forms of the drug. The midnight milk left his eyes oozing the white fluid that they currently exude and his time in the unnatural caverns of his mind during his benders caused a curious dissonance between Mackeson and the natural world, leaving him warded against nature in a way that he still hasn't figured out. Finally, Mackeson clawed his way back to Korvosa, clean and sober, ready to make a new start. Ashamed, Mackeson sought out non-dwarven work when he arrived again, looking to make something of himself before reasserting his dwarven name. And then he met Gaedren Lamm, who introduced him to shiver. 5. Mackeson works as a tattoo artist. He has been well-versed in the use of needles for other purposes, and when he finally kicked his reliance on them for his addiction, he chose to make something from his darkness. He has apprenticed to a few tattoo artists in Korvosa, and specialises in dwarven runes and Caydenite iconography. He works out of a large Caydenite tap-house in the city. His shame runs deep, and though he would make a decent career as a merchant, he eschews this path for his current righteous one. 6. Cayden Cailean is freedom to Mackeson. Freedom from the weights of the world; freedom from slavery, either chemical or external. Mackeson cannot imagine breathing without Cayden's words flowing through him. He has learned Cayden's fighting style so that he may honour his deity further when he enters combat, and he has pledged his life to entering combat so as to clean others' slates of shackles if he might. Mackeson is not aware that within his family exist other family members called to the clergy - this holy power runs through Mackeson's narcotic-scarred veins to his advantage, though his family's connection has been with more typically dwarven gods. Mackeson's atypical piety has earned him a sliver of divine attention that manifests as preternatural luck. 7. Though he is shameful enough that he rarely engages with them, Mackeson has many dwarven kinsmen within the city of Korvosa that he would do his all to protect. He also has a long history of this city being his foster home, and most importantly, this is the place that taught him the glory of his deity. 8. Mackeson cannot abide subjugation and will actively move to stamp out slavery, either real or perceived. He would sacrifice himself to aid those in the thralls of such, sometimes illogically. This stems from his time as an addict and his feelings of hopelessness over his own addiction; he quite frequently sacrificed to take care of his fellow addicts who needed more than he. This overprotective nature carries over into his tactics in the combat arena. 9. He follows Cayden Cailean's code of conduct. 10. Mackeson's family is well-off, but Mackeson has little contact with them, and refuses any financial support from them. He prefers to make pittances as a tattoo artist and a street healer, both to serve his community and to offset his youthful gluttonous lifestyle.
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