About Matrim of Shadows
MATRIM C. Shadows
AC: 17 touch: 13 flat-footed: 13
Fort +4 Ref +7 Will +3
Armor Leather Shirt, Light
Melee Dagger +6 (1d4+4) 20/x3 CM +1
Melee Dagger +6 (1d4+4) 20/x3 CM +1
Special Attacks Sneak Attack [2d8] (PFCR 68)
Range Light Crossbow (1d8) 19-20/×2
8+Int(-1) +2 Background Per Level
Acrobatics +6(8) Modifier: +4, Rank: +1, Bonus +1(2)
Appraise +7 Modifier: -1, Rank: +1, Bonus +3, Background: +4
Bluff +7 Modifier: -1, Rank: +4, Bonus +4
Climb +8 Modifier: +2, Rank: +2, Bonus +4
Craft -1 Modifier: -1, Rank: +0, Bonus +0
Diplomacy -1 Modifier: -1, Rank: +0, Bonus +0
Disable Device +8 Modifier: +4, Rank: +3, Bonus +1
Disguise -1 Modifier: -1, Rank: +0, Bonus +0
Escape Artist +2 Modifier: +4, Rank: +0, Bonus -2
Heal +2 Modifier: +2, Rank: +0, Bonus +1
Intimidate -1 Modifier: -1, Rank: +0, Bonus +0
Perception +9 Modifier: +2, Rank: +4, Bonus +3
Perform (Act) -1 Modifier: -1, Rank: +0, Bonus +0
Profession (gambler) +9 Modifier: +2, Rank: +0, Bonus +3, Background: +4
Ride +2 Modifier: +2, Rank: +0, Bonus +0
Sense Motive +6 Modifier: +2, Rank: +1, Bonus +3
Sleight of Hand +11 Modifier: +4, Rank: +3, Bonus +4
Stealth +9 Modifier: +4, Rank: +4, Bonus +1
Survival +2 Modifier: +2, Rank: +0, Bonus +0
Swim +5 Modifier: +0, Rank: +2, Bonus +3
Use MagicDevice +3 Modifier: -1, Rank: +1, Bonus +3
Domain, Water ~ Flowing:
Water ~ Flowing
Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Go with the Flow (Su): You can touch a creature as a standard action to suppress its strong emotions. The target is affected as the calm emotions spell, except it can still take violent actions and violent actions against the target do not end the effect. This effect lasts a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number times per day equal to 3 + your Wisdom modifier.
Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
Domain Spells: 1st—obscuring mist, 2nd—Cat's Grace, 3rd—water breathing, 4th—freedom of movement, 5th—ice storm, 6th—fluid form, 7th—elemental body IV (water only), 8th—mind blank, 9th—elemental swarm (water spell only).
Starting Gold:[b] 140 gp
[b]Character Creation Purchesses
Leather - 10gp
dagger - 2gp
dagger - 2gp
Light Crossbow - 35gp
Crossbow Bolts (20) - 2gp
Remaining Gold: 89gp
Level 2 and 3 gold: +280gp
New Balanace 369gp
I have used Nothing Yet.
Abandoned as a baby, Matrim spent most of his childhood in one orphanage after another, getting to fights with the other kids because of a butterfly shaped birthmark on his neck. He grew to be tough by the time he was 8 years old. No one really wanted to mess with him, nor did they want to adopt him. He was an unwanted child and that causes pain, even if those on the outside don’t see it. On his 9th birthday, he was pulled aside by the Chaplin who ran the orphanage. Wolfwood was a great man, never afraid to do what was necessary to keep his kids safe. Wolfwood took Matrim to the church of Desna to show the priests there the mark on Matrim’s neck. The priest quickly took Matrim aside and asked him about some odd items that they had in storage. Matrim didn’t know what to think of them, and chose those that resembled the lines of the butterfly birthmark on his neck. The priest soon asked him if he would want to stay with them and become a priest. Responding quickly, Matrim turned them down. Not detoured, the priests told him to hold onto the starknifes and kept a close watch on him.
Later that night, Wolfwood asked Matrim why he didn’t want to go with them. Matrim laughed. ”Do you really think I want to live my life praying to a god?” undenounced to Matrim, that god would not be done with him for a while yet.
Five years passed since Matrim received the Starknifes from the Priesthood of Desna and his life has had its ups and downs. Several times he had to leave the orphanage to find food for the other kids. Wolfwood passed away just a year ago now and times are tough. From the original staff of ten guardians, only 2 remain and the money they receive from the churches of Standpoint is not enough to feed those still living here. Matrim has decided to leave and try to live on his own, sending whatever he can get back to those still living at the home he grew up on.
Several years has passed and Matrim is now nineteen. The year has been a tough one but he has been able to gain some skills at robbery. He is able to sense what is on the other side of a door before he opens it. This has saved him more than a few times and he is thankful to the gods for that. While he was in the orphanage, he learned that some people have more than they need, so he only takes what he needs and some extra for those left behind. He never steals from someone who has nothing and to those, he leaves a little behind.
Matrim woke up, looking over to his table was one of his two Starknifes that Wolfwood took away so long ago. He got up and got dressed, ready to head out.