Berserker Cannibal

Mishtes's page

201 posts. Alias of Xunal.


Full Name

Mishtes

Race

Human

Classes/Levels

Bloodrager (inactive)

Gender

Male

Alignment

Chaotic Neutral

Strength 18
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 13

About Mishtes

Mishtes: Human Crossblooded Bloodrager
(Aberrant and Undead bloodlines)

Mishtes is a young man of mixed Hallit-Varisian blood who saved Professor
Lorrimor's life and was forced to leave his native village for it. Living and
working in Caliphas is a big improvement, despite being treated as a second
class citizen. He is now hoping to make his mark in the world.

Early Life of Mishtes:

Mishtes ("mish-TAYS") is a young man from the village of Stalli., an isolated
community of Varisian and Kellid mixed blood located in Shudderwood. Like all
such villages, Stalli is small, isolated, and xenophobic.

Mishtes has no immediate family. His parents and sister all died of a plague
shortly after Mishtes reached manhood. When he was first training to defend the
village, as all in Stalli must, Mishtes exhibited arcane abilities when raging.
This started unfounded gossip about him trafficking with the undead. Because of
the gossip, he became a pariah in Stalli and lived apart as a hermit.

Not long after Mishtes became a hermit, Professor Lorrimor chanced on Mishtes on
one of his countless travels. Starved for friendship, Mishtes readily agreed to
help Lorrimor with his inquiries. He visited Mishtes several times and paid him
with food and even some luxury items in exchange for Mishtes' information.

Unfortunately, another Stalli local, Thortes, chanced on Lorrimor on his way to
meet Mishtes. Mishtes arrived soon after when Thortes threatened to kill
Lorrimor just for being there. One thing led to another and Mishtes killed
Thortes in the ensuing scuffle. With that, and being a local pariah, Mishtes
left Stalli with Lorrimor.

It was only with Lorrimor's help that he came to understand he had the taints of
both alien and undead aberrations in his veins. How he came by these taints, he
does not know. But he has come to accept them and tries to make use of them
whenever he can.

Lorrimor helped Mishtes find work as a weapon-smith in Caliphas. Although
considered an uncivilized bumpkin, he much prefers Caliphas to dreary Stalli. He
frequents the rough and tumble docks of Caliphas, selling some of his wares.
Brass knuckles being one of his specialties. Through his contacts with sailors,
he came to find he preferred more 'civilized' weapons. Especially the scimitar,
gladius, and Bardiche.

His barbaric martial training in Stalli proved useful. He hired himself out as a
guard on some of the ships visiting Caliphas. It is easy money and a good way to
make contacts on the docks.

Mishtes was surprised, and somewhat saddened, to hear about the recent passing
of Lorrimor. The old man was his first true friend. He was also surprised to be
summoned to a reading of Lorrimor's will. Something that Mishtes is not familiar
with. So he is heading to Ravengro. To say farewell to his friend, if nothing else.

Mishtes's Personality:

Mishtes is an unusually gregarious barbarian of mixed Hallit and Varisian blood.
He scarcely notices being treated as a second class citizen in Caliphas, as that
is a big improvement from the time before he met Professor Lorrimor. Because of
his unhappy upbringing, he greatly enjoys meeting new friends whenever he can.
Likewise, he doesn't see violence as unnatural.

Mishtes's Motivation:

Now that Mishtes has had some exposure to the civlized world, and rather likes
it, he wants to make a name for himself. As well as living life to the full.

Stat Block:

Mishtes
Male human (Kellid) bloodrager (crossblooded) 5 (Pathfinder RPG Advanced Class Guide 15, 83)
CN Medium humanoid (human)
Init +5; Senses Perception +7
--------------------
Defence
--------------------
AC 20, touch 13, flat-footed 17 (+6 armour, +3 Dex, +1 shield)
hp 46 (5d10+12)
Fort +6, Ref +4, Will +1; +2 bonus vs. spells cast by self or an ally, +2 trait bonus vs. fear
Defensive Abilities blood sanctuary, improved uncanny dodge
--------------------
Offence
--------------------
Speed 40 ft. (30 ft. in armour)
Melee bardiche +9 (1d10+6/19-20) or
. . scimitar +9 (1d6+4/18-20) or
. . scimitar +7 (1d6+4/18-20), gladius +7 (1d6+4/19-20) or
. . brass knuckles +7 (1d3+4), brass knuckles +7 (1d3+4) or
. . scimitar +7 (1d6+4/18-20), lopper's axe +8 (1d6+5/×3)
Ranged sling +8 (1d4+4) or
. . mwk heavy crossbow +9 (1d10/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks blood casting, bloodrage (17 rounds/day), staggering strike
Bloodrager (Crossblooded) Spells Known (CL 5th; concentration +6)
. . 1st (2/day)—long arm[ACG], phantom blood[ACG], shield
. . Bloodline Aberrant, Undead
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 10, Wis 10, Cha 13
Base Atk +5; CMB +9; CMD 22
Feats Arcane Strike, Double Slice, Eschew Materials, Iron Will, Two-weapon Fighting
Traits chance saviour, courageous
Skills Acrobatics +6, Climb +6, Craft (weapons) +8, Handle Animal +7, Intimidate +6, Knowledge (arcana) +7, Linguistics +2, Lore (vampires) +5, Perception +7, Ride +4, Spellcraft +7, Survival +7, Swim +5
Languages Common, Hallit, Skald, Varisian
SQ fast movement, ghost strike
Combat Gear potion of cure moderate wounds; Other Gear mwk breastplate, shield spikes darkwood light wooden shield, lopper's axe, bardiche[APG], brass knuckles[APG], brass knuckles[APG], crossbow bolts (10), gladius[UC], mwk heavy crossbow, scimitar, sling, sling bullets (20), rope of climbing, belt pouch, masterwork tool, waterskin, donkey, animal harness, backpack, Basic maps (major landmarks only), blanket, blanket, Box of fishing tackle (2 lb), Box of fishing tackle (2 lb), cart, feed (per day), fishing net, Fishing pole, simple (1 lb), Fishing pole, simple (1 lb), flint and steel, flint and steel, Knife, utility (0.5 lb), masterwork weaponsmithing tools, mess kit, oil of magic weapon, pack saddle, pot, potion of cure light wounds, potion of hide from undead, shovel, soap, torch, trail rations, veterinarian's kit, waterproof hooded lantern, waterskin, 362 gp, 5 cp
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Tracked Resources
--------------------
Bloodrage (17 rounds/day) (Su) - 1/17
Crossbow bolts - 0/10
Potion of cure moderate wounds - 0/1
Sling bullets - 2/20
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (17 rounds/day) (Su) +4 Str, +4 Con, +0 to Will saves, -2 to AC when enraged.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ghost Strike (Sp) Melee attacks gain ghost touch when raging.
Improved Uncanny Dodge (Lv >= 9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Staggering Strike (DC 14) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg).
--------------------
• 2 Traits, one from Carrion crown, one of your choice.

• No stats under 8 or over 18 except for racial adjustment.

Starting stats:
STR 18 (16), DEX 15, CON 14, INT 10, WIS 10, CHA 13

Human male bloodrager:
18 years old
5 ft.8 in. (173 cm)
170 lb. (77 kg)

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Daisy the Donkey:

Donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defence
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offence
--------------------
Speed 40 ft.
Melee unarmed strike +2 (1d3+1 nonlethal) or
. . 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run(B)
Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
Other Gear animal harness[APG], feed (per day) (5), pack saddle, torch (5), 5 cp
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Tracked Resources
--------------------
Feed (per day) - 0/5
Torch - 0/5
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armour with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing col or and detail.
Run Run 5x your speed in light/medium armour or 4x speed in heavy armour and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.