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Full Name

Vitarri Tyrim

Race

Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Gender

Male

Size

Medium

Age

38

Special Abilities

1/Day See Invisibility

Alignment

Chaotic Neutral

Deity

Gorum

Location

Absalom

Languages

Common (Chelixian), Celestial

Occupation

Mercenary - Society Bodyguard

Homepage URL

# 15193-2

Strength 14
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 16
Charisma 10

About Vitarri_Tyrim

Pathfinder Society:

Pathfinder ID: # 15193-2
-> XP: 0
-> Prestige Points / Fame: 0 / 0

Chronicles:

Boon Gained

Starting PP / Fame: 0
-> Prestige Earned: 0
-> Prestige Spend: 0

Garuda Bloodline:

Garudas are noble but impetuous birdlike celestials, and most garuda-blooded aasimars grow graceful feathers during puberty. The majority of these aasimars have shimmering wings; the wings can be of virtually any shade, ranging from metallic colors to muted hues to pure white, or rarely, glossy black. Plumekith are sometimes born with taloned fingers or toes, and occasionally amber eyes like those of an eagle.

Like their celestial ancestors, plumekith tend to take action at the spur of the moment when their abilities seem needed. Plumekith rush into the heat of battle to face off against evildoers, only stopping to ask questions afterward. Plumekith often have an extreme hatred for nagas and other snakelike creatures, a racial disdain no doubt stemming back to their garuda forebears.

Vitarri Tyrim

Garuda-Blooded Aasimar (Plumekith) Cleric 1

CN Medium outsider (native)

Init +3; Senses darkvision 60 ft.; Perception +3

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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)

hp 13 (1d8+5)

Fort +4, Ref +2, Will +5

Resist acid 5, cold 5, electricity 5

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Offense
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Speed 20 ft.

Melee greatsword +2 (2d6+3/19-20) and
. . gauntlet +2 (1d3+2)
. . javelin +2 (1d6+2)

Special Attacks channel positive energy 3/day (DC 10, 1d6), ferocious strike

Spell-Like Abilities

. . 1/day—see invisibility

Cleric Spells Prepared (CL 1st; concentration +4):

1st—bless, enlarge person [D] (DC 14), shield of faith

0 (at will)—light, mending, resistance

[D] Domain spell; Domains Ferocity, Strength, Tactics, War

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Statistics
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Str 14, Dex 15, Con 14, Int 12, Wis 16, Cha 10

Base Atk +0; CMB +2; CMD 14

Feats Toughness

Traits armor expert, veteran of battle

Skills Acrobatics +2 (-2 jump), Fly +2, Heal +7, Knowledge (religion) +5, Sense Motive +7, Spellcraft +5; Racial Modifiers +2 Acrobatics, +2 Fly

Languages Celestial, Common, Infernal

SQ aura, domains (ferocity, tactics), seize the initiative

Combat Gear Healer's kit (10/10 uses remaining); Other Gear kikko armor, greatsword, javelin (5), backpack, bedroll, belt pouch, flint and steel, wooden holy symbol of Gorum, Soldiers Uniform. whetstone, 10 GP

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Special Abilities
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Armor Expert -1 Armor check penalty.

Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.

Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Cleric Domain (Ferocity) Associated Domain: Strength

Cleric Domain (Tactics) Associated Domain: War

Darkvision (60 feet) You can see in the dark (black and white vision only).

Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.

Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.

Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.

Ferocious Strike (+1) (6/day) (Su) +1 damage for an attack.

Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative

Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.

Appearance:

At 6'5" he makes for an imposing figure, clad in his armor. He carried a battered greatsword across his back and a longbow that had seen better days as well. He had the walk of a man who had seen battle many times and underneath the armor he had the scars to prove he had suffered greatly in his short life.

Close image to what Vitarri appears fully clad in armor. (Somewhat :p)

Vitarri's Greatsword - Oathkeeper

Beneath the armor his body bears several scars, adorning many places on his body. The greatest concentration of them are across his back. Shoulders and his hands. He has a spot on his left shoulder that is a mass of scarified skin, the same place that most slave's are tattooed or branded.

He has white hair, gold colored eyes that shine in the dark and a pale complexion. Behind his ears and along the back of his head he has scattered sets of white feathers that sweep back along his skin, emphasizing how inhuman he was. A pair of vestigial wings sit flat against his back, barely anything more then decoration as they are undersized and too weak to bear him aloft or even glide.

The only item of note is a silken scarf that he keeps tucked inside his armor. When he looks at it is the only times that the armored hulk shows weakness of any kind. He becomes a completely different person and for the briefest moment he appears lost and deeply hurt.

Personality:

Initially:
Cold demeanor: He is practical and realistic, speaking in an even tone to everyone, never talking about himself and asking few questions.

Calm: Instead of worrying or getting scared, Vitarri takes necessary measures to prevent, correct or minimize the problem.

Competitive: Vitarri is very competitive and puts all of his efforts in succeeding, it's the only way he has learned to press forward is when he is presented with a challenge.

Once you get to know him...

Helpful: His cold demeanor hides a helpful nature, he tends to do things that ensure no one notices his aid. He doesn't want admiration or thanks for doing what is right.

Loyal: His initial impression may put people off but underneath the armor, the scars and the battered mind is a very loyal comrade. One who won't abandon his comrades when the going gets tough, when the situation turns grim Vitarri will continue to fight and look for ways to turn the situation in their favor.

Courageous: Evil lurks in the world and Vitarri wants to do nothing more then to stop it from harming the innocent.

Background:

Vitarri is a broken man, barely remembering who he once was in fractured dreams and nightmares. He barely remembers being born in Cheliax, a terrible place for one of his kind for sure, when his body started to change and his origins became more noticeable. He was quickly captured and enslaved alongside his family by one of the twisted noble houses. Which one he can't remember, as the head injury he received damaged his ability to recall. While in their care he was branded a slave and set to perform tasks as his masters saw fit. They took his wife and his little girl from him, separating them by placing them in another manor somewhere in the city.

He proved to be stubborn that for his constant disobedient attitude he was often beaten and whipped. They worked him until exhaustion and starved him repeatedly for their continued amusement; it was a miracle he survived three long years of that treatment. All the while biding his time to try and find his family. It wasn't until he instigated a slave uprising that he and his family were reunited long enough to escape from that terrible place. They became separated though during the fighting when he placed them on a ship bound for Andoran, ensuring that no matter what happened those he cared for were safe. He promised them he would find them somehow. He continued the fight until him and a handful of survivors hijacked a ship, sailing for all they were worth and leading the Cheliaxian fleet away from the other slave ship.

The Chelixian's caught up with them and nearly sank their ship off the coast of Absalom, it was during the fight that he received a severe head injury and suffered memory loss. The remaining slaves piloted their sinking vessel within three miles of the Andoran coast; the billowing smoke from their burning vessel attracted a patrol of Absalom Naval Frigates. While their ship burned to the waterline, they were taken the rest of the way to Absalom and from their he has struggled to remember the horrors he faced in Cheliax. Working at night as a laborer until the day he met some Mercenaries dedicated to worshipping Gorum. These hardened, scarred men and women surprised him with their intimidating looks and the confidence in which they carried themselves. When he pressed them for membership the first time they ignored him completely, but he remained persistent and eventually it paid off. However the leader of the band knew that he was an escaped slave. So he offered him a knife and a choice. Cut the brand from his skin and free yourself or remain a miserable little laborer...

It was an easy choice and one he never regretted, from there he traveled with them for a time across Absalom. All the while learning the Gorumskagat along with the mercenary’s superior tactics. Again he found himself beaten down, battered and injured. This time however it was for a purpose, he'd grow stronger and punish those who thought they could hold him down. Hoping to one day meet a foe worthy of his blade. He is a very devout follower of the Lord of Iron, enjoying the simplicity of his god’s commands and wishes for how he lives his daily life.

Ten years has passed since he arrived in Andoran and became a Gorumite. He barely remembers the woman and little girl in his fractured memories, feeling like it was a dream and that the man he remembered was someone else entirely. The only reminder of his past is a silk scarf he wears around his neck...

It is his most prized possession...

His wife would be 33 and his little girl would be 17 by now. But this is something that he doesn't know, his memories are too scattered...