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Morning Moon's page

No posts. Organized Play character for Cellion.


Full Name

Swallowtail Greets the Morning Moon

Race

Male Human Fighter 1 |

Classes/Levels

AC: 18 | HP: 19/19 Hero:1/1 | Fort +6 Ref +7 Will +5 | Perc +7 | Active Status:

Size

Medium

Age

38

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 14
Charisma 10

About Morning Moon

Swallowtail Greets the Morning Moon

Male Human Fighter 1
Neutral Medium Humanoid (Human)
<Versatile Human Shoanti, Animal Whisperer, Fighter>
Perception +7; Senses --
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DEFENSE
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HP 19
AC 18
Fort +6, Ref +7, Will +5
Defensive Abilities ---
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OFFENSE
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Size Medium, 5ft reach.
Speed 25 ft.
Melee Strike
> Bastard Sword +9 (Dmg 1d8+4 S; Twohand d12)
> Halberd +9 (Dmg 1d10+4 P; Reach, Versatile S)
> Gauntlet +9 (Dmg 1d4+4 B; Agile, Free-hand)
Ranged Strike
> Javelin +7 (Dmg 1d6+4 P; Thrown 30ft)
Special Actions
> Snagging Strike - (you must have a free hand) You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
Reaction
O Attack of Opportunity - Trigger(A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.)
Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
O Shield Block - Trigger(While you have your shield raised, you would take damage from a physical attack.) Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
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Shield Stats
Steel Shield
HP 20; BT 10; Hardness 5; +2 AC when raised.
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STATISTICS
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Str 18 (+4), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
Background Animal Whisperer (You have always felt a connection to animals, and it was only a small leap to learn to train them. As you travel, you continuously encounter different creatures, befriending them along the way. You're trained in the Nature skill and Plains Lore. You gain the Train Animal skill feat.)
Skills
. . Untrained - Acrobatics +2, Arcana +0, Crafting +0, Deception +0, Diplomacy +0, Intimidation +0, Medicine +2, Occultism +0, Performance +0, Religion +2, Society +0, Thievery +2.
. . Trained - Athletics +7, Nature +5, Stealth +5, Survival +5, Plains Lore +3, Scouting Lore +3.
. . Expert - N/A
Feats
. . Ancestry - @1 Animal Accomplice
. . Class - @1 Snagging Strike
. . General - @1 Adopted Ancestry (gnome)
. . Skill - @1 Train Animal

Feats:
Train Animal - Skill, Downtime - Allows you to train an animal for basic actions.
Adopted Ancestry - General - Lets you select gnome feats as if you were that ancestry.
Animal Accomplice - Gnome Ancestry - You gain a familiar!
Snagging Strike - Fighter - An attack that knocks an enemy off balance.

Languages Common, Shoanti, Gnome.
Other Abilities Armor Proficiencies (All Armor and Unarmored Defense - Trained), Weapon Proficiencies (Unarmed, Simple, Martial - Expert; Advanced - Trained), Save Proficiencies (FORT - Expert, REF - Expert, WILL - Trained), Perception (Expert)
Combat Gear Hide Armor, Bastard Sword, Steel Shield, Halberd, Gauntlet, Javelin x5
Consumables
Magic Items
Other Adventurer's Pack (Backpack, bedroll, belt pouches x2, chalk x10, flint and stel, 50ft rope, rations x2, soap, torches x5, waterskin), Holly and Mistletoe, Signal Whistle, Ordinary Clothes, Grappling Hook, Crowbar.
Cash Money 28.2 sp.
Bulk / Encumbrance 7.8 / 9+2

Build Notes:
Human: +2 STR, +2 DEX
Fighter: +2 STR
Animal Whisperer: +2 STR, +2 WIS
Free Distribution: +2 STR, +2 DEX, +2 CON, +2 WIS.

Expert Fort, Expert Ref, Trained Will


Animal Accomplice:
Anpeta
Tiny Red-tailed Hawk
HP 5
AC 18
Fort +6, Ref +7, Will +5
Perception +1, Acrobatics +1, Stealth +1
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low-light vision, empathic communication.
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Speed 25ft; Fly 25ft.
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Abilities: Flier, Manual Dexterity

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PFS Specifics:
Level: 1
XP 0/12
Faction (Verdant Wheel) - 0
Pathfinder Training - 1 Spells, 2 Swords. (Gaining Scouting Lore)
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Boons:
  • Kortos Captivation (3/3 Uses Remain): When you would crit fail against an enchantment effect, you can use this and gain a bonus 1d6 and add it to the result retroactively to probably only fail instead.
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    Slotted Boons:
    Faction: Verdant Wheel
    Generic: Kortos Captivation
    Generic:
    Generic:
    Advanced: -


  • Description and Personality:
    Morning Moon is a massive, barrel chested man with a blazing mane of bright neon orange hair. His stern resting face breaks into a big, beaming smile that invites others in. He's fond of engulfing fellow Pathfinders in one of his crushing bear hugs.

    Morning Moon came from a troubled early life among the Shriikirri-Quah. In his youth, he was a cruel-minded troublemaker whose hijinks eventually led to the serious injury of one of the tribe's most venerable elders. He soon found himself exiled and alone in the world, and as he struggled against the wild and the elements, he gained an appreciation for the comfortable home and family he had now lost forever. He fell in with a traveling caravan of gnome merchants and served as bodyguard, protector and eventual friend for almost a dozen years. During this time, he did his best to learn not only of the culture of his adoptive family, but also the tenets of the Shoanti tribe that was no longer his.

    Morning Moon's name - Swallowtail Greets the Morning Moon - was given to him not by his ex-family among the Shoanti, but by his more whimsical gnomish kin, who found joy in giving him a name that spoke to both his past, his present, and his future. After it was given to him, a red-tailed hawk found its way into his life and bonded itself to him... as if to confirm the correct path he was now walking in the eyes of his ancestors. He turned to exploring and studying the natural world on the caravan's journeys, and began to appreciate the wildlife and plantlife surrounding him in a new way.

    After the caravan's matriarch decided to retire, Morning Moon decided to move on to Absalom and become a Pathfinder. While he has few ambitions regarding wealth, fame or prestige, he believes the Pathfinders will help him better see and preserve the natural world, honoring both his Shoanti and Gnomish heritages.

    Knowledgable about animals, Morning Moon is eager to show his fellow Pathfinders the wonders of the natural world (think Steve Irwin).