Yoon

Muri Daybreaker's page

779 posts. Alias of Governayle.


Full Name

Muri Daybreaker

Race

Halfling

Classes/Levels

Herder/15

Gender

Male

Strength 14
Dexterity 22
Constitution 10
Intelligence 12
Wisdom 10
Charisma 20

About Muri Daybreaker

Consumables:

Potions: Delay Poison(2), CMW(1) 11/27/20
Wands: CLW(0) 4/21/24
Coin: 1107 Gold, 6 Silver 2/6/24
Hero Points: 2 (5/26/23)

Spent: 1000 Gold 12/26/20
120 Gold 1/22/22
7200 Gold +1 to +3 Armor11/23/22
5400 Gold +1 to +2 Weapon11/23/22
1620 Gold Efficient Quiver(2)11/23/22
520 Gold Weapon Blanches(Assorted)11/23/22
3600 Noble's Vigilant Pillbox 12/4/22
42000 Gold +2 to +3 Holy Weapon 9/25/23
600 Gold Composite Longbow +2 Str 9/25/23
3000 Gold Swarmbane Clasp 10/23/23
300 Gold Align Weapon Potion 10/23/23
54000 Gold Wings of Flying 2/8/24

Creation Guidelines, per GM Euan:

You will start at first level and will gain levels at approximate intervals throughout the AP. Please create your character following the standard Pathfinder point buy system (link) using a 20 point buy. Hit Points shall be determined in Pathfinder Society style - maximum at first level, average +1 for all subsequent levels (so Fighters start with 10, and gain 6 at each level for example). We are using Background Skills (link). You’ll start with 200gp and three traits (link), one of which must be chosen from the campaign list (scroll down to War for the Crown after clicking). Remember, you may only have one trait per category. You may also have a drawback if you wish, but it does not give you an additional trait, so I don’t expect any but the most adventurous to choose one. Finally, we will also use Hero Points (link). You’ll start with one, plus one more if you complete the background outlined below.

We’re not using mythic, variant multi-classing rules, or any third party rules such as gestalt or spheres of power. I do not want to limit your alignment too much, especially as I view them as general guidelines, but no evil folks rattling around please. No gunslingers or other ‘tech’ themes. I like my fantasy fantastic and firearms throw me off a bit. Please no summoners or very unbalanced builds. You should build well, but someone who’s only good at one thing, will spend a lot of time waiting as the others play. Also, please limit your race to the core book.

Please write a description (what do newcomers see?) along with a public background (what would someone with a Knowledge Local DC 15 know about you?). Finally, please also write a detailed background that tells me something about yourself. Speak about your recent past, future goals you may have, one or two people you may know, and a memory of something in your past that is important to you. The detailed background need not be long. 4-5 short paragraphs are sufficient in most cases (1-2 history, goals, people, memory). This is important, please don’t skip it.

You are beginning in Oppara (link) the Gilded City and capital of Taldor (link). It’s a lovely place with a somewhat Mediterranean climate, though generally on the warmer side. You are assumed to be invested in Taldor’s future and so even if you’re not from here, you’d be familiar with Taldor and its history - at least as much as the Wiki articles cover. For even more, check out Pathfinder Campaign Setting: Taldor, the First Empire (link). There is plenty of information in the Players Guide about your possible motivation, and I’m delighted to talk to you further about it individually. It also mentions your benefactor, Marcela Lotheed though you have not yet met her.

Muri, Level 15:

Muri Daybreaker, Black Sheep
Muri Daybreaker
Male halfling paladin 5/samurai 10 (Pathfinder RPG Ultimate Combat 18)
LG Small humanoid (halfling)
Hero Points 1
Init +6; Senses Perception +2 (+0 when further than 10 feet from a fallen ally)
Aura courage (10 ft.)
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Defense
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AC 25, touch 18, flat-footed 20 (+6 armor, +2 deflection, +5 Dex, +1 natural, +1 size)
hp 104 (15d10+10)
Fort +18, Ref +17, Will +16; +2 luck bonus vs enchantment spells and spell-like abilities, +2 vs. fear
Defensive Abilities resolve 5/day; Immune disease, fear
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Offense
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Speed 20 ft.
Melee dagger +18/+13/+8 (1d3+2/19-20)
Ranged +3 adaptive holy composite longbow +26/+21/+16 (1d6+7/×3 plus 2d6 vs. evil) or
mwk composite longbow +24/+19/+14 (1d6+4/×3)
Special Attacks banner +3, challenge 4/day (+10 damage, +3 to hit while riding mount), channel positive energy 3/day (DC 17, 3d6), halfling jinx, mounted archer, smite evil 2/day (+5 attack and AC, +5 damage), weapon expertise (longbow)
Paladin Spell-Like Abilities (CL 5th; concentration +10)
At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +7)
1st—liberating command[UC], litany of sloth[UC] (DC 16), protection from evil
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Statistics
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Str 14, Dex 22, Con 10, Int 12, Wis 10, Cha 20
Base Atk +15; CMB +16; CMD 34
Feats Boon Companion[UW], Deadly Aim, Improved Precise Shot, Mounted Combat, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits child of oppara, friend in every town, helpful
Skills Acrobatics +6 (+4 when further than 10 feet from a fallen ally, +2 to jump), Appraise +10 (+12 for small or highly detailed items when using a magnifying glass, +8 when further than 10 feet from a fallen ally), Bluff +15 (+13 when further than 10 feet from a fallen ally), Climb +2 (+0 when further than 10 feet from a fallen ally), Diplomacy +15 (+13 when further than 10 feet from a fallen ally), Disguise +5 (+3 when further than 10 feet from a fallen ally), Escape Artist +6 (+4 when further than 10 feet from a fallen ally), Fly +8 (+6 when further than 10 feet from a fallen ally), Handle Animal +19 (+17 when further than 10 feet from a fallen ally), Heal +0 (-2 when further than 10 feet from a fallen ally), Intimidate +17 (+15 when further than 10 feet from a fallen ally), Knowledge (history) +2 (+0 when further than 10 feet from a fallen ally), Knowledge (local) +14 (+12 when further than 10 feet from a fallen ally), Knowledge (nobility) +15 (+13 when further than 10 feet from a fallen ally), Knowledge (planes) +2 (+0 when further than 10 feet from a fallen ally), Knowledge (religion) +14 (+12 when further than 10 feet from a fallen ally), Linguistics +5 (+3 when further than 10 feet from a fallen ally), Perception +2 (+0 when further than 10 feet from a fallen ally), Profession (shepherd) +4 (+2 when further than 10 feet from a fallen ally), Ride +21 (+19 when further than 10 feet from a fallen ally), Sense Motive +13 (+18 when opposing a Bluff check, +11 when further than 10 feet from a fallen ally), Spellcraft +7 (+5 when further than 10 feet from a fallen ally), Stealth +10 (+8 when further than 10 feet from a fallen ally), Survival +0 (-2 when further than 10 feet from a fallen ally, +2 to avoid becoming lost), Swim +2 (+0 when further than 10 feet from a fallen ally); Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Dwarven, Elven, Halfling, Infernal
SQ divine bond (mount), hero points, lay on hands 7/day (2d6), mercy (sickened), mount (celestial dog named Underfoot), mounted mastery, order of the sword, overprotective
Combat Gear martyr's tear[UE], noble's vigilant pillbox[UE], potion of align weapon, weapon blanch (adamantine)[APG] (2), weapon blanch (cold iron)[APG] (2), weapon blanch (ghost salt) (2), weapon blanch (silver)[APG] (2); Other Gear +3 studded leather, +3 adaptive holy composite longbow, arrows (20), blunt arrows[APG] (20), dagger, mwk composite longbow (+2 Str), amulet of natural armor +1, band of the crusaders' alliance, belt of incredible dexterity +4, cloak of resistance +2, efficient quiver, efficient quiver, hat of disguise, headband of alluring charisma +4, ring of protection +2, swarmbane clasp[UE], backpack, bedroll, belt pouch, blanket[APG], compass[APG], feed (per day) (5), flint and steel, hemp rope (50 ft.), holy text (Right-Side Up)[UE], holy text (The Peltry Fables)[UE], magnifying glass, mess kit[UE], pot, soap, torch (10), trail rations (5), trail rations (5), waterskin, waterskin, wooden holy symbol of Chaldira Zuzaristan, 782 gp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Banner +3/+2 (60 ft.) (Ex) Allies within 60 ft. who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Boon Companion (Underfoot) Companion or familiar abilities are treated as if you were a higher level.
By My Honor (LG, Will) (Ex) +2 to Will saves as long as LG alignment is maintained.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Halfling Jinx (30 ft, At will, DC 22) (Su) Foe in 30 ft takes -1 to saves for 24 hr or until jinx again (Will neg).
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Lay on Hands (2d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mount (Ex) Gain the services of a special animal companion.
Mounted Archer (Ex) Only take -2/-4 with ranged weapons while mounted and mount makes double move/running.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Mounted Mastery (Ex) +4 AC against attacks set against your charge, add mount's STR mod to mounted charge damage.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Paladin Channel Positive Energy 3d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Resolve (5/day) (Ex) Your resolve can remove effects, reroll saves, or ignore crits.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (2/day) (Su) +5 to hit, +5 to damage, +5 deflection bonus to AC when used.
Sword's Challenge +10 (4/day) (Ex) +10 to damage target, -2 AC vs. others when used, +3 to hit while riding your mount.
Weapon Expertise (Longbow) (Ex) You can quick draw the chosen weapon, and gain +2 to confirm critical hits.

Underfoot, Dog Companion

Muri Daybreaker, Knowledge(Local) DC 15:

Muri Daybreaker is the son of Mellow Daybreaker, Esq. and Lady Felicia Pelicourt, finding himself on the larger side of the family that has sought its fortune in the northern lands of Taldor, rather than the smaller side of the remaining House Pelicourt of Oppara.

Some say the Daybreakers departed from the Gilded City to deter the younger members of the family from the addictions of gambling and general hedonism, while others insinuate that conflict seemed to follow them about the City, like a recurrent rash.

House Pelicourt, Knowledge(Local) DC 15:

House Pelicourt consists of only three halfling individuals- Malaric Pelicourt, Marigold Montejay Pelicourt, and their daughter, Mircene. Presently, the Manor is home only to Malaric and Mircene. The Lady Marigold is currently absent.

Malaric comes from a long line of craftspeople, working with gems and jewelry to masterwork levels, facilitating commerce abroad as well as the magical crafts locally. For his inheritance, he can pick and choose his commissions, allowing for ample time to travel abroad.

Marigold Montejay Pelicourt has no little reputation herself, known to many as an adventurer, with an unrepentant wanderlust.

Mircene is studying locally at the Kithrodian Academy.

Paladin Code, Chaldira Zuzaristan:

I know that mischief brings joy to those who partake in it, but mischief must never come at the expense of another’s well-being. Theft is not inherently wrong, but theft must not be employed when it furthers suffering.
I will not hesitate to fight against those who oppress or attack the innocent.
I will never fail to help a friend in need.
I will acknowledge whenever I, or others, have benefitted from a lucky turn of events and praise the fortune that Chaldira bestows.
It is my sacred duty to learn and explore.
I freely serve my community and share my worldly goods with others, so I might demonstrate charity by example.
I will defend children in particular from abuse and evil, so their unwritten future can remain bright.