Muri Daybreaker's page

1 post. Alias of Governayle.

Full Name

Muri Daybreaker







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

About Muri Daybreaker


Coin: 66 Gold, 6 Silver
Hero Points:

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 1:

Muri Daybreaker, Black Sheep
Samurai 1
NG Small Humanoid (Halfling)
Init: +2; Speed: 20'; Perception: +2; Senses: Keen (+2 Racial)

AC: 15, touch 13, flat-footed 13(+2 Armor, +2 Dex, +1 Size)
HP: 11 (1d10 Max, +1 FC)
Fort +2, Ref +2, Will +0 (+2 vs Fear) CMD: 14(12FF)

Defensive Abilities: Resolve(1/day) See Below

Base Attack Bonus: +1; CMB: +2

Melee: Shepherd's Crook +4 (1d6+3/x4 Reach/Slashing), Sheep Shears +4 (1d3/19-20 x2 Slashing/Piercing)
Ranged: Thumper +4 (1d6+2/x3 Bludgeoning) Bristle +4 (1d6+2/x3 Piercing)
Special Attacks: Challenge(1/day) See Below
Spell-Like Abilities: None

Str: 14, Dex: 14, Con: 10, Int: 14, Wis: 10, Cha: 15


Current Armor Class Penalty(ACP): -0

Adventuring Skills
Acrobatics: +2
Bluff*: +6 (1)
Climb*: +2
Diplomacy*: +3
Disable Device:
Disguise: +2
Escape Artist: +2
Fly: +4
Heal: +0
Intimidate*: +2
Knowledge(Local)*: +7 (1)
Perception: +2
Ride*: +4
Sense Motive*: +4 (1)
Stealth: +6
Survival: +0
Swim*: +2
Use Magic Device:

Background Skills
Appraise*: +7 (1)
Craft(Leather)*: +4
Handle Animal*: +8 (1)
Knowledge(Nobility)*: +7 (+8 if Taldor-Related) (1)
Knowledge(History)*: +6 (1)
Profession(Shepherd)*: +4 (1)
Sleight of Hand:
(* denotes Class Skill)

Racial Abilities
Fearless- +2 Racial Bonus on all saving throws against fear.
Halfling Weapon Familiarity- Proficient with slings and treat any weapon with the word “Halfling” in its name as a martial weapon.
Keen Senses- +2 racial bonus on Perception checks.
Outrider- +2 bonus on Handle Animal and Ride checks.
Halfling Jinx(Su)- Ability to curse another creature with bad luck at will as a Standard Action. (30', Line-of-sight, Will Save DC 13). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a –1 penalty on all Saving Throws. (Lasts for 24 hours or until you attempt to use your jinx again.) A jinx is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects.

Languages: Common, Dwarven, Elven, Halfling

Combat Gear: Shepherd's Crook, Sheep Shears, Thumper, Bristle, Leather Armor
Adventuring Gear: Artisan's Outfit, Ranger's Kit, Shaving Kit, MW Artisan's Tools(Leather), Signal Whistle Magnifying Glass/Compass

Special Abilities
Samurai's Order: Order of the Warrior
Animal Companion Link- Free Action to Handle Underfoot, Move Action to Push Underfoot (+4 Wild Empathy/Handle Animal vs Underfoot)
Mount- Animal Companion(Dog), like a Druid's
Resolve(1/day)- Determined- Standard Action to remove Fatigued/Shaken/Sickened Condition. Resolute- Immediate Action to Reroll either a Fortitude or Will Save. Unstoppable- Immediate Action to Stabilize and remain Conscious and Staggered.
Ride Mount- No ACP on Ride Checks while Riding Underfoot
Challenge(1/day)- +1 Damage, DR 1/- against Challenged, -2 AC against others
Warrior's Skills- Knowledge(History) and Knowledge(Nobility) are Class Skills. Nobility Checks can be made untrained, and, if trained, benefit from 1/2 Samurai Level.

Feats: Sluggish Jinx(1)- Jinx penalty also applies to Initiative and Attack Rolls
Traits: Child of Oppara(Campaign), Friend in Every Town(Social), Helpful(Racial)
Drawback: Overprotective

Underfoot, Dog Companion