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About S. W.physical description:
142 years old, 6' 1" tall, 127 lb, dark red hair with gold tint, tanned, toughened skin, black eyes; sturdy build; walks with a limp, left leg was injured as a child and never fully recovered personality:
Having grown up around other races with shorter lifespans, Samuel is never entirely comfortable in social situations, especially when stressed. He usually is quiet, but can talk a long time if you get him started on stories from his past. His clothes tend to be practical, and usually a little beat up, although he maintains a good set of clothes that he wears when not on the road. Tends to always want to be doing something, and is very curious about the world around him. background:
Born and raised by gypsies, Samuel has never known the settled life, and it was not surprising to those who knew him that he eventually found himself in Absalom training to become a Pathfinder.
His training was initially that of a wizard until one day when out in the field, a hedgehog told him he had a hole in his boots. Rather startled, he replied back reflexively that he would get the hole fixed, which made his companions even more startled than he was. Fortunately one of them had heard of this kind of thing before, so the matter was very quickly settled, with Spike, so named by Samuel, coming home with the elf, and providing advice on enduring the road ever since. His training recently completed, his first orders were to go to Katapesh and aid the Society in their efforts their. Accordingly he found himself in Solku when Garavel raised the call for assistance, and the opportunity to explore the mysteries of Kelmarane and it's surrounding ruins is too good to pass up. key stats:
STR 12 DEX 16 (14 +2) CON 11 (13 -2) INT 18 (15 +2+1) WIS 14 CHA 8
HP = 17 (5d6(6,1,4,2,4)+0) Speed = 30' Initiative = +3 = 3(Dex) Fort: +2 = 1(base) + 0(Con) + 1(trait)
AC: 14 = 10 + 3(Dex) + 1(deflection)
CMD: 16 = 10 + 2(BAB) + 1(Str) + 3(Dex) Flat CMD: 11 BAB: +2
racial abilities, class abilities, traits, feats:
Racial Abilities
Elven Immunities Elven Magic Keen Senses Elven Weapon Familiarity Favored Class: Witch(+4 skill point)
Traits
Feats
skills:
Witch: 35 = 2(base)+4(Int)*lvl + 5(Favored Class)
*=class skill #=armor/encumbrance penalty applies Acrobatics# 3 = 3(Dex) Appraise 3 = 3(Int) Bluff -1 = -1(Cha) Climb# 1 = 1(Str) Craft (alchemy)* 15 = 4(Int)+4(ranks)+3(csb)+4(insight) Diplomacy -1 = -1(Cha) Disguise -1 = -1(Cha) Escape Artist# 3 = 3(Dex) Fly*# 11 = 3(Dex)+5(ranks)+3(csb) Handle Animal -1 = -1(Cha) Heal* 7 = 2(Wis)+2(ranks)+3(csb) Intimidate* -1 = -1(Cha) Know (arcana)* 13 = 4(Int)+4(ranks)+3(csb)+2(feat) Know (history)* 11 = 4(Int)+2(ranks)+3(csb)+2(feat) Know (nature)* 11 = 4(Int)+2(ranks)+3(csb)+2(feat) Know (planes)* 12 = 4(Int)+3(ranks)+3(csb)+2(feat) Know (untrained) 6 = 4(Int)+2(feat) Linguistics 8 = 4(Int)+4(ranks) Perception 4 = 2(Wis)+2(racial) **+2 when Spike is at arm's length Perform -1 = -1(Cha) Profession (untrained)* 4 = 2(Wis)+2(feat) Ride# 3 = 3(Dex) Sense Motive 2 = 2(Wis) **+2 when Spike is at arm's length Spellcraft* 12 = 4(Int)+5(ranks)+3(csb) **+2 to identify items Stealth# 3 = 3(Dex) Survival 2 = 2(Wis) **+2 to avoid getting lost Swim# 4 = 0(Str)+4(racial) Use Magic Device* 6 = -1(Cha)+4(ranks)+3(csb) spells:
Flight Hex: Feather Fall at will; Levitate 1/day; Fly 1 minute/level (in one minute increments)
Healing Hex: Cure Moderate Wounds 1/day/target Tongues Hex: Tongues 1 minute/level/day (in one minute increments) CL = 5; Concentration Check = +9(+13 casting defensively)
*=memorized
1st level 4/day(DC 15)
2nd level 3/day(DC 16)
3rd level 2/day(DC 17)'
Spike, hedgehog familiar:
Diminutive animal
Init +3; Senses low-light vision; Perception +1 DEFENSE
OFFENSE
STATISTICS
Feats Athletic Skills
SPECIAL ABILITIES
Grants Alertness to master when at arm's reach
money and equipment:
platinum:
gold: 75 silver: 10 copper: 8 gems, jewelry: ----- MW Dagger (302 gp, 1 lb) (1047 gp, 11.5 lb) Darkwood Longbow (435 gp, 1.5 lb) Arrows - 20 (2 gp, 3 lb) MW Morningstar (308 gp, 6 lb) Ring of Protection +1 (2000 gp) Adventurer's outfit with lots of pockets (x gp, 12 gp)
Handy Haversack (2000 gp, 5 lb) (x gp, 5 lb)
Adventurer's Sash (6 pouches) (20 gp, 3 lb)
Belt Pouches (2 gp, 1 lb)
armor & weapons: 13
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