About Sa' Ryn Ricyn
Rogue Poisoner 3/ Blight Druid 4
Halfling Male
Neutral Evil
XP ??
Appearance:
Personality:
Init +5; Senses: Perception +16
AC 14,touch 14, flat-footed 11
(Dex +2, Dodge +1, Size +1)
Armor: none
CMD
HP 60 / 60
For +5, Ref +6, Will +9
Spd 20 ft
==Melee==
==Ranged==
Str 8 -1, Dex 15 +2, Con 10, Int 13 1, Wis 18 +4, Chr 13 +1
Base Atk +5; CMB
Special Qualities:
Small Size (+1 AC, +1 Attack Rolls, -1 CMB/CMD, +4 Stealth)
Slow (20 ft)
Craven (+1 Initiative, +1 Attack w/flank, -2 Save vs. Fear, No Morale bonus to Fear saves, Under effect of fear + 10 ft speed, +1 Dodge)
Keen Sense (+2 Perception)
Weapon Familiarity: Halfling type
Swift as Shadows (DC on Stealth checks reduced by 5, by 10 when sniping)
Sneak Attack +2d6
Poison Use (cannot accidentally poison self when applying poison to a blade.)
Evasion
Rogue Talent: Swift Poisoner (can apply poison to a weapon as a move action, instead of a standard action.)
Master Poisoner (can use Craft alchemy to change the type of a poison; bonus on Craft alchemy skill checks when working with poison equal to 1/2 rogue level.)
Nature Bond:Death Domain, Decay Sub Domain
Nature Sense (+2 Knowledge Nature; +2 Survival)
Vermin Empathy
Woodland Stride
Wild Shape (1/day as beast shape I up to 4 hours)
Exile Character Trait (+2 Initiative)
Feats: Dodge, Brew Potion, Point Blank Shot, Precise Shot
Spells per Day
0Lv: 4
1st: 3+1+cause fear
2nd: 2+1+death knell
Spells Prepared
0Lv: detect magic, detect poison, light, stabilize
1st: cause fear {D}, cure light wounds, entangle, obscuring mist, produce flame,
2nd: accelerate poison, death knell {D}, flame blade, pox pustules,
Domain
Bleeding Touch (a melee touch attack, cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) {2 rounds} or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. {7 uses}
Skills:
Acrobatics(D) +7
Appraise (I) +1
Bluff(Ch) +1
Climb(S) +6
Craft alchemy(I) +12
Diplomacy(Ch) +1
Disable Device(D) +7
Disguise(Ch) +1
Escape Artist(D) +7
Fly(D) +2
Handle Animal +5
Heal(W) +10
Intimidate(Ch) +1
Knowledge(I)
- arcane** NA
- dungeoneering UT
- engineering** NA
- geography UT
- history** NA
- local +6
- nature +8
- nobility** NA
- planes** NA
- religion** NA
Linguistics(I) UT
Perception(W) +16
Perform (Ch) +1
Profession(W)UT
Ride(D) +2
Sense Motive(W) +9
Slight of Hand(D) +8
Spellcraft(I) +8
Stealth(D) +12 {DC's reduced by 5}
Survival(W) +10
Swim(S) -1
Use Magic Device(Ch) +7
** indicates cross-class skill
Languages: Common, Halfling, Druidic Tongue, Goblin
Gear:
Money
cp:
sp:
gp:
pp:
Magic Gear
Background:
Rogue Poisoner 3/ Blight Druid 4
Halfling Male
Neutral Evil
XP ??
Appearance:
Personality:
Init +5; Senses: Perception +16
AC 14,touch 14, flat-footed 11
(Dex +2, Dodge +1, Size +1)
Armor: none
CMD
HP 60 / 60
For +5, Ref +6, Will +9
Spd 20 ft
==Melee==
==Ranged==
Str 8 -1, Dex 15 +2, Con 10, Int 13 1, Wis 18 +4, Chr 13 +1
Base Atk +5; CMB
Special Qualities:
Small Size (+1 AC, +1 Attack Rolls, -1 CMB/CMD, +4 Stealth)
Slow (20 ft)
Craven (+1 Initiative, +1 Attack w/flank, -2 Save vs. Fear, No Morale bonus to Fear saves, Under effect of fear + 10 ft speed, +1 Dodge)
Keen Sense (+2 Perception)
Weapon Familiarity: Halfling type
Swift as Shadows (DC on Stealth checks reduced by 5, by 10 when sniping)
Sneak Attack +2d6
Poison Use (cannot accidentally poison self when applying poison to a blade.)
Evasion
Rogue Talent: Swift Poisoner (can apply poison to a weapon as a move action, instead of a standard action.)
Master Poisoner (can use Craft alchemy to change the type of a poison; bonus on Craft alchemy skill checks when working with poison equal to 1/2 rogue level.)
Nature Bond:Death Domain, Decay Sub Domain
Nature Sense (+2 Knowledge Nature; +2 Survival)
Vermin Empathy
Woodland Stride
Wild Shape (1/day as beast shape I up to 4 hours)
Exile Character Trait (+2 Initiative)
Feats: Dodge, Brew Potion, Point Blank Shot, Precise Shot
Spells per Day
0Lv: 4
1st: 3+1+cause fear
2nd: 2+1+death knell
Spells Prepared
0Lv: detect magic, detect poison, light, stabilize
1st: cause fear {D}, cure light wounds, entangle, obscuring mist, produce flame,
2nd: accelerate poison, death knell {D}, flame blade, pox pustules,
Domain
Bleeding Touch (a melee touch attack, cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) {2 rounds} or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. {7 uses}
Skills:
Acrobatics(D) +7
Appraise (I) +1
Bluff(Ch) +1
Climb(S) +6
Craft alchemy(I) +12
Diplomacy(Ch) +1
Disable Device(D) +7
Disguise(Ch) +1
Escape Artist(D) +7
Fly(D) +2
Handle Animal +5
Heal(W) +10
Intimidate(Ch) +1
Knowledge(I)
- arcane** NA
- dungeoneering UT
- engineering** NA
- geography UT
- history** NA
- local +6
- nature +8
- nobility** NA
- planes** NA
- religion** NA
Linguistics(I) UT
Perception(W) +16
Perform (Ch) +1
Profession(W)UT
Ride(D) +2
Sense Motive(W) +9
Slight of Hand(D) +8
Spellcraft(I) +8
Stealth(D) +12 {DC's reduced by 5}
Survival(W) +10
Swim(S) -1
Use Magic Device(Ch) +7
** indicates cross-class skill
Languages: Common, Halfling, Druidic Tongue, Goblin
Gear:
Money
cp:
sp:
gp:
pp:
Magic Gear
Background:
Born in a remote Halfling villiage, isolated from the other races. Always a bit "off" other halfling children shunned and taunted him.
Became curious about a Half-Elf (Arrick) who moved into the woods near the village.
Arrick was a rogue who wanted to hurt the humans and elves who treated him poorly due to his mixed race.
Arrick was a master of poisons and came to the area because it was rich with flora and fauna that provided the extracts and ingredients for his work.
Sa'Ryn found his first and only friend, Arrick found and eager apprentice.
After Arrick went on a trip to exact some revenge and never came back, Sa'Ryn moves into his hideout in the woods.
Sa'Ryn's father disliked his son hanging out with the foreigner and started using his influence as a member of the village council to gain support to burn the half-elfs home down.
Sa'Ryn continued to teach himself about the poisons from books that Arrick left behind, and he began to experiment on local livestock.
When an entire herd of sheep died the rest of the village blamed the reclusive and strange Sa'Ryn. The council agreed to burn him out of the woods, and force him to leave town.
Sa'Ryn left the area, but his father and the other village elders mysteriously died (Sa'Ryn poisoned) from a horrible sickness over the next few days.
Sa'Ryn moved to a rural settlement along a main trade route and set up shop as an alchemist providing "tools" to nefarious types that could pay.
Many strangers started dying from odd diseases and poisonings as Sa'Ryn began experimenting on travelers but Local law enforcement couldn't prove he was up to no good.
An assassins guild moved into the area and set up shop, becoming Sa'Ryn's biggest customers.
The new found business also brought new interest from the local law, and a righteous sheriff who couldn't be bought by the guild started a crusade to rid his town of the guild and Sa'Ryn.
The guild was forced to move back to the city, and Sa'Ryn agreed to go with them but not before he spoiled the wells of the town. The sheriff along the with the rest of the community, and a great many travelers, died from the tainted water. The town had to be quarantined and the trade route moved.
In the city Sa'Ryn found a lot of business among the thieves guilds, bandit groups, and the assassins guild.
Things were going well for him, until a rival guild set him up to be arrested because he wouldn't sell to them exclusively.
In the dark dungeon under the castle Sa'Ryn found his destiny. The vermin in the dark became his friends, and they started speaking to him teaching him of great power even more powerful than his poisons. He listened and believed and in his heart that he was being Called to be and emissary of death and decay in the world.
The only halfling in a dungeon of foul men, the guards soon forgot about Sa'Ryn who hid and lived deep in the depths. Other inmates ignored him and any who tried to hinder his existence died after their next meal.
Sa'Ryn enjoyed the quite of the darkness and when two rival gangs started waring in the prison disrupting his sanctuary Sa'Ryn made a move to eliminate the threat.
Sa'Ryn's poison killed all of the other prisoners and when the guards arrived they found the halfling sitting atop a pile of the dead that he had fashioned into the corpse throne of his kingdom.
For his crimes Sa'Ryn has been transferred to a more secure prison.