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Sevin Marrow's page

91 posts. Organized Play character for The Quite-big-but-not-BIG Bad.


Full Name

Sevin Marrow

Race

Tiefling, Hungerseed (Oni-Spawn)

Classes/Levels

Ranger (Shapeshifter) 1

Statistics:
HP 14/16 | AC: 18 /T: 12 /FF: 14 | Perc. +5, Darkvision 60 ft | F: +4 / R: +4 /W: +1 | CMB + 4 | CMD +16 | Speed 20 | Init. +2

Gender

Male

Size

Medium

Age

70

Special Abilities

Bite, Fiendish Sprinter, Fiendish Resistance, Prehensile Tail, Wild Empathy, Favored Enemy

Alignment

N

Location

Absalom

Languages

Common, Infernal, Abyssal

Occupation

Hunter

Strength 17
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 13
Charisma 8

About Sevin Marrow

Sevin Marrow:

PFS # 109978-2
Male Tiefling Hungerseed (Oni-Spawn), Ranger (Shapeshifter) 1
N Native Outsider
XP: 0 | PP: 0 | Fame: 0
Initiative +2;
Senses: Darkvision 60 ft, Perception +5

Background:

Sevin Marrow hails from a colony of Cheliax. The blood of his family was tainted by fiendish blood generations ago, which made them into outcasts in the society of Cheliax, even little more than slaves. Nevertheless, Sevin had a happy childhood, playing in the slums with the other children. When he was 13 his older sister, also a Tiefling, caught the eye of a Chelish Diabolist. The man enslaved her and was planning on selling her to a powerful fiend. Although his parents were too afraid to oppose such a powerful figure, Sevin pursued the Diabolist with the intent of freeing his sister. When he found the conjurer Sevin was rather easily beaten. The Diabolist mocked the boy and let hem go but not before summoning several devils to kill Sevin's parents as a punishment for his insolence. The boy arrived at his parent's house far too late; nothing was left but their corpses and a burnt-out hut. Sevin fled into the wilds and lived off the land for a few months. Eventually he found his way back to civilization and heard of the legendary Pathfinders. Sevin stowed away on a ship leaving for Absalom in hope of entering the Pathfinders to get the training and resources to save others from the grip of devils and those who deal with them.

Description:

Sevin Marrow is a tall, strongly built man with dark red, almost black skin. He is of obvious fiendish descent as his legs are unnaturally long and strangely jointed. His eyes bear red irises and glint strangely in the dark and his breath smells very faintly of something burning. His smile is a bit too wide, or would be if he smiled more often than once in a blue moon, and two pairs of small horns grace his forehead just before the hairline. His hair and facial hair are black and rather unkept. Sevin's hands are powerfully built, larger than those of a similarly-sized human and his fingers end in clawlike points. He wears a dark-brown leather tunic, over which the hide of an otherworldly predator is draped like a mantle. He bears a spear on his back and three chakrams on his belt.

Defense:

AC 18, Touch 12, Flat-footed 16 (+6 Armor, +2 DEX)
HP: 16 (1d10 +6)
FORT +4, REFLEX +4, WILL +1
CMD: 16

Offense:

Speed: 20 ft (speed +10 ft in charge, withdraw or run)
Melee: Bite +4 (1d6+4, 20/x2) or Longspear +4 (1d8+4, 20/x3, reach, brace)
Ranged: Chakram +3 (1d8+3, 20/x2, 30 ft)

Statistics:

STR 17, DEX 14, CON 14, INT 12, WIS 13, CHA 8
Base Atk: +1
CMB: +4
Skills: Handle Animal +3, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +5, Stealth +3, Survival +5
Languages: Common, Infernal, Abyssal

Equipment:

Combat Gear: Longspear (5 gp), Club (0 gp), Chakram x5 (5 gp), Four Mirror Armor (45 gp)
Other Gear: Pathfinder’s Kit (12 gp), Alchemist’s Fire Flask (20 gp), Grappling Hook (1 gp), Hemp Rope 100 ft (2 gp), Torch x5 (5 cp)
Gold coins cash: 59,95 gp

Racial:

Race: Tiefling, Hungerseed (Oni-Spawn)
Type: Native Outsider
Size: Medium
Ability bonus: +2 STR, +2 WIS, -2 CHA
Racial traits: Darkvision 60 ft, Fiendish Sprinter (speed +10 in charge, withdraw or run), Fiendish Resistance (cold, electricity and fire resistance 5), Maw or Claw (Maw), Prehensile Tail

Traits:

Armor Expert: reduce armor check penalty by 1.
Saragvan Guard (Sargava): when you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.

Feats:

Toughness: +3 hp and +1 per hit die after 3
Track (Ranger 1)

Class:

Favored Class (Ranger): +1 Hit Point
Favored Enemy: Outsiders (evil)
Wild empathy

Spells prepared:

Orisons:
Level 1: