Jhofre Vascari

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Pathfinder Adventure Path, Maps, Pathfinder Accessories, Rulebook Subscriber. Organized Play Member. 13 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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The Exchange

Pathfinder Adventure Path, Maps, Pathfinder Accessories, Rulebook Subscriber

I like the cover art... this sounds like it could be fun!

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Pathfinder Adventure Path, Maps, Pathfinder Accessories, Rulebook Subscriber

I am so excited for this!! Absolute must buy, and a great idea for the 200th volume! I hope there will be some cool accessories to go along with it, such as maps, etc.

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Pathfinder Adventure Path, Maps, Pathfinder Accessories, Rulebook Subscriber

Greatly enjoyed this story.. fun depiction of exploration and combat. Keep them coming!

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Pathfinder Adventure Path, Maps, Pathfinder Accessories, Rulebook Subscriber

For your consideration, Yasdrol Ingothorn, a dwarf wizard.

Pathbuilder

Yasdrol Ingothorn:

Personality:
Yasdrol is intelligent, soft-spoken and quiet for a dwarf, prone to fits of forgetfulness. He would much rather spend his time with his nose in a book than speaking socializing with others.

Physical Description:
About six inches too short for a dwarf, and 40 pounds too light, skin a shade lighter than the normal ruddy dwarf, short brown hair and a short round beard, Yasdrol Ingothorn is a bit undersized. Add the fact that he wears a pair of brass spectacles that are slightly too small for his large dwarven nose, Yas’s is far from impressive to look at. Dressed in simple traveling clothes and a worn leather vest, his only possessions are in a backpack stuffed full of scrolls along with his blacksmith’s hammer and apron.

Backgroun:

Born into a family of devout and industrious blacksmiths, Yasdrol was always a little undersized and frail as a child, particularly for a dwarf. The Ingothorn’s were famous for their excellent metalworking for weapons and tools alike, crafting some of the finest armor, and naturally it was assumed that Yas would follow in the family’s footsteps and become a warrior or blacksmith. And although Yas tried, he found himself turning his attention to books and scrolls, preferring to spend his time reading of grand mages and the studies of the arcane. He discovered he was quite gifted, even if could not quite control his magic all the time. Eventually it got to the point that he was neglecting his apprenticeship and work. He gained a reputation as a bit of an absentminded forgetful, sometimes negligent individual, having burned down the family blacksmith shop, twice. Yas finally decided to abandon his career as a blacksmith and instead travel in hope of becoming a great wizard. And what better place to learn to and master magic than the great city of Absalom?

Upon reaching Absalom, however, things have not quite gone to plan. It turned out to be harder to gain admittance or even considered by any of the magic schools without proper credentials, and any attempts to study new scrolls or magic items seemingly ended in failure more often as not. As a last resort, Yas tried to become an initiate with the Pathfinder Society, figuring that at the very least he would absorb some learning from the many magic users in the society’s ranks, and possibly even gain access to powerful magic artifacts.

It seemed though, that Yasdrol’s forgetfulness and limited magic skill was more of a liability than an asset; after a few errant magic missiles left his first adventuring party stranded on an island up the Lost Coast, and another spell gone wrong resulting in an accidental cave in, Yasdrol Ingothorn found himself no longer welcome at the Pathfinder Lodge…

The Exchange

Pathfinder Adventure Path, Maps, Pathfinder Accessories, Rulebook Subscriber

Very interested in participating. Love the idea of Pathfinder rejects playing outside PFS rules. Longtime PF fan, just not had many opportunities to play in person, and this would be my first play by post game using PF2. Used to play in the PBP rpgs forums popular ten years or so ago, so I'm familiar with third person present tense. Looking forward to working up a character and possibly playing with you.

The Exchange

4 people marked this as a favorite.
Pathfinder Adventure Path, Maps, Pathfinder Accessories, Rulebook Subscriber

A little late, but adding to the chorus of missing the pawns. Was my favorite accessory. I have regular minis, but Pathfinder has a specific art style that I enjoy and prefer over say DnD's art, and loved being able to put that on my table.

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Pathfinder Adventure Path, Maps, Pathfinder Accessories, Rulebook Subscriber

Awesome story, really captured my attention and sent my imagination soaring!

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1 person marked this as a favorite.
Pathfinder Adventure Path, Maps, Pathfinder Accessories, Rulebook Subscriber

Excellent!

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Pathfinder Adventure Path, Maps, Pathfinder Accessories, Rulebook Subscriber

Excellent story... Ezren and Fumbus make quite the pair!! Loved the way Fumbus pondered and investigated the slime, had me chuckling.

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1 person marked this as a favorite.
Pathfinder Adventure Path, Maps, Pathfinder Accessories, Rulebook Subscriber

Wow, really liked this one. Definitely would like to see these characters make an appearance in the future

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1 person marked this as a favorite.
Pathfinder Adventure Path, Maps, Pathfinder Accessories, Rulebook Subscriber

Just one more example of why I will continue to support Paizo. You truly do seem to care about what your customers and community want and need. Although I dont always agree with every single choice, you definitely have a customer for life. Thank you!

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Pathfinder Adventure Path, Maps, Pathfinder Accessories, Rulebook Subscriber

Sent you a PM

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1 person marked this as a favorite.
Pathfinder Adventure Path, Maps, Pathfinder Accessories, Rulebook Subscriber

Totally would be interested in playing in a game. Just moved to the Louisville area a couple months ago, but have been itching to get into a Pathfinder/Society game of some sort.

Full Name

Tanjvats

Classes/Levels

Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

About Tanjvats

Tanjvats
Male Half-Orc Cleric 2
NG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)
hp 13/17 (2d8+2)
Fort +4, Ref +0, Will +6
--------------------
Offense
--------------------
Speed 20 ft. Stealth -3
Melee
. . heavy mace +2 (1d8+1/×2)
Ranged
...light crossbow +1 (1d8/19-20/×2)
Special Attacks Channel Energy 1d6 (1/5 used), vision of madness
Spell-Like Abilities
. . 6/day—bit of luck, vision of madness (1/6 used)
Cleric Spells Prepared (CL 2nd; concentration +7):
1st — , confusion, lesser (D), ,
0 (at will)—stabilize, detect magic, light, read magic

cast: bless (as CLW on Faedrion after the bat swarm), shield of faith (as CLW on Faderin after he burned his fingers on the door), protection from evil (as CLW on myself after ants).

HL Statblock:

Tanjvats
Male half-orc cleric of Desna 2
NG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)
hp 17 (2d8+2)
Fort +4, Ref +0, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee heavy mace +2 (1d8+1) or
. . silver shortsword -2 (1d6/19-20) or
. . bite -3 (1d4)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +7)
. . 6/day—bit of luck, vision of madness (+/-1)
Cleric Spells Prepared (CL 2nd; concentration +7)
. . 1st—bless, lesser confusion[D] (DC 14), protection from evil, shield of faith
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Luck, Madness
--------------------
Statistics
--------------------
Str 12, Dex 11, Con 13, Int 11, Wis 17, Cha 14
Base Atk +1; CMB +2; CMD 12
Feats Scribe Scroll
Traits focused mind
Skills Acrobatics -3 (-7 to jump), Heal +7, Knowledge (religion) +5, Sense Motive +8, Spellcraft +4, Survival +3 (+4 while underground); Racial Modifiers cavewight
Languages Common, Orc
SQ orc blood
Combat Gear scroll of bless (CL 2nd), scroll of comprehend languages, scroll of remove fear, scroll of silence (used vs. bat swarm), scroll of true strike, silver crossbow bolts (10), acid, alchemist's fire, healer's kit (8 uses remaining), smokestick, tanglefoot bag; Other Gear studded leather, light wooden shield, crossbow bolts (10), heavy mace, light crossbow, silver shortsword, backpack, bedroll, belt pouch, blanket, hemp rope (50 ft.), scroll case, silk rope (50 ft.), trail rations (3), waterskin, 110 gp, 4 sp
--------------------
Special Abilities
--------------------
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cavewight +1 Knowledge (dungeoneering) and Survival checks while underground.
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Focused Mind +2 to Concentration checks
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Scroll of bless (CL 2nd) Add this item to create a scroll with spells on it.
Scroll of comprehend languages Add this item to create a scroll with spells on it.
Scroll of remove fear Add this item to create a scroll with spells on it.
Scroll of silence Add this item to create a scroll with spells on it.
Scroll of true strike Add this item to create a scroll with spells on it.
Vision of Madness (6/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Background:
Tanjvats, half-orc cleric 1
Concept: Blessed by Desna, cursed by Lamashtu

Tanjvats (“Tanj” to most) was born and soon abandoned by his human mother in the tiny costal village of Sandpoint. There he eked out a living as one of “Gorvi’s Boys” cleaning the streets and gutters and carting the filth to Junker’s Edge. He suffered the predictable struggles of a poor half-orc in a mainly human town working in a lowly profession.
However, unlike many of his friends and co-workers, the oppressive contempt never drove his soul towards anger, violence or evil. He once joked (shyly, through is over-large fangs) that the occasional, violent insults at least broke the monotony of being unseen and unremarkable. His co-workers failed to see the humor, and his friends remained few.

Tanjvats liked Sandpoint, especially the small chapel with its shrines to Abadar, Desna, Erastil, Gozreh, Sarenrae, and Shelyn. The myths, sermons and fables told by its priests and travelers were a source of joy and succor to the young urchin. He would often spend the early evenings (before darkness fell and his street-sweeping duties would begin) gazing at the Lost Coast Road and imagine walking it someday as a free priest of one or another of the deities. His dreams seemed to come closer with a bout of good luck.

One rainy night, when shoveling horse manure down on Water Street, Tanj heard the sound of strange singing, interspersed with retching, coming from the dock behind the Hagfish tavern. He peeked around the corner and saw a large Shoanti man bent over a piling and emptying his stomach into Sandpoint Harbor. Tanj was shocked at what seemed to be gallons of vomit coming out of the man. Concerned (and not a little impressed) he moved forward to help, just in time to see the man slide sideways off the piling, bounce on the wooden planks and roll ignobly into the filthy water.
Yelping, he moved to help. After a struggle he got the unconscious man to the shore and called for assistance. Father Tobyn eventually revived the drunk, who gratefully turned over a sack of coins won that night in a tavern bet.

Tanj spent a few of these coins on a book at The Curious Goblin (a missive by some Patherfinder-hopeful), but the remainder he left as a gift to the gods, thanks for his good luck. From that point on, he was determined to help others through the worship of these gods, and to travel open roads.

Father Tobyb was an excellent teacher (if a bit preoccupied with his own adopted daughter) and Tanj proved an apt pupil. He quickly learned the basic skills of an acolyte and took a new job as a low scribe, catering to the merchant class of Sandpoint. He had a good fist for letters, a decent head for numbers, and a love of books and reading. All seemed to be going well, and he hoped his dreams might soon come true.

But then the nightmares began. The first was bad, and he awoke in a cold sweat and felt an immediate need to pray. He’d dreamt that he was back cleaning the streets for Gorvi and was pushing a severed dog’s head along the dusty roads with a broom. The dog’s eyes were still open, and it was whispering terrible secrets to him. Tanj tried as hard as he could to ignore the whispers, but he kept recognizing the words. When he finally realized what the dog was saying, his own belly began to swell. It grew and grew until he began vomiting all over the dirt road. The vomit kept coming and coming until it ran like foul sewage through the streets of Sandpoint. As this filth touched the boots of the townspeople, they turned to look at him in fear and horror.

The nightmares came frequently after that, and they took their toll on his demeanor, confidence and faith. He’d begun to learn the basics of divine magic. And while the unrelenting night terrors caused him to redouble his devotion to those kindly gods of Sandpoint, there was a part of him that worried that it wasn't them, but some other entity, that was granting his powers.

Doubt and fear crept into his mind. There followed the Sandpoint Fire with the death of Father Tobyn, and Chopper’s Spree and the ruined Swallowtail Festival, and many challenges beyond these. His heart hoped for the courage to face these evils, to help his home town, to prove his own worth. But his mind doubted, weakened by horrific visions, and he hid himself in the cold stone walls of Sandpoint’s new cathedral.

One night, awakened by another nightmare, he walked the streets alone. He came to a sinkhole that had recently opened next to the garrison after an earthquake. He looked into that abyss and could hear again the sinister whispers of his dreams. But this was no dream. The whispers confirmed what he secretly feared: that he didn't belong here, that his true nature came from darkness and for all his faith, and dreams of open roads, he only deserved dark holes like this one. He wept, and fled.

He arrived soon in Magnimar, able with effort to maintain coherent thought and fight off the brutal visions of his now-waking dreams. He actively sought out dark places, from filthy sewers to dank catacombs, exploring them for rusty coin and to escape the shame of the sunlit world. Yet divine fortune didn't abandon him. His skills were of use to a local Pathfinder who, taken by his devotion to the gods, sponsored him in the local lodge.

Tanj knows he’ll never be a real Pathfinder. Not like the others, with their heroic uncovering of long-lost mysteries. But he hopes that he’ll be able to help those who do deserve to have their stories told. He hopes that he’ll be able to capture at least some portion of his lost dreams by aiding those who are better than him. And he hopes that he’ll be able to thank gods for the grace they have shown an unworthy and troubled soul.

He remains blessed by some remarkable luck, a fact that grants some comfort during his extended periods of coherence. But open roads are now just rutted paths between the rank pits he must call home. Maybe someday he’ll be strong enough to find the peace that comes so easily to others, and to finally be free of the whispering dark.