The Scribbler

Sheoll Blackflame's page

162 posts. Alias of shrodingerscat.


Full Name

Sheoll Blackflame

Race

Aasimar (Angelblooded)

Classes/Levels

Bloodrager (Rageshaper) 2

Status:
HP: 19/23 |Rage: 4/7 | Alter Self 1/1 | AC: 16 T: 12 FF: 14 | F: +4 R: +2 W: +0| Init: +3, Perc: +5

Gender

Male

Size

M

Age

60

Special Abilities

Alter Self 1/day, Bloodrage 5 round/day, Spells

Alignment

N

Deity

Desna?

Languages

Common, Celestial, Abyssal

Occupation

Warrior

Strength 16
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 10
Charisma 16

About Sheoll Blackflame

Sheoll Blackflame - Crunch:

Sheoll Blackflame
Angel-blooded aasimar (angelkin) bloodrager (rageshaper) 1 (Pathfinder RPG Advanced Class Guide 15, 84; Pathfinder RPG Advanced Race Guide 84)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 dexterity)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +0; +2 vs. [evil]
Resist acid 5, cold 5, electricity 5
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Offense[b]
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[b]Speed
40 ft.
Melee club +4 (1d6+3) or
greatsword +4 (2d6+4/19-20)
Ranged throwing axe +3 (1d6+3)
sling +3 (1d3+3)
Special Attacks bloodrage, claws
Spell-Like Abilities (CL 1st; concentration +5)
1/day—alter self
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Statistics
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Str 16, Dex 14, Con 13, Int 12, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 16
Feats Angelic Blood[ARG]
Traits arcane temper, brigand
Skills Acrobatics +4, Climb +5, Heal +2, Intimidate +7, Perception +4, Spellcraft +5, Survival +4; Racial Modifiers +2 Heal, brigand
Languages Abyssal, Celestial, Common
SQ bloodline (abyssal), fast movement
Gear lamellar (leather) armor, club, greatsword, throwing axe (3), backpack, bedroll, belt pouch, blanket, flint and steel, silk rope (50 ft.), trail rations (5), waterskin, whetstone, sling, 52 gp, 8 sp, 8 cp
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Tracked Resources
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Alter Self (1/day) - 0/1
Bloodrage (5 rounds/day) (Su) - 0/5
Club - 0/1
Throwing axe - 0/3
Trail rations - 0/5
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Special Abilities
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Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Bloodrage (5 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

crunch Level 2:

Sheoll Blackflame
Angel-blooded aasimar (angelkin) bloodrager (rageshaper) 2 (Pathfinder RPG Advanced Class Guide 15, 84, Pathfinder RPG Advanced Race Guide 84)
N Medium outsider (native)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 23 (2d10+3)
Fort +4, Ref +2, Will +0; +2 vs. [evil]
Defensive Abilities uncanny dodge; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee club +5 (1d6+3) or
greatsword +5 (2d6+4/19-20)
Ranged throwing axe +4 (1d6+3)
Special Attacks bloodrage (7 rounds/day), claws
Spell-Like Abilities (CL 2nd; concentration +6)
1/day—alter self
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 13, Int 12, Wis 10, Cha 16
Base Atk +2; CMB +5; CMD 17
Feats Angelic Blood[ARG]
Traits arcane temper, brigand
Skills Acrobatics +5 (+9 to jump), Climb +5, Heal +2, Intimidate +8, Perception +5, Ride +4, Spellcraft +5, Survival +5; Racial Modifiers +2 Heal, brigand
Languages Abyssal, Celestial, Common
SQ fast movement, hero points
Other Gear lamellar (leather) armor, club, greatsword, throwing axe (3), backpack, bedroll, belt pouch, blanket, flint and steel, silk rope (50 ft.), trail rations (5), waterskin, whetstone, 52 gp, 8 sp, 8 cp
--------------------
Tracked Resources
--------------------
Alter Self (1/day) - 0/1
Bloodrage (7 rounds/day) (Su) - 0/7
Club - 0/1
Throwing axe - 0/3
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, thieves, bandits, etc.
Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Appearance:
Sheoll is 5'10" with deep black hair of uneven lengths and golden eyes. His pale skin is covered in scars, principally around his mouth and hands, and were it not for his intimidating presence, many would consider him attractive. He has a wiry build, all taut muscle and his voice is deep and resonant, with an otherworldly quality. He moves like a hunter, an affectation from his years with a nomadic tribe, but much prefers direct confrontation to subterfuge. Anyone watching him for an extended period will notice slight ticks, and him whispering to someone who is not there...

Picture of Sheoll

Background:
Sheoll's life had been one marked by fits and starts. His father, Aharim, had been on a mission from his homeland in Osirion to bring the word of Desna to the "heathen" in the northern lands. His group had traveled all around Golarion, preaching the word of the Starsong and of the fortune and wanderlust that was her credo.

One fateful night, his group of priests was set upon by a small tribe of trolls, Lamashites all of them, and they tore into the faithful with a great fervor. As the Fates allowed, a rival group of Kelids, barbarians all, had been tracking the trolls as they moved. The two groups were mortal enemies, and Sheoll's mother, Ishira, was a Berserk and great fighter among them. The barbarians came upon the trolls and seeing them distracted by their hunger for the "helpless" priests, they charged in. Ishira immediately saw the fire that burned within Aharim, as she and her people also worshiped Desna, but in a more elemental form; the pure white fire of the North Star. The two stood side by side, and as their enemies fell, their passion grew. With the battle over, and the wounded tended, they fell into each other's arms. They traveled for some time together, and Aharim convinced Ishira's people to return with him to Osirion. Their love was bright like a star, but unfortunately, with the fire of battle out, the flame did not last. Not long after they reached Osiron, the two parted, though as friends. Many of Ishira's people stayed in Osirion to train in the church of Desna, but feeling wanderlust, she moved on.

It was in the wildlands that Sheoll was born and under a sun that shone black. The holy men of the tribe new this to be an omen, however their sights were blurred and they could not say whether for good or ill.

For the first ten years of his life, the boy did not speak a single word, but one night Sheoll spoke in tongues, a mishmash of languages from above and below. He was set upon by the others, and though he took many a beating, his mother only stepped in when his life was in danger, such was their way. Fires must be kindled. The boy grew in strength and confidence, not brought down by his hard life, and he could feel a darkness, a wildness deep within that he worked hard to tame.

Time went on, and Sheoll aged very slowly, gathering scars, but not the ravages of time - the wrinkles and stiff joints that came to others. On the morning of his mother's death, he left the tribe, following her spirit as it crossed into the sky. Travelling across Golarion for a few more years, he was eager to learn about the world around him, and even more eager to learn about himself.