Owlbear

Shubshi-Meshre-Shakkan's page

91 posts. Alias of rashly5.


Full Name

Shubshi-Meshre-Shakkan

Race

Griffon

Classes/Levels

Scout 1

Quick Reference:
[ HP 8/11 | AC 17/14/13, CMD 16, Fort +2, Ref +6, Will +0 | Init +4; Perception +4 ]

Gender

Male

Size

Medium

Age

23

Alignment

Chaotic Neutral

Deity

Sunborn

Languages

Common, Griffish

Occupation

Mercenary

Strength 15
Dexterity 19
Constitution 14
Intelligence 10
Wisdom 10
Charisma 8

About Shubshi-Meshre-Shakkan

A griffon mercenary who honors the letter of his contracts, while breaking the spirit of said contract when it is in his interest to do so.

Tracking:

Spring Loaded Wrist Sheath (left): Dagger, cold iron
Spring Loaded Wrist Sheath (right): Sap

Party XP: 905
Personal XP (Party/5): 181
Party GP: 24

Stat Block:

Shubshi-Meshre-Shakkan
Male Rogue (Scout) 1
CN Medium monstrous humanoid (griffon)
Init +4; Senses Perception +4
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
HP 11 (1d8+2+1)
Fort +2, Ref +6, Will +0;
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Offense
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Spd 40 ft., fly 40 ft. (average)
Melee bite +4 (1d6+2, x2, B&P&S) and 2 claws +4 (1d4+2, x2, B&S), cold iron dagger +4 (1d4+2, 19-20/x2, 10 ft. P/S), alchemical silver dagger +4 (1d4+1, 19-20/x2, 10 ft. P/S), sap +4 (1d6+2 nonlethal, x2, B)
Ranged Sling, ordinary stone +3 (1d3+2, x2, 50 ft., B)
Special Attacks sneak attack +1d6+1
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Statistics
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Str 15, Dex 19, Con 14, Int 10, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 16
Traits Blade of the Society, Mercenary, Noble Birth (Barbarian Heir)
Feats Weapon Finesse
Skills Acrobatics +7, Diplomacy -1 (+1 when negotiating payment), Disable Device +9 (+11 when using mwk thieves' tools), Escape Artist +7, Fly +7, Intimidate -1 (+1 when negotiating payment), Knowledge (local) +4, Perception +4, Sense Motive +0 (+2 when negotiating payment), Sleight of Hand +8, Stealth +7
Languages Common, Griffish
SQ trapfinding +1

Abilities and Situational Reference:

Pounce: Griffons may make a full attack while charging.

Sneak Attack: The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps

---

Attack - sneak attack - flat +1 to damage rolls

Diplomacy - payment - +2
Intimidate - payment - +2
Sense Motive - payment - +2

Hiding small objects in clothes - +2

Stats:

Ability Scores
Strength 15 (+2)
Dexterity 19 (+4)
Constitution 14 (+2)
Intelligence 10 (0)
Wisdom 10 (0)
Charisma 8 (-1)

Saving Throws
Fortitude: +2 = 0 [base] + 2 [con]
Reflex: +6 = 2 [base] + 4 [dex]
Will: +0 = 0 [base] + 0 [wis]

AC: 17 = 10 + 4 [dex] + 3 [armor]
Touch: 14, Flat-footed: 13
HP: 11 = 8 [1d8 max] + 2 [con * level] + 1 [favored class]

BAB: +0 = 0 [base]
CMB: +2 = 0 [BAB] + 2 [str]
CMD: 16 = 10 + 0 [BAB] + 2 [str] + 4 [dex]
Melee Attack Base: +2 = 0 [BAB] + 2 [str];
Range Attack Base: +4 = 0 [BAB] + 4 [dex];

Base Speed: 40 ft. = 40 [base]
Fly Speed: 40 ft. = 40 [base] (average maneuverability)
Initiative: +4 = 4 [dex]

Favored Class Bonus: +1 HP

Feats, Traits, Abilities:

--------------------
Traits
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Wings
Cloudwalk - may treat thick clouds as solid
Prehensile claws, fixed beak
Beak and claw
Pounce - may make full attack when charging

Blade of the Society - +1 trait to damage rolls from sneak attacks
Mercenary - +2 trait to Diplomacy, Intimidate, Sense Motive checks while negotiating payment for quest or service
Noble Blood (Barbarian Heir) - you may issue commands to any member of your clan and expect to be obeyed
--------------------
Feats
--------------------
Weapon Finesse - use dex mod instead of str mod for light weapon attack rolls

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Rogue (Scout)
--------------------
Sneak Attack +1d6
Trapfinding

Skills:

Skill Name: Total Bonus = Ranks + Ability + Misc

Acrobatics`: 7 = 1 + 4 + 3 [class] - 1 [ACP]
Appraise: 0 = 0 + 0 + 0
Bluff: -1 = 0 - 1 + 0
Climb`: 1 = 0 + 2 + 0 - 1 [ACP]
Craft (X): 0 = 0 + 0 + 0
Diplomacy: -1 = 0 - 1 + 0
Disable Device*: 9 = 1 + 4 + 3 [class] + 1 [trapfinding]
Disguise: -1 = 0 - 1 + 0
Escape Artist`: 7 = 1 + 4 + 3 [class] - 1 [ACP]
Fly`: 7 = 1 + 4 + 3 [class] - 1 [ACP]
Heal: 0 = 0 + 0 + 0
Intimidate: -1 = 0 - 1 + 0
Knowledge (local): 4 = 1 + 0 + 3 [class]
Knowledge (X)*: 0 = 0 + 0 + 0
Linguistics*: 0 = 0 + 0 + 0
Perception: 4 = 1 + 0 + 3 [class]
Perform (X): -1 = 0 - 1 + 0
Profession (X)*: 0 = 0 + 0 + 0
Ride`: 3 = 0 + 4 + 0 - 1 [ACP]
Sense Motive: 0 = 0 + 0 + 0
Sleight of Hand*: 8 = 1 + 4 + 3 [class]
Spellcraft*: 0 = 0 + 0 + 0
Stealth`: 7 = 1 + 4 + 3 [class] - 1 [ACP]
Survival: 0 = 0 + 0 + 0
Swim`: 1 = 0 + 2 + 0 - 1 [ACP]
Use Magic Device*: -1 = 0 - 1 + 0

*trained only
`affected by ACP

Items:

Gold: 7 gp 2 sp 8 cp

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Unique
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Magic Items
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Magic Item Slots
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Head:
Headband:
Eyes:
Neck:
Shoulders:
Body:
Chest:
Belt:
Hands:
Wrists:
Ring 1:
Ring 2:
Feet:
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Weapons
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Dagger, cold iron (1d4, 19-20/x2, 10 ft., P/S) [1 lb]
Dagger, alchemical silver (1d4-1, 19-20/x2, 10 ft. P/S) [1 lb]
Sap (1d6 nonlethal, x2, B) [2 lb]
Sling (1d4, x2, 50 ft., B)

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Armor
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Pickpocket's Outfit [3 lb]
Studded Leather (+3 AC, +5 max dex, -1 APC) [20 lb]

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General
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Backpack, common [2 lb]
Bag, waterproof [0.5 lb]
Bell
Belt pouch [0.5 lb]
Book, journal [1 lb]
Case, scroll [0.5 lb]
Flint and steel
Hip flask [0.5 lb]
Mirror, small-steel [0.5 lb]
Rope, silk (50 ft.) [5 lb]
Scrivener's Kit [1 lb]
Sewing needle
Signal whistle
Smelling salts
Mwk Thieves' tools [2 lb]
Wrist sheath, spring loaded x2 [1 lb ea]

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Consumables
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Candle x10
Chalk x10
Oil, lamp (1-pint flask) x2 [1 lb ea]
Sunrod [1 lb]
Tindertwig
Torch x2 [1 lb ea]

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Carrying Capacity
Strength: 15
--------------------
Current Encumbrance: 47.5 lbs (Light Load)

Light Load: 66 lbs. or less
Medium Load: 67–133 lbs.
Heavy Load: 134–200 lbs.

Shubshi Meshre - Ten-Minute Background:

Step 1 - background and concept

1. Griffon mercenary who honors the letter of his contracts, while breaking the spirit of said contract when it is in his interest to do so.

2. Has the nickname 'Shub'. Like Shub-Niggurath. They are not related. Probably.

3. Most of his mercenary work involves tracking down people or gathering items instead of battle. However, he remains a good tactical fighter but is frequently reckless.

4. A passable storyteller and likes hearing tales. Shub trades in rumors and information, a practical necessity as a mercenary.

5. He is an utter mess of contradictions and conflicting desires. One example is his desire for companionship and his desire to be alone, wanting to reach out to others to make his life easier and more pleasant, but doesn't trust enough to make himself vulnerable since others have differing motivations and ambitions.

Step 2 - goals

1. Shub doesn't really know what he wants, a situation raised by his conflicting desires, such as wanting battle but preferring peace. His driving motivation at the moment is avoiding his family inheritance despite wanting to see how his siblings are faring, culminating in him not listening to anything that concerns them because he knows it might be too much temptation.

2. I would eventually like to see Shub's family and inheritance in play, even as a minor role that introduces conflict for him to want to return home. My perfect scenario would be where Shub is forced to take his inheritance because he needs it to serve some other goal.

Step 3 - secrets

1. He is a direct descendant and heir to the throne of a barbarian kingdom. His formal name is Prince Shubshi Meshre Shakkan. He hates being called that. Technically also holds the post of warlord as an excuse for his absence. Shub doesn't want to get involved and would prefer one of his three siblings to take the throne, but still feels an obligation to his people.

2. His siblings are either dying or already dead, leaving no direct inheritance to the throne without him. His kingdom is suffering from internal feuds between political figures and may be on the edge of civil war.

Step 4 - people

1. Maskim, Zaidu, and Nanshe are the three siblings of Shub from a clutch of four from their father Izdubar and their mother Tiskhu. All of them are trained in their various crafts and are expected to hold high positions. Despite inheritance not having been formalized, the most commonly-held opinion is that none of them are truly suited to rule on their own.

1a. Maskim Dalhu Shakkan - a merchant and politician. Known for his sharp mind and political instincts, he is in charge of diplomacy and foreign affairs, which includes trading and alliances. Less known for taking care of the more private and messy aspects of ruling.

1b. Zaidu Telal Shakkan - a hunter and warrior, closest to Shub due to their shared experiences and training. He oversees the military and the more public aspects of ruling, spending his time conferring with their father and his advisers over the kingdom and its survival.

1c. Nanshe Baru Shakkan - a priestess and scholar, in charge of magical affairs, religion and the courts of justice. Her duties include overseeing internal disputes, mostly over land, property, and honor.

2. Cloud Scraper and Wind Runner are father and son separated during a raid in the Dhartan war of independence. The father survived while the son was assumed dead, disappearing after the battle. Cloud Scraper eventually contracted Shub to find out what happened to his son and, if possible, retrieve a pendant his wife gave to their son. It turned out his son was taken as a slave, who Shub freed, and took him back to his father. They were both grateful enough to give him a safe haven in the relatively dangerous territory of Spearpoint.

3. Tammuz is a Griffon bandit and mercenary as well as a practitioner of the arcane. Shub and him have worked together before. They don't like each other very much but can put aside their differences for the job.

Step 5 - memories, mannerisms, quirks

1. Shub hates etiquette, but equally understands its necessity. Still hates it.

2. One of his favorite memories is hiding from his duties, watching the clouds above his home. He has a lot of these memories.

3. Loves working with the Traders whenever he can. The jobs are usually easier, rewarding, and interesting.

Player Notes:

"I try not to question my motivation – it tends to be unproductive, and leads to irresolvable paradox."

Talents
2 - Trap Spotter OR Flying Stunt OR Powerful Sneak
4

Finesse Rogue
Resiliency
Trap Spotter
Assault Leader
Flying Stunt
Powerful Sneak

Feats
1 - Weapon Finesse
3 - Shadow Strike
7
9 - Eldritch Claws

Hover - 1
Wingover - 4
Flyby Attack - 8


Party XP and GP Tracking:

Quickplay:

[dice=Bite]1d20+4[dice] [dice=Damage (B&P&S)]1d6+2[dice]
[dice=Claws]1d20+4[dice] [dice=Damage (B&S)] 1d4+2[dice]
[dice=Claws]1d20+4[dice] [dice=Damage (B&S)] 1d4+2[dice]