![]()
About Sigvald Derleth Waite.
Sanity 38/40:
Crunch:
Fanglord Skinwalker Paladin (Virtuous Bravo of Sarenrae CG Medium humanoid Init +4; Senses low-light Vision/See in Darkness; Perception +9 -------------------- Statistics -------------------- Str 12, Dex 17, Con 14, Int 12, Wis 12, Cha 14/16 BAB +3; CMB +4; CMD 17 AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 Shield +1 Nimble)
Speed 30 ft.
Masterwork Cutlass +8 (1d6+3/18-20)(S) Cold Iron Dagger +6 (1d4+1/19-20)(SorP) Ranged and Melee
Feats/Traits:
Feats Weapon Finesse (Free) Weapon Focus: Cutlass
Traits
Sensitive Mind:
You awake in the asylum horribly aware of dangers lurking nearby. While your memories are hazy and indistinct, everything around you looks vibrant and clear. You have an inkling that you have always been perceptive and can tell a lot about a person even in a quick meeting. This sensitivity can overwhelm you at times, especially in your current situation. You gain a +1 trait bonus on Appraise, Perception, and Sense Motive checks, and one of these (your choice) is a class skill for you. In addition, once per week you can use the psychometry occult skill unlock even if you are not capable of casting psychic spells or have the Psychic Sensitivity feat. See Pathfinder RPG Occult Adventures for more information on psychometry and other relevant occult skill unlocks Spoilered below. Psychometry Appraise:
Psychometry (Appraise) You can read the psychic impressions left on objects or in places by previous owners and events. Check: Once per day, you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject’s nature and ownership. After 1 minute, you attempt a DC 15 Appraise check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner’s appearance or its emotional state when it last used the item—determined by the GM. You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don’t learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it’s not, and the information you gain is wildly inaccurate. If you attempt to use psychometry on an item affected by charge object or implant false reading, you automatically learn all information imprinted by the spell. You must also attempt a Will save. If the item is affected by an implant false reading spell, on a success, you realize the information was false, and can determine the true information as well. On a failure, or if the item is affected by a charge object spell, you believe the information is true. Action: Reading an object requires at least 1 minute of uninterrupted concentration. Try Again: Yes. Multiple readings on an object or place always give the same results unless its circumstances or ownership have changed, but additional checks might reach further back into an object’s history. You don’t reroll the saving throw to determine if a psychic imprint is false. You can still use psychometry only once per day.
Skills:
Skills: 12
*Acrobatics(Dex) +10 (1R+1 trait +2 Race)
*Heal (Wis) +3 (0R) *Sense Motive (Wis) +5 (1R +1 Trait)
*Knowledge Nobility(Int) +5 (1R)
*Diplomacy(Cha) +6/+7 (1R)
Languages Varisian, Celestial Gear:
Magical Gear Combat
Cold Iron Dagger *3 (12/3) (1 in Wrist Sheath) Masterwork Chainshirt (250/25)
(732/37) Other Gear: Handy Haversack (2000/4)
Gold Earrings and Valuable Rings (100gp) (2214/33)
Encumbrance:
Gold: 58gp sp cp Class Abilities:
Weapon and Armor Proficiency
This ability alters the paladin’s armor proficiency. Bravo’s Finesse (Ex)
Bravo’s Smite (Su)
This ability alters smite evil. Smite Evil (Su)
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Aura of Good (Ex)
Detect Evil (Sp)
Divine Grace (Su)
Lay On Hands (Su)
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Aura of Courage (Su)
Divine Health (Ex)
Nimble (Ex)
Anything that causes the virtuous bravo to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 paladin levels beyond 3rd (to a maximum of +5 at 19th level). This ability replaces mercy. Panache and Deeds (Ex)
This ability replaces the paladin’s spellcasting. Channel Positive Energy (Su)
Fanglord Skinwalker Racial Abilities:
+2 Dex, -2 Wis +2 Cha when shapechanged Feat and Skill Racial Traits Animal-Minded (2 RP): Skinwalkers have a +2 racial bonus on Acrobatics and Perception Magical Racial Traits Change Shape (Su, 5 RP): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a Fanglord skinwalker gains a +2 racial bonus to Dexterity. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features: 1 bite attack that does 1d6 damage
These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features. Spell-Like Ability: Fanglord Skinwalkers with a Wisdom score of 11 or higher can use jump 1/day as a spell-like ability. The caster level for this ability is equal to the skinwalker’s character level. Skinwalkers of specific heritages gain other spell-like abilities. Senses Racial Traits
Appearance:
At 6'1 he is tall enough to be imposing, he is fit but not bulky and he always attempts to maintain a neat moustache and beard arrangement, with hair that is not quite short but still easy enough to style and maintain. Beneath his jacket is his chainshirt, generally on his left forearm is his buckler and by his side as always is his Cutlass. Sigvald wishes to give the appearance of a classic privateer, so he dresses the part. When on ship he has an air of capability and command that he wishes to give off a Wide brimmed hat with a large plume. A stylish sea-Captains jacket, brown trousers and luxurious leather boots (dagger), accoutered by gold earrings and valuable rings. Fanglord shapechange In his fanglord form he grows a layer of fur all over his body coloured orange with black striping, a pronounced difference is around his face where the blacks is patterns of shapes that frame his facial features. He grows small claws and teeth but the most pronounced change is in the piercing blue on blue in his eyes which enhance his visual acuity. Personality:
Generally he is aloof, as he tries to gauge a situation before going in be it a fight or one that he can talk his way out of, an instinct that has served him well in the past, after analysing the situation he goes in with his decided upon strategy and trusts in his natural gifts to succeed. He took up martial pursuits for the prestige, but after he found himself wanting to learn more he found himself as almost an eternal student. He holds himself above most, in a teacher student way, but he genuinely seeks to help..
Story and Response:
The city is ancient, older, even, than storied Absalom, the City at the Center of the World. The entryways to stately mansion of crumbling black and silver brick open, unseeingly to the cobbled street. Above, black stars sparkle in a viridian sky, and the whole city is bathed in the harsh light of a vermillion moon. Not a soul stirs on the streets in this nameless city, save for you. You know not how you have come to this fabled unnamed city, but this strange city is hauntingly familiar. At the fountain, long gone dry and dusty, in the plaza around the bend, you sat and listened to minstrels sing ancient tales of far-off Lomar and Oriab. Your feet slow, drawn by the haunting remembrance, not quite a memory, but far more than a vague feeling. You can still hear the lyres play, the bard’s songs. But, then, unease fills your heart, and you look back. Behind you is a wall of sickly yellow fog, tumbling through the street’s canyon of crumbling, leaning manses like some jaundiced flash flood. Ahead, the oddly familiar avenue, curving to the left and right. Behind, from the silent swell of mist, emanates the sound of footsteps--slow and staggered, but somehow keeping pace with the careening, hungry wave. And always just behind. Ever out of reach, but close, and drawing closer. Within, you can discern faint shapes. The fog swirls and billows in opposite ways, as though stirred by the beats of wings and or animals deep within. And always, there are the footsteps. Still you run, fleeing the plaza of your half-remembered songs, across a courtyard of pillars top by cerulean orbs that fold in on themselves in an alien geometry. Your flight takes you down another avenue, and the battered buildings appear almost ruinous, they slump over the path, nearly blotting out the bruised twilight sky. Again, the grimy cobblestone street splits. This time, one route curves uphill, while the other recklessly descends. Behind, the yellow fog and the relentless sound of pursuit grow closer… Response
He runs onward distracted by the memories of this old place flooding his mind, he almost misses the option to run downhill. "Down I go, lets make a game of this shall we, follow my leader." He runs on down the the descending path his boots thumping the cobblestones as he keeps going looking for a way out of this nightmare.
|