Aredil Sultur

Sigvald Derleth Waite's page

142 posts. Alias of Tharasiph.


Full Name

Sigvald Derleth Waite

Race

Fanglord Paladin Virtuous Bravo 3 HP: 34/36| AC: 19| T: 14| FF: 15|CMB:+4:CMD:17|Fort:+7/8|Ref:+6/7|Will:+6/7|Init:+4|Perc:+7

Classes/Levels

Lay on Hands(1d6) 4:4 Sanity: 38/40 Threshold: 16 Edge: 19/20

Gender

Male

Size

Medium

Age

23

Alignment

Lawful Good

Deity

Sarenrae

Languages

Varisian, Celestial

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

About Sigvald Derleth Waite

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Sanity 38/40:
Threshold 16:
Sanity Edge 19/20:

Crunch:

Fanglord Skinwalker Paladin (Virtuous Bravo of Sarenrae
CG Medium humanoid
Init +4; Senses low-light Vision/See in Darkness; Perception +9
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Statistics
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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)
hp 36(3d10 +6)
Fort +7/8, Ref +6/7, Will +6/7
Favoured Class +3 Skill Point

Speed 30 ft.
Melee

Masterwork Cutlass +8 (1d6+3/18-20)(S)

Cold Iron Dagger +6 (1d4+1/19-20)(SorP)

Ranged and Melee
Cold Iron Dagger +6 (1d4+1/19-20)(SorP) 10ft

Feats/Traits:

Feats

Weapon Finesse (Free)

Weapon Focus: Cutlass
Dervish Dance (Dex to dmg and tohit)

Traits
Reckless Acrobatics +1 and Class
Dangerously Curious UMD +1 and Class

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
Climb (Str) +2 (1R)
Swim (Str) +1 (0R)

*Acrobatics(Dex) +10 (1R+1 trait +2 Race)
*Ride (Dex) +3 (0R)
Perform: Dance +5 (2R)

*Heal (Wis) +3 (0R)

*Sense Motive (Wis) +5 (1R +1 Trait)
*Perception(Wis) +9 (2R +1 Trait and Class +2 Race)
*Profession: Sailor(Wis) +7 (1R)

*Knowledge Nobility(Int) +5 (1R)
*Knowledge Religion(Int) +5 (1R)

*Diplomacy(Cha) +6/+7 (1R)
*Handle Animal (Cha)
*Use Magical Device(Cha) +7/+8 (1R +1 Trait)

Languages Varisian, Celestial

Gear:

Magical Gear

Combat
Masterwork Cutlass (315/4)

Cold Iron Dagger *3 (12/3) (1 in Wrist Sheath)

Masterwork Chainshirt (250/25)
Masterwork Buckler (155/5)

(732/37)

Other Gear:

Handy Haversack (2000/4)
[contents]
Iron holy symbol of Sarenrae (5/1)
Chalk * 5
Soap *2 (-/1)
Flint and Steel (1/-)
Bedroll (-/5)
Waterskin (1/4)
Grooming Kit (1/2)
Mess Kit (1/1)
Holy Book of Sarenrae, The Birth of Light and Truth with Gold leaf Ankh bookmark. (1/1)
Spare shirts (2) and pants (1) (-/2)
Signal Whistle (8sp/-)
Chalk * 5,
Alkali Flask*4 (60gp/4)
Alchemists Fire *2 (40gp/2)

Gold Earrings and Valuable Rings (100gp)

(2214/33)
(732/37)
2942
Alchemical Gear

Encumbrance:
Light:50lbs
Carried:41
Backpack: 27

Gold: 58gp sp cp

Class Abilities:

Weapon and Armor Proficiency
Virtuous bravos aren’t proficient with heavy armor or shields (except for bucklers).

This ability alters the paladin’s armor proficiency.

Bravo’s Finesse (Ex)
A virtuous bravo can use her Dexterity modifier instead of her Strength modifier on attack rolls with light or one-handed piercing melee weapons (though if she carries a shield, she applies its armor check penalty to such attack rolls), and she can use her Charisma score in place of her Intelligence score to meet prerequisites of combat feats. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites.

Bravo’s Smite (Su)
When using smite evil, a virtuous bravo doesn’t gain a deflection bonus to AC.

This ability alters smite evil.

Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

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)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

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)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Nimble (Ex)
At 3rd level, a virtuous bravo gains a +1 dodge bonus to AC while wearing light armor or no armor.

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)
At 4th level, a virtuous bravo gains the swashbuckler’s panache class feature along with the following swashbuckler deeds: dodging panache, menacing swordplay, opportune parry and riposte, precise strike, and swashbuckler initiative. The virtuous bravo’s paladin levels stack with any swashbuckler levels when using these deeds.

This ability replaces the paladin’s spellcasting.

Channel Positive Energy (Su)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

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
2 claw attacks that each deal 1d4 points of damage
+10 feet to standard movement.
See in Darkness (Su)
The creature can see perfectly in darkness of any kind, including that created by deeper darkness.

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
Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.

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
Sweat dripping down his face Sigvald turns and looks back, he even changes his form to whatever it is Some form of cat? so he can view with the enhanced sight, but that vision cannot penetrate the darkness that surrounds his pursuers.
What are they?

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.