Swordpriest

Skeith's page

82 posts. Alias of Severed Ronin.


Full Name

Skeith

Race

Changeling

Classes/Levels

Rogue

Gender

Male

Size

Medium

Age

21

Special Abilities

Stealth and Subterfuge

Alignment

Chaotic Neutral

Location

Sandpoint

Languages

Common, Elven, Dwarven, Halfling

Occupation

Vagari

Homepage URL

See here for info regarding Aris

Strength 13
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 12
Charisma 14

About Skeith

"Me, I'm dishonest. And a dishonest man you can always trust to be dishonest. Honestly, it's the honest ones you want to watch out for, because you can never predict when they're gonna do something incredibly stupid."

Appearance:
Skeith stands at six feet tall and weighs 180 pounds with his traditional appearance being short silver-white hair and amber-tinted eyes. He wears primarily black --- loose tunic and pants --- along with a black duster that covers up the obsidian bodysuit and studded leather armor he wears underneath. He also wears a bandana around his neck for protecting against dust as well as a large hat on his head that blocks the sun from reaching his face. At his side he keeps a rapier of decent manufacture and beneath his cloak the glint of fine metal can sometimes be glanced. On the inside of his right wrist, he bears the mark of the Seven Sins Alliance - a simple tattoo of the roman numeral "VII".

Combat:

Hit Points: 18
Initiative: +4 (+4 Dexterity)
Armor Class: 17 (+3 Armor, +4 Dexterity)
Touch AC - 14; Flatfooted - 13

Masterwork Studded Leather Armor
AC Bonus +3; Max Dex Bonus +5; Armor Check Penalty 0; Spell Failure 15%; 20 lbs

Fortitude Save +0; Reflex Save +6; Will Save +1
CMB - 0; CMD 14

Weapons:

Masterwork Rapier - Piercing Damage M1d6; S1d4
Attack Bonus +5; Critical 18-20/x2;
Dagger - Piercing/Slashing Damage M1d4; S1d3
Attack Bonus +4; Critical 19-20/x2

Traits:

Keeper of the Veil - Qadira, Gateway to the East - Regional
Gain +1 trait bonus to Bluff and Disguise checks.
Rich Parents - Advanced Player's Guide - Social Trait
Your starting gold increases to 900 gold pieces.

Feats:

Weapon Finesse - Use Dex instead of Str on attack rolls with light weapons

Special Abilities:

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

Sneak Attack +1d6: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. 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. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. 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. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. 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. Incorporeal creatures, oozes, swarms, and elementals cannot be sneak attacked.

Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using an Alter Self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling's facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until he changes shape again. A changeling reverts to his natural form when killed. A true seeing spell reveals his natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.

Skills:

Acrobatics +8 (+1 rank, +4 Dex, +3 trained class skill)
Appraise +2 (+2 Int)
Bluff +9 (+1 rank, +2 Cha, +3 trained skill, +2 racial, +1 trait)
Climb +1 (+1 Str)
Diplomacy +2 (+2 Cha)
Disable Device +8 (+1 rank, + 4 Dex, +3 trained class skill)
Disguise +17 (+1 rank, +2 Cha, +3 trained class skill, +10 racial, +1 trait)
Escape Artist +8 (+1 rank, +4 Dex, +3 trained class skill)
Fly +4 (+4 Dex)
Handle Animal +2 (+2 Cha)
Heal +1 (+1 Wis)
Intimidate +4 (+2 Cha, +2 racial)
Linguistics +6 (+1 rank, +2 Int, +3 trained class skill)
Perception +5 (+1 rank, +1 Wis, +3 trained class skill)
Ride +4 (+4 Dex)
Sense Motive +7 (+1 rank, +1 Wis, +3 trained class skill, +2 racial)
Sleight of Hand +8 (+1 rank, +4 Dex, +3 trained class skill)
Spellcraft +2 (+2 Int)
Stealth +10 (+1 rank, + 4 Dex, +3 trained class skill, +2 shinobi shozoku)
Survival +1 (+1 Wis)
Swim +1 (+1 Str)
Use Magic Device +6 (+1 rank, +2 Cha, +3 trained class skill)

*note* Favored Class: Rogue - Skill Point

Equipment:

(Light - 50 or less; Medium - 51 to 100; Heavy - 101 to 150)
Pathfinder's Kit (referred to as 'Pack' from now on) - 12 GP - 22 lbs - Worn
Belt Pouch - 1 GP - 0.5 lbs - On belt
Flash Powder (7 vials) - 57 GP - 1 lb - Right hip; kept in vials just inside the belt line
Masterwork Rapier - 320 GP - 2 lbs - Left hip
Masterwork Studded Leather - 175 GP - 20 lbs - Worn
Masterwork Thieve's Tools - 100 GP - 2 lbs - Small of back; tucked under belt
Daggers (10) - 18 GP - 9 lbs - Two wrists, two boots, six under arms
Periscope - 20 GP - 4 lbs - Pack
Earplugs - 3 CP - No significant weight - Case attached to pack
Chalk x3 - 3 CP - No significant weight - Pack
Grappling Hook - 1 GP - 4 lbs - Attached to one end of rope
Silk Rope (50') - 10 GP - 5 lbs - Tied to pack
Caltrops - 1 GP - 2 lbs - Right hip
Spring Loaded Wrist Sheath (2) - 10 GP - 2 lbs - Wrists
Dagger Sheath (8) - 8 GP - 8 lbs - Refer to dagger locations
Tattoo - 5 SP - No significant weight - Inside of right wrist
Flask - 3 CP - No significant weight - Left inside pocket of duster
Money Pouch (267 GP, 4 SP, 1 CP) - Right inside pocket of duster

Background:

Born and subsequently abandoned as a baby in Averinn, the City of Scoundrels, the being known as Skeith was found and taken in by Varilus Mourne, guildmaster of the Seven Sins Alliance House of Pride, and raised by the man as well as his consort, Lady Alaria, Mistress of the House of Lust. Growing up, his abilities were recognized by Varilus and he was trained in the larcenous arts by the House of Pride's top rogues. When he was old enough to strike out on his own, Skeith took his knowledge and acted as a sleeper agent in organizations that the House took interest in.

When the human known as Xanatos Grey enacted the destruction of the Planar Gate in Berevelora's capital city of Cortana, Skeith was unfortunate enough to be seeking refuge from the Shadow Fleet in the city. He was caught up in the ensuing rift and unknowingly thrown across the realms of time and space. Waking in what he believed to be the Sandshoals of Kri, Skeith found himself being inspected for death by a man whom he didn't recognize as Kriin. In dazed confusion he attacked the man, killing him. Assuming his form, he made contact with the man's comrades and learned that he had assumed the identity of a 'Keeper of the Veil.' He took to the position well given its strengths fit his natural forte. Spending months utilizing this organization's resources for research, his eyes were opened to the truth of things - that he was no longer on Aris. The collapse of Cortana's planar gate had tore him from his homeworld and teleported him across the multiverse to a world known as Golarion. The kingdom he initially believed to be Kri was actually the land of Qadira. Through his research, he learned of the ancient empires known as Thassilon and Azlant that Skeith believed to hold the secrets of his returning home. Intrigued mostly by the Thassilonian Empire, Skeith soon grew impatient with what little knowledge remained from everything he'd gleaned. If he ever hoped to return home, he would have to seek knowledge beyond that of the Keepers.

Abandoning Qadira, Skeith used maps he'd obtained to work his way from one ruin to the next. It was to Absalom that he was eventually led. In Absalom, he would be able to collect the knowledge of hundreds in order to find his way back to Aris. After months in the city, he was discovered by agents of the Decemvirate and recruited into the Pathfinder Society. It was here that he learned of the existence of Irespan, a towering remnant of the Thassilonian Empire in the city of Magnimar. Traveling to and remaining in Magnimar for nearly a year, one of Skeith's fellow Pathfinders invited him to attend a festival in the holding of Sandpoint in celebration of the goddess Desna. Every year, she said, priests of Desna release a wagon full of swallowtail butterflies in front of a crowd of believers. It is considered a good omen for a worshiper if a butterfly rests on him or her for a short time. Skeith had never worshipped the deities of his realm let alone those of a foreign one, but after nearly two years in Golarion, his sanity had long since given way.

In his search for a way home, Skeith would try anything once.

Personality:

Skeith can initially come off cocky and has been accused of hubris on more than one occassion. Sure of his skills, he still knows when to call it quits and isn't afraid to admit when he has been outmatched. Sardonic at times, he prefers to remain reserved and observant unless his skills as party face are required.

Combat Tactics:

During combat, Skeith will drop his pack in a safe place to allow himself more mobility during the fight. He will try to maneuver himself into a position from which he can deliver a devastating blow to the foe's vital areas, and if incapable of doing so, he will fight until near defeat. If he is nearing exhaustion in a fight he will retreat to a safe point and heal before continuing the fight.

Favorite Food & Drink:

Sweet Tea and Parsley Potatoes