The Beast

Surveen Walsh's page

121 posts. Alias of Deevor.


Full Name

Surveen Walsh

Race

Undine

Classes/Levels

Monk 7 HPs:42/42, AC 20, (T19, FF16) CMD: 25 (27 grapple)

Gender

Male

Size

Medium (6ft tall)

Age

25yrs

Alignment

Lawful Good

Deity

Sarenrae

Languages

Common, Aquan

Occupation

Bodyguard/Protector/Adventurer

Strength 12
Dexterity 18
Constitution 12
Intelligence 8
Wisdom 19
Charisma 10

About Surveen Walsh

7th Level Monk for Realm of the Fellnight Queen:

SURVEEN WALSH CR 6
Male Undine Monk 7
LN Medium Outsider (Native)
Init +5; Senses Darkvision (60 feet); Perception +14
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DEFENSE
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AC 20, touch 19, flat-footed 16 (+3 Dex, +1 natural, +1 dodge)
hp 42 (7d8+7)
Fort +6, Ref +9, Will +9
Defensive Abilities Evasion; Immune disease; Resist cold 5
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OFFENSE
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Spd 50 ft., Swimming (30 feet)
Melee +1 Nunchaku +9 (1d6+2/20/x2) and
Unarmed Strike +9 (1d8+1/20/x2)
Ranged +1 Shuriken +9 (1d2+2/20/x2)
Special Attacks Flurry of Blows +5/+5/+0, Ki Strike, Magic
Spell-Like Abilities Hydraulic Push (1/day)
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STATISTICS
--------------------
Str 12, Dex 16, Con 12, Int 8, Wis 17/19, Cha 10
Base Atk +5; CMB +8 (+10 Grappling); CMD 25 (27 vs. Grapple)
Feats Dodge, Extra Ki, Improved Grapple, Improved Unarmed Strike, Mobility, Monk Weapon Proficiencies, Spring Attack, Stunning Fist (7/day) (DC 17), Weapon Finesse, Weapon Focus: Unarmed Strike
Traits Poverty-Stricken, Reactionary
Skills Acrobatics +13, Escape Artist +7, Perception +14, Ride +7, Sense Motive +9, Stealth +13, Survival +10, Swim +13
Languages Aquan, Common
SQ AC Bonus +5, Antitoxin (vial), Fast Movement (+20'), High Jump (+7) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 30' (Ex), Still Mind (Ex), Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8), Wholeness of Body (7 HP/use) (Su)
Combat Gear +1 Nunchaku, +1 Shuriken (50); Other Gear Amulet of Natural Armor +1, Antitoxin (vial) (3), Bag of Holding I (25 @ 94.46 lbs), Bedroll, Blanket, winter, Caltrops (5), Grappling hook, Headband of Inspired Wisdom, +2, Holy Water Flask (2), Oil of Magic Fang (CL 1), Oil of Magic Fang (CL 2), Oil of Magic Fang (CL 2), Oil of Magic Fang (CL 2), Potion of Cure Light Wounds (CL 3), Potion of Cure Light Wounds (CL 3), Potion of Cure Moderate Wounds (CL 5), Oil of Greater Magic Fang (CL 5), Potion of Cure Moderate Wounds (CL 5), Potion of Cure Moderate Wounds (CL 5), Potion of Cure Moderate Wounds (CL 5), Rations, trail (per day) (6), Rope, hempen (50 ft.), Smokestick (2), Thunderstone (2), Waterskin (3), Whetstone
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SPECIAL ABILITIES
--------------------
AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+0 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+7) (Ex) +7 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC against some attacks of opportunity.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stunning Fist (7/day) (DC 17) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Swimming (30 feet) You have a Swim speed.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Wholeness of Body (7 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.

6th Level Characters for Superstar Round 4 .... first the Monk, then the paladin ... this is the first pass character creation in a bit of a hurry.

Paladin 4 for Slaver's End:

SURVEEN WALSH CR 3
Male Undine Paladin (Undead Scourge) 4
LG Medium Outsider (Native)
Init +1; Senses Darkvision (60 feet); Perception +2
--------------------
DEFENSE
--------------------
AC 20, touch 9, flat-footed 20 (+8 armor, +2 shield, -1 Dex, +1 natural)
hp 30 (4d10)
Fort +8, Ref +4, Will +10
Immune fear, disease; Resist cold 5
--------------------
OFFENSE
--------------------
Spd 20 ft., Swimming (30 feet)
Melee Heavy Shield Bash +6 (1d4+2/20/x2) and
+1 Longsword +8 (1d8+3/19-20/x2) and
Gauntlet (from Armor) +6 (1d3+2/20/x2) and
Unarmed Strike +6 (1d3+2/20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2)
Special Attacks Smite Evil (2/day)
Spell-Like Abilities Detect Evil (At will), Hydraulic Push (1/day)
Paladin (Undead Scourge) Spells Known (CL 1, 6 melee touch, 3 ranged touch):
1 (1/day) Veil of Positive Energy (DC 14)
--------------------
STATISTICS
--------------------
Str 14, Dex 9, Con 10, Int 10, Wis 14, Cha 16
Base Atk +4; CMB +6; CMD 15
Feats Power Attack -2/+4, Weapon Focus: Longsword
Traits Poverty-Stricken, Reactionary
Skills Acrobatics -6, Climb -3, Diplomacy +7, Escape Artist -6, Fly -6, Handle Animal +7, Heal +6, Knowledge (Religion) +5, Ride -6, Sense Motive +7, Stealth -6, Survival +7, Swim +5
Languages Aquan, Common
SQ Aura of Courage (10' radius) (Su), Aura of Good (Ex), Channel Positive Energy 2d6 (2/day) (DC 15) (Su), Divine Grace (Su), Lay on Hands (2d6) (5/day) (Su), Mercy: Shaken (Su)
Combat Gear +1 Field Plate, +1 Longsword, Bolts, Crossbow (20), Crossbow, Light, Masterwork Shield, Heavy Steel; Other Gear Amulet of Natural Armor +1, Backpack, Masterwork (empty), Cloak of Resistance, +1
--------------------
SPECIAL ABILITIES
--------------------
Aura of Courage (10' radius) (Su) You are immune to Fear. Allies within 10 feet save at +4 vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Channel Positive Energy 2d6 (2/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Divine Grace (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (2d6) (5/day) (Su) You can heal 2d6 damage, 5/day
Mercy: Shaken (Su) When you use your lay on hands ability, it also removes the shaken condition.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +3 to hit, +4 to damage, +3 deflection bonus to AC when used.
Swimming (30 feet) You have a Swim speed.

Paladin 6:

SURVEEN WALSH CR 5
Male Undine Paladin (Undead Scourge) 6
LG Medium Outsider (Native)
Init +1; Senses Darkvision (60 feet); Perception +3
--------------------
DEFENSE
--------------------
AC 21, touch 9, flat-footed 21 (+8 armor, +3 shield, -1 Dex, +1 natural)
hp 43 (6d10)
Fort +8, Ref +4, Will +11
Immune fear, disease; Resist cold 5
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OFFENSE
--------------------
Spd 0 ft., Swimming (30 feet)
Melee Heavy Shield Bash +8/+3 (1d4+2/20/x2) and
+1 Adamantine Longsword +10/+5 (1d8+3/19-20/x2) and
Gauntlet (from Armor) +8/+3 (1d3+2/20/x2) and
Unarmed Strike +8/+3 (1d3+2/20/x2)
Special Attacks Smite Evil (2/day)
Spell-Like Abilities Detect Evil (At will), Hydraulic Push (1/day)
Paladin (Undead Scourge) Spells Known (CL 3, 8 melee touch, 5 ranged touch):
1 (2/day) Divine Favor (DC 14), Veil of Positive Energy (DC 14)
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STATISTICS
--------------------
Str 14, Dex 9, Con 10, Int 10, Wis 14/16, Cha 16
Base Atk +6; CMB +8; CMD 17
Feats Cleave, Power Attack -2/+4, Weapon Focus: Longsword
Traits Poverty-Stricken, Reactionary
Skills Acrobatics -7, Climb -4, Diplomacy +8, Escape Artist -7, Fly -7, Handle Animal +8, Heal +7, Knowledge (Religion) +5, Ride -7, Sense Motive +10, Stealth -7, Survival +8, Swim +4
Languages Aquan, Common
SQ Aura of Courage (10' radius) (Su), Aura of Good (Ex), Channel Positive Energy 3d6 (3/day) (DC 16) (Su), Divine Grace (Su), Divine Weapon +1 (6 minutes) (1/day) (Sp), Lay on Hands (3d6) (6/day) (Su), Mercy: Diseased (Su), Mercy: Shaken (Su)
Combat Gear +1 Adamantine Longsword, +1 Field Plate, +1 Shield, Heavy Steel; Other Gear Amulet of Natural Armor +1, Backpack, Masterwork (empty), Headband of Inspired Wisdom, +2, Potion of Hide from Undead, Potion of Hide from Undead, Potion of Hide from Undead, Potion of Protection from Evil (CL 2), Wand of Cure Light Wounds (CL 3)
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SPECIAL ABILITIES
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Aura of Courage (10' radius) (Su) You are immune to Fear. Allies within 10 feet save at +4 vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Channel Positive Energy 3d6 (3/day) (DC 16) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Divine Grace (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Divine Weapon +1 (6 minutes) (1/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (3d6) (6/day) (Su) You can heal 3d6 damage, 6/day
Mercy: Diseased (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy: Shaken (Su) When you use your lay on hands ability, it also removes the shaken condition.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +3 to hit, +6 to damage, +3 deflection bonus to AC when used.
Swimming (30 feet) You have a Swim speed.

Prev campaign base stats:

Name: Surveen Walsh Class: Paladin
Str 16, Dex 16, Con 15, Int 13, Wis 14, Cha 18
Languages: Common, Aquan, Auran, Terran
Deity: Sarenrae
Set up as a guard.

General Stats:

HP: 13 Speed: 30ft(20ft Armored) Swim 30ft Weight limits: 76/153/230 Current HP: 13
HP rolls 10 (+2 Con, +1 Fav)
Current wealth
Fav Class Paladin
Fav Class 1 pts HP 0 pts Skill
XP: 0 XP Next Level: 2
Dark Vision 60ft, , Cold Resistance 5
6ft tall, 25 years old.
[ooc]Initiative [dice]1d20+3[/dice] [/ooc]
[ooc]Perception [dice]1d20+2[/dice] [/ooc]

Daily Allocations:

Uses left/max per day Ability/skill etc

  • 1/1 Hydraulic Push (Spell-like Ability)
  • 1/1 Smite Evil

Equipment in use or in backpack:

Wearing:
In Hand:
Backpack:

Saves:
  • Fortitude 4=2+2+0
  • Reflex 3=3+0+0
  • Will 4=2+2+0

defense:

AC 21 = 10 + 6 + 2 + 3
Touch 13, FF 18
CMD 17 = 10 + 1 + 3 + 3
Mwk Breastplate AC +6 Max Dex +3 AChk -2 ( -4, +1 Armor Expert, +1 MWrk)
Mwk Large Steel Shield AC +2 AChk -1 (-2 +1 MWrk)
Smite Evil: +4 AC.

Attack:

Base Attack +1
CMD = 4 = 1 + 3
CMD to disarm or trip with flail 6 = 4 + 2
Smite Evil: +4 Attack, +1 damage, +2 damage (evil outsider, evil dragon or undead). Bypasses Damage Reduction.
Melee
Str Bonus +3

  • [ooc]MWrk Flail attack [dice]1d20+5[/dice] [/ooc]
  • [ooc]MWrk Flail damage [dice]1d8+3[/dice] [/ooc]
  • Bludgeoning x2
  • [ooc]Longsword attack [dice]1d20+4[/dice] [/ooc]
  • [ooc]Longsword [dice]1d8+3[/dice] [/ooc]
  • Slashing 19-20/x2
  • [ooc]Silver Longsword attack [dice]1d20+4[/dice] [/ooc]
  • [ooc]Silver Longsword [dice]1d8+3-1[/dice] [/ooc]
  • Slashing 19-20/x2

Ranged
Dex Bonus +3


  • [ooc]Heavy Crossbow attack [dice]1d20+4[/dice] [/ooc]
  • [ooc]Heavy Crossbow damage [dice]1d10+0[/dice] [/ooc]
  • ? 19-20/x2, range 120ft

Spells:

Concentration = +3
Spells per day 0/0, 1/0
Spell DC 0/12, 1/13
Daily Spells

  • None

Spells Known

  • None

Skills:

Str 3, Dex 3, Con 2, Int 1, Wis 2, Cha 4
Skill points per level 3 = 2(paladin) + 1(Int mod)
Armor Check -3

Acrobatics [dice]1d20+0[/dice] = 3 + 0 + -3 (*)
Appraise [dice]1d20+1[/dice] = 1 + 0 + 0
Bluff [dice]1d20+4[/dice] = 4 + 0 + 0
Climb [dice]1d20-3[/dice] = 3 + 0 + -3 (*)
Craft [dice]1d20-3[/dice] = 1 + 0 + 0
Diplomacy [dice]1d20+4[/dice] = 4 + 0 + 0
Disguise [dice]1d20+4[/dice] = 4 + 0 + 0
Escape Artist [dice]1d20+0[/dice] = 3 + 0 + -3 (*)
Fly [dice]1d20+0[/dice] = 3 + 0 + -3 (*)
Handle Animal [dice]1d20+8[/dice] = 4 + 1 + 3
Heal [dice]1d20+2[/dice] = 2 + 0 + 0
Intimidate [dice]1d20+9[/dice] = 4 + 1 + 4 (icludes trait)
Knowledge(nobility) [dice]1d20+1[/dice] = 1 + 0 + 0
Knowledge(religion) [dice]1d20+5[/dice] = 1 + 0 + 0
Linguistics [dice]1d20+6[/dice] = 1 + 1 + 4 (includes trait)
Perception [dice]1d20+2[/dice] = 2 + 0 + 0
Ride [dice]1d20+0[/dice] = 3 + 0 + -3 (*)
Sense Motive [dice]1d20+2[/dice] = 2 + 0 + 0
Spellcraft [dice]1d20+0[/dice] = 1 + 0 + 0
Stealth [dice]1d20+0[/dice] = 3 + 0 + -3 (*)
Survival [dice]1d20+2[/dice] = 2 + 0 + 0
Swim [dice]1d20+0[/dice] = 3 + 0 + -3 (*)
{*} = Armor check = 0


Undine, Paladin Abilities:

Undine

  • Speed: Undines have a swim speed of 30 feet.
  • Darkvision: Undines can see in the dark up to 60 feet.
  • Spell-like Abilities: Hydraulic push 1/day. (Caster level equals the undine’s total Hit Dice.)
  • Elemental Resistance: Undines have cold resistance 5.
  • Elemental Affinity: Undine sorcerers with the Elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
  • Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose any of the following bonus languages: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Paladin

  • Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
  • Detect Evil: 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.
  • Smite Evil: 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.


Feats, Traits:

Feats

  • 1st-level Feat: Combat Expertise You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Traits

  • Armor Expert(combat): When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
  • Soldier of the Faith (Razmiran)[/b] Source Inner Sea Primer p18: You have served Razmir as a faithful enforcer, or upon one of the “faith barges” plying the waters of Lake Encarthan, and have learned the enforcement techniques of Razmiran. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Feats changed to an enforcer for the Erastil type community he grew up in
  • Cosmopolitan (Absalom) Source Inner Sea Primer p4: Your exposure to the huge variety of cultures across the Inner Sea has given you an ear for languages. You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you.

Equipment:

Starting Gold 1000gp(avg)
Starting Equipment
Masterwork Flail
Longsword
Heavy Crossbow
Masterwork Breastplate
Masterwork Large Steel Shield
Masterwork Crafting Tools (blacksmith/weaponsmith)
Anvil

Starting Equipment Guard provided by the Adventurers Guild
Backpack Masterwork
Barbed Vest
Caltrops
Crowbar
Earplugs
Flint and Steel
Common Lamp
Manacles Masterwork
5 Flasks of oil
Signal Horn
Waterskin
7 Rations
Weapon Cord
3 Potions of Cure light Wounds
2 Tanglefoot Bags
Blade Guard
2 Bear Traps

Armor
Items Found/Bought
Silver Longsword
Items Sold/Used

Background:

For as long as anyone can remember the Walshes had lived in Karvasser Harbour, making their living from the sea. Originally they were fishermen, who seemed to have a lot of 'luck' getting the best catches and finding the biggest shoals. Quite how they managed it, no-one really knows anymore, but amongst their adversaries and rivals rumors abound about pacts with sea devils. These rumors are not helped by the occasional 'loss' or disappearance of a child for no apparent reason. The rumors abound that the 'lost' children were the offspring of a coupling with some demon, some noticed a blue tinge to the skin. Surveen is indeed a 'lost' child and his story is that of all the 'lost' children over the generations. It all started in generations on generations ago, when the first Walsh set foot in the sheltered cove that was to become Karvasser Harbour. As he settled in the cove and began his journeys into the fishing grounds in and outside the cove, a water elemental of some power, indeed a Marid named Jia'Dreen watched from beneath the waves. As she watched the handsome young human, his bronzed torso throwing out his fishing net. After what seemed like an eternity trapped on the Material Plane in the cove, she befriended the man and together the had a son, mainly of human blood, but with some Marid too. The father, when his short life was ending, had saved enough gold to employ a cleric of Gozreh, who was able to return his 'wife' to her home plane. In gratitude for the days of the man's life he spent with her and his employment of the cleric, she granted his wish that his family and there descendants would always find the sea in and around the cove a bountiful area for fishing and finding resources. Since that time, the market town of Karvasser Harbour has grown up around the Walsh family as they thrived and prospered from the plentiful catches.

However, as a result of the union of the the first Walsh and the Marid, every few generations a strange halfbreed child is born, with their blue skin and webbed hands and feet, the child cannot stay and be safe within the family. The superstitious nature of the folk in Karvasser Harbour, are highly likely to take the youngster and sacrifice him to appease the gods of the seas. So, the family have an long and outstanding arrangement with the Church Tricarner, dedicated to Erastil, where Druids and Clerics would bring up the child as they could. The children growing up would often become clerics, druids in their own right, but some like Surveen found it difficult following the old ways and sought other gods. after listening to the teachings of Sarenrae, with the idea of glory and healing it seemed the gods had set him on a different path, he became Paladin a of Sarenrae. With no actual tie to the Church, often upon reaching maturity they would leave and make their own way in the world. That was the path Surveen has taken.

He left the church and its holy environs for the further glory of Sarenrae, by protecting those who worked on the land and water from the terrors that evil beings would inflict, on both them and the land. With his special talents, he sought work to protect the crews of the merchant ships that crossed the seas. It was on one such trip, that a party of the Adventurers Guild were chartering to take them on to the coasts of the Mwangi swamps. There they encountered beasts of great power and pirates with evil glints in their eyes. With Surveen's aid the adventurers arrived at their destination, injured but alive and ready to move on. Surveen sought to join them, but knew he had to protect the ship on his return voyage to civilization. Upon the ship's return, he was invited to the Adventurer's Guild as a guild apprentice, since which time he has been on many adventures, until now. This is an adventure with a difference, for the Guild have asked him to lead the company in their quest.


Motivation:

Surveen has never felt at home in his life, he searches for somewhere he can settle and call his own. Outcast from his family as a child. Never able to be a druid or cleric of Erastil, being a paladin was 2nd best, and even with his teachers at the temple, he never really felt one of them. He was hugely influenced by the clerics of Sarenrae, when they visited and taught on the way of glory. He set off on his travels, ostensibly to protect those who were friends of the sea and waters of Golarion, but that has never really been enough. His introduction to the Adventurers Guild gave him some respite, as he was amongst those similar to him, living a nomadic type of life, but even that hasn't satisfied him. He volunteered for this mission, in the hope he can find a place to call his own.

Appearance:

A tall human, with a blue tinge to his skin, he cuts his hair, which some say is white to make his head bald, he stands holding a symbol of his god, Erastil.
On his shoulders he wears a solid metal breastplate, a flail and shield in his hands, the breatplate and shield bear a holy symbol of Sarenrae.

Build & Progression notes:

Start with: Str 16, Dex 16, Con 15, Int 13, Wis 14, Cha 18 see how it was obtained below

Str 18, Dex 14, Con 15, Int 13, Wisdom 12, Cha 18
-2 Str Dex, +2 Con, +2 Wis
Skill points in diplomacy, handle animal, sense motive (leader)
Skill points in intimidate, handle animal, linguistics (guard)
Feat: Combat Expertise
2nd level
Skill points 3 diplomacy, intimidate, ride (leader)
Skill points 3 craft armor, intimidate, sense motive (guard)
3rd level
Feat: Improved Disarm
Skill points 3 intimidate, diplomacy, ride (leader, guard)

Leader Traits:

[list]
  • Charming(social): You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
  • Patient Optimist(Erastil): You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.


  • Guard Traits:


    • Soldier of the Faith (Razmiran) Source Inner Sea Primer 18 :
      You have served Razmir as a faithful enforcer, or upon one of the “faith barges” plying the waters of Lake Encarthan, and have learned the enforcement techniques of Razmiran. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
      Stormrunner (The Shackles)
    • Replacing Patient Optimist(Erastil) ... Cosmopolitan (Absalom)P
      Source Inner Sea Primer 4
      Your exposure to the huge variety of cultures across the Inner Sea has given you an ear for languages. You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you.