About ThordirThordir - PFS #177216-5
Secrets of the Past Revealed:
0-37 The Beggar’s Pearl (CORE)
7-14 Faithless and Forgotten, Part 1: Let Bygones Be (CORE) 7-16 Faithless and Forgotten, Part 2: Lost Colony of Taldor (CORE) 7-18 Faithless and Forgotten, Part 3: The Infernal Inheritance (CORE) 8-05 Ungrounded but Unbroken (CORE) 10-06 Treason's Chains (CORE) 6-18 From Under Ice (CORE) (GM) Male Half-Elf Barbarian 3 CG Medium Humanoid (Half-elf) 22 years old Init +2; Senses Low-Light Vision, Perception +10 ------------------------------ STATISTICS ------------------------------ Str 17, Dex 14, Con 14, Int 12, Wis 14, Cha 7 Base Atk +3; CMB +6; CMD 18 Traits Ancient Historian (K. History), Scholar of the Great Beyond (K. Planes) Feats Skill Focus (K. History), Power Attack, Iron Will Skills Acrobatics +6 (1), Climb +8 (2), Craft (Whittling) +7 (2), Intimidate +2 (1), Knowledge (History) +11 (3), Knowledge (Nature) +5 (1), Knowledge (Planes) +6 (1), Perception +10 (3), Ride +6 (1), Swim +7 (1) ACP -3 Languages Common, Elven, Sylvan, Azlanti ------------------------------ DEFENSE ------------------------------ AC 18, touch 12, flat-footed 16 (10+6 armor+2 Dex) hp 35 (3d12+3*(2 Con)+3 FCB) Fort +5, Ref +3, Will +5 (+2 Will vs Enchantment, +1 Ref vs traps, Immune to Sleep) ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee MW Glaive +7 (1d10+4; reach, x3), Cold Iron Handaxe +6 (1d6+3; x3), Ivory-handled Short Sword +6 (1d6+3; 19-20/x2), Spiked Gauntlet +6 (1d4+3) Ranged Short bow +5 (1d6; x3 60ft) Special Attacks Power Attack -1 Att/+2 Dam (+3 2H) ------------------------------ SPECIAL ABILITIES ------------------------------ Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. Rage Power (Moment of Clarity (Ex)): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage. Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three levels thereafter (6th, 9th, 12, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack. Race Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes. (Barbarian and Ranger) Traits Truth's Agent: You are skilled at weeding out information. You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you. Ancient Historian: You are well acquainted with the lore of fallen empires. Choose either Knowledge (history) or Linguistics. That skill becomes a class skill for you, and you begin play able to speak and read one of the following languages: Ancient Osiriani, Azlanti, Cyclops, Jistkan, Tekritanin, or Thassilonian. ------------------------------ GEAR/POSSESSIONS Masterwork Glaive Cold Iron Handaxe Ivory-handled short sword Spiked Gauntlet Short bow Arrows (10) Cold Iron Arrows (10) MW Breastplate Traveler's Outfit Backpack Waterskin Rope, silk Bedroll Flint and Steel Whetstone Torch (5) Oil of Magic Weapon Potion of Cure Light Wounds (2) Potion of Protection from Evil Wand of Cure Light Wounds (48/50 charges) Courtier's Outfit w/ jewelry Carrying Capacity Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb. Current Load Carried 73 lb. Money GP 3310 SP 8 CP 3 Boons:
Hero of the Five Kings: For helping Torvic (and thus dwarves everywhere) find the Gallery of Wonders, you have gained a small amount of fame with the dwarves of the Five Kings Mountains. When dealing with any dwarf from that region from now on, you gain a +2 circumstance bonus on all Charisma-based checks.
Ally of the Green: _/_/_ You have communed with the fugitive leshies of Anglemire and demonstrated your respect for their humble treasures. As a parting gift, the fleshy Harvest Stripe gave you three gourd seeds imbued with some of the leshys' primal magic. As a standard action, you can check one of the boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favor (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your chronicle sheet. Archaeological Expert: The Pathfinder Society has a strong tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. You gain a +1 bonus on Appraise and Knowledge (History) checks to identify the cultural significance of art and objects. If you would fulfill the primary success conditions of an adventure but fail its secondary success conditions, you can cross this boon off your Chronicle sheet and attempt an Appraise, Knowledge (History), or Profession (Archaeologist) check (DC=10 + twice your character level). If you succeed, you make a small, but significant archaeological discovery that allows you-and only you-to earn the Prestige reward anyway. You cannot take 10 on this check. Imperium Initiate: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off of your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. These creatures take a -2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat the hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round. Delvehaven Star: _ You were an integral part of the Pathfinder Society’s first sanctioned expeditions in Cheliax in many years. In recognition of your role in this important milestone, the Society has imprinted your wayfinder with the Delvehaven Star-named in honor of a famous Chelish Pathfinder lodge. You gain a +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax, and you gain a +1 bonus to your initiative while adventuring in Cheliax. Furthermore, you can check the box that precedes this boon when spending Prestige Points for spell casting services to reduce the cost by 2 (minimum 0). Earth Affinity: Your connection to elemental Earth has grown stronger over the course of your recent adventures. The spoon has no mechanical effect on its own, but it may interact with other balloons or play a role in future adventures - especially those set on the elemental planes. Ungrounded Veteran: 0/3 boxes While your time in the ungrounded was not easy, he rose to face the challenges that Capt. oath is through in your way. You may check a box before the spoon to call upon the skills you reinforced through your training, granting you a plus to circumstance bonus and one of the following skill checks: - An Acrobatics check to balance on a narrow or slippery surface - Any Climb check - A Knowledge(Planes) check to identify creatures or their weaknesses - Or any Profession (soldier) check. If you are not trained in the skill, you may instead check a box to treat yourself as if you were trained in the skill. You must choose to apply this bonus before rolling. When you check the last box, crosses boon off your Chronicle sheet. Scarab Sages Faction Journal Card (S8):
0 Goal(s) completed
X _ Explore an ancient site during the course of an adventure. To qualify, the original occupants must have abandoned the site at least 1,000 years ago, and it must cover at least 2,500 square feet (a 50-ft.-by-50-ft. area). _ _ Recruit a named NPC scholar, archaeologist, extraplanar authority, or similar figure to join the Scarab Sages. Recruitment requires a Diplomacy or Knowledge (local) check (DC = 15 + your character level). _ Recover a gem worth at least 400 gp plus 100 gp per level you possess during an adventure. A gem-like wondrous item such as an elemental gem or a pearl of power fulfills this goal, but its market price must be at least twice this value. _ _ Successfully conclude—such as with violence, negotiation, or coercion—an encounter with an elemental creature. If slain, the elemental must have a Challenge Rating at least equal to your character level. x _ Participate in an adventure that includes at least two encounters that do not take place on the Material Plane. (8-05) _ Become possessed by a creature using magic jar, the malevolence ability, or a similar effect. Alternatively, permanently destroy a haunt. _ Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Appraise, Knowledge (any), or Linguistics. _ _ _ / _ _ Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. Background:
Nearly fifty years ago, the nation of Galt was plunged into chaos by the start of the Red Revolution. Neighbor turned against neighbor as the people struggled to establish a new seat of power that would give them both strength and freedom. In the midst of this turmoil, Elibeth Roper, an infant in her mother’s arms, was driven from the home she had only just come to know by the raucous mobs sweeping through the countryside. The Ropers fled, along with so many others, to the nearby River Kingdoms. But they were not destined to find peace there either, for only a decade later, the settlement they had helped found was enveloped in the spreading dominion of Razmiran.
Fearful of the power of the Living God, the Ropers fled once again, this time to the enchanted forests of Kyonin. Though they received little welcome in this strange nation, the Ropers continued their flight along the rivers at Kyonin’s northern border until they reached the haven of Greengold. There, the Ropers established themselves once again. Another decade passed by until Elibeth met Thordan, an elven ranger and singer. As often happens in these types of stories, the two fell almost instantly in love with one another, despite the differences of heritage, and a few years more brought a son, Thordir into the world. The new family relocated to the half-elven city of Erages. There, Thordir grew up among his people, whether they were human, elf, or some mixture thereof. He became learned in his mother’s trade of rope-making and in his father’s work of combat. He even became learned in the histories of his parents’ homelands, a knowledge he threw himself at with deep satisfaction. The family seemed almost idyllic, but their joy did not endure long. When Thordir was only eighteen years old, his father was bitten by a strange, corrupted beast that had ventured far out of the Tanglebriar in the south. The wound quickly festered, and an unassailable venom spread throughout Thordan’s body, killing him only a few days after his ranging party returned him to his family in Erages. The death of her husband drove Elibeth mad, and Thordir discovered her hanging from the rafters of their small home a few days later. The death of his parents drove Thordir himself into a blinding rage, such that, when he came to his senses, he found himself deep in the woods, his glaive soaked with blood. Fearing that he had harmed some person in his rage, Thordir fled, making his way to the only place he could think of where he might earn some redemption: Absalom, home of the Pathfinder Society. |