Trinia Sabor

Viri Farthingdale's page

39 posts. Alias of Philo Pharynx.


Full Name

Viri Farthingdale

Race

HP 164/235 (29NL) | AC 40 (T37, FF 29) | BAB +14, CMB +27, CMD 50 | F +22, R +25e, W +20 (+4 vs ench) | Init +10 | Perc 29, SM +17, Stealth + 31 | Speed 55', swim 30' |

Classes/Levels

Trackers: Grit 6/6; Ki 9/10; Hero points 3/3; Stun Fist 10/11; Heal hands 15/16; Heal satchel 8/10; Goggles 1/1; Slippers 1/1; Ammo 500, 100; Active: Arcane Sight (60'), Scent (30'), Life Bubble, Wind Walk, Blessing of Fervor

Gender

Female Half-Elf Monk 8, Gunslinger 8 |

About Viri Farthingdale

Concept art

10 minute background:

Step 1: Background and Concept Elements

1) Viri Farthingdale grew up with semi-retired adventurer parents. Her father Eston was a bard, and her mother Virin was a rogue. The rest of the party and their kids were an extended family.

2) Her parents' group went on a quest to seek a strange travelling island that was a planar focus point when she was 12. The children went along with the journey, but they were intended to stay with the ship. But the island was surrounded with a planar storm and the ship began to sink. Viri was put into a sea-chest with a bottle of air and ring of sustenance in hopes of survival.

3) She landed on the island and immediately had to hide from monsters that came in from the planes. She found a monastery on a hill with a beached pirate ship below. Both were abandoned by the living, but the ghosts of some monks and pirates remained locked in battle. The ghosts of Grandmaster Ooliswa and Captain Excelsior took pity on her and helped raise and train her. The monastery's library was very well stocked within it's field.

4) She used the pirates' booty and the monk's relics to help her survive on an island of monsters. There was a pool of healing waters that she would flee to when wounded, but she also learned to help herself in the field.

5) Eventually, she learned enough to access one of the portals on the island and fled to a strange enormous city demiplane, the Many-Angled City. She hired on as an adventurer there, but never felt comfortable. It was a savage place and the groups she'd hire into were all looking to gain advantage and take as much as possible.

6) When she was finally recruited into the Lady's service, she found peace. A place of culture and knowledge was a respite, and she felt honored to earn her place here. The teams had a purpose beyond mere money.

Step 2: Goals

1) She would like to go on a long sailing voyage. She's learned about ships, but has little actual experience.

2) Deep down, she is a romantic. She hasn't had much experience with people, but one day, she'd like to find love.

Step 3: Secrets

1) On the island, she found a cave with deep mists. She received a prophecy. "The Dragon is hiding its true colors. The mark of faith will reveal its true motives." She has been mulling over this for years.

2) She doesn't know it, but one of her parents and one of her childhood friends survived. They had a divination that she is alive and are seeking to find her.

Step 4: People
Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Ashkren Duvalier. He is a tiefling inquisitor who wanders the planes seeking people who could serve the Lady. It's rumored he was banished but chose to continue to serve by leading those with the proper heart to her door.

2a) Grandmaster Ooliswa. While he is a ghost trapped on an island, he knows the art of dream-walking. As her mentor and friend, he sometimes visits her to offer his counsel and to see how she is doing.

2b) Captain Excelsior. Her other ghost mentor found out that her rival was visiting Viri's dreams and threw herself into finding out how. She manages to cut her way into Viri's dreams to offer advice and hear the tales of Viri's adventures.

3) Dash Brilliance. Dash is a swashbuckler working out of the Many-Angled City. He charmed her and used that to cheat her in several of the adventures that they went on. He then wanted more than she was willing to give and they fought. It was close, but she knocked him out and took his lucky green glove as a trophy. He wants it back.

Step 5: memories, mannerisms, or quirks

1) She has less experience with people than most people her age would. Her natural charm helps her conceal it, but she has her share of awkward moments.

2) She remembers the songs from her childhood. Music bonded her parents together and some of the songs were written together as a family.

3) Her father was boisterous and boastful, her mother was quiet about her abilities. Likewise Ooliswa was humble and Excelsior was a braggart. She has elements of all of them.

Viri Farthingdale
Half-elf gunslinger 8/monk 8
LN Medium humanoid (elf, human)
Init +10; Senses low-light vision, scent; Perception +29 (+33 on checks involving smell)
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Defense
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AC 40, touch 37, flat-footed 29 (+3 deflection, +8 Dex, +3 dodge, +4 enhancement, +3 monk, +3 natural, +6 Wis)
hp 235 (16 HD; 8d8+8d10+91)
Fort +22, Ref +25, Will +20; +2 vs. enchantments, +2 vs. enchantments
Defensive Abilities evasion, nimble +2; Immune sleep, disease
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Offense
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Speed 55 ft., swim 30 ft.
Melee unarmed strike +25/+20/+15 (2d6+12) (-2 TWF) or
. . unarmed strike flurry of blows +25/+25/+20/+20/+15/+10 (2d6+12)
Ranged +3 liberating living steel revolver +25/+20/+15 (1d8+11/×4) (-2 TWF)
Special Attacks deeds (dead shot, deadeye, gunslinger initiative, gunslinger's dodge, pistol-whip, quick clear, startling shot, targeting, utility shot), flurry of blows, grit (6), gun training +8 (rifle, revolver), stunning fist (11/day, DC 24)
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Statistics
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Str 16, Dex 26, Con 20, Int 20, Wis 22, Cha 15
Base Atk +14; CMB +27 (+29 dirty trick, +29 disarm, +29 grapple, +29 reposition, +29 steal, +29 trip); CMD 50 (50 vs. dirty trick, 52 vs. disarm, 52 vs. grapple, 52 vs. reposition, 52 vs. steal, 52 vs. trip)
Feats Deadly Agility, Agile Maneuvers, Blind-fight, Clustered Shots, Combat Expertise, Combat Reflexes, Deadly Aim, Deflect Arrows, Deft Maneuvers, Deft Shootist Deed, Dodge, Greater Two-weapon Fighting, Healer’s Hands , Power Attack, Precise Shot, Rapid Reload, Skill Focus (Perception), Stunning Fist, Two-weapon Fighting, Unarmed Combatant
Traits fiend blood (planes), indomitable faith, quain martial artist, roving range
Drawbacks Naive, Overprotective
Skills Acrobatics +32 (+48 to jump), Bluff +6, Climb +20, Diplomacy +4, Escape Artist +27, Heal +23 (+25 to treat poison, +25 to provide first aid), Intimidate +6, Knowledge (engineering) +18, Knowledge (history) +20, Knowledge (planes) +25, Knowledge (religion) +23, Perception +29 (+33 on checks involving smell), Perform (oratory) +12, Perform (sing) +9, Profession (sailor) +15, Sense Motive +17, Sleight of Hand +13, Stealth +31, Survival +16 (+20 to track using scent, +18 to avoid becoming lost), Swim +20; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Infernal, Planar Cant, Shae
SQ elf blood, fast movement, finesse weapon attack attribute, high jump, ki pool (11 points, cold iron, magic, silver), maneuver training, slow fall 40 ft., wholeness of body (8 hit points)
Gear mwk liberating living steel revolver, dry load metal cartridge[UC] (100), metal cartridge[UC] (200), metal cartridge[UC] (300), bag of holding, minor, beneficial bandolier[UE], bottle of air, faithful lantern (dusk lantern), glove of storing, healer's satchel, hunter's nose ring, knight-inheritor’s ring (no deflection bonus), monk's robe, northern star ioun stone, ring of sustenance, soulsight goggles, southern star ioun stone, subtle slippers, swarmbane clasp[UE], swordmaster's flair (green glove)[ACG], wayfinder[ISWG], blanket[APG], dusk lantern, flint and steel, grappling hook, gunsmith's kit[UC], hammock[UE], pirate clothes, signal whistle, silk rope (50 ft.), spyglass, weapon cord[APG] (5), pathfinder pouch, communique ring, gem of annihilation
20,836 gp, 5 sp
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Special Abilities
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Equipment Slots In Use Ring, Belt, Body, Eyes, Feet, Hands, Head, Neck,
Agile Maneuvers Use DEX instead of STR for CMB
Blind-Fight Re-roll misses because of concealment, other benefits.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Deft Shootist Deed Deft Shootist (Ex): Spend 1 grit point as a free action. You do not provoke attacks of opportunity when shooting or reloading your firearm until the end of your turn.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flurry of Blows +14/+14/+9/+9/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Healer’s Hands (+16, 16/day) (Su) Full-rd to treat deadly wounds (no limit or kit needed), beat DC by 10 for extra healing.
High Jump (+8/+28 with ki point) (Ex) +8 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Ki Pool (11/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Nimble +2 (Ex) +2 AC while wearing light or no armor.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Revolver) You can reload fast with one type of Crossbow or Firearm.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Slow Fall 40 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stunning Fist (11/day, DC 25) You can stun an opponent with an unarmed attack.
Swim (30 feet) You have a Swim speed.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Wholeness of Body (8 hit points) (Su) Use 2 ki as a standard action to heal own wounds.

Sourcebooks Used
• Advanced Class Guide - Swordmaster's flair (green glove) (equipment)
• Advanced Player's Guide / Adventurer's Armory - Blanket (equipment)
• Advanced Player's Guide / Adventurer's Armory / Ultimate Equipment - Weapon cord (equipment)
• Advanced Player's Guide Traits / Character Traits Web Enhancement / Ultimate Campaign - Indomitable Faith (trait)
• Adventurer's Armory / Ultimate Equipment - Hammock (equipment)
• Adventurer's Armory 2 - Dusk lantern (equipment)
• Adventurer's Guide - Subtle slippers (equipment)
• Blood of Shadows - Faithful lantern (equipment)
• Classic Treasures Revisited - Bag of holding, minor (equipment)
• Dragon Empires Primer - Quain Martial Artist (trait)
• Elephant in the Room - Deft Maneuvers (feat); Unarmed Combatant (feat); Dodge (feat); Greater Two-Weapon Fighting (feat)
• Healer's Handbook - Healer's satchel (equipment)
• Hell's Vengeance / Inner Sea Gods - Knight-Inheritor’s ring (equipment)
• Heroes from the Fringe - Ioun stone (northern star) (equipment); Ioun stone (southern star) (equipment)
• Monster Codex - Hunter's nose ring (equipment)
• Pirates of the Inner Sea - Pirate clothes (equipment)
• Planar Adventures - Healer’s Hands (feat)
• Quests & Campaigns - Naive (drawback); Overprotective (drawback)
• Tyrant's Grasp / Tyrant's Grasp GM Content - Soulsight goggles (equipment)
• Ultimate Campaign - Fiend Blood (trait)
• Ultimate Combat - Clustered Shots (feat); Deft Shootist Deed (feat); Gunslinger (class); Gunsmith's kit (equipment); Gunsmithing (feat)
• Ultimate Combat / Ultimate Equipment - Revolver (weapon); Dry load (item power); Metal cartridge (weapon); Metal cartridge (weapon)
• Ultimate Equipment - Beneficial bandolier (equipment); Swarmbane clasp (equipment)
• Ultimate Magic - Wartrain Mount (spell)
• Weapon Master's Handbook - Liberating (item power); Roving Range (trait)