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About Vitarri TyrimVitarri Oaths:
The Ten True Neutral Commandments A list of Ten Commandments for a true neutral religion may look like this: 1. You shall avoid lies. 2. You shall not kill the innocent. 3. You shall not murder. 4. You shall help the needy if such action aids yourself. 5. You shall honor those who honor you. 6. You shall follow the law unless breaking the law can advance you without harming others. 7. You shall not betray others unless your life is in jeopardy. 8. You shall aid those who aid you and harm those who harm you. 9. You shall not promote an extreme viewpoint. 10. You shall advance yourself without harming others. Ten True Neutral Sins Likewise, a true neutral religion may list the following as sins. This list is given in the order of least severe infraction to most severe. 1. Trying to persuade others to take a stance on a moral or ethical issue. 2. Failing to assist a friend or ally. 3. Killing for any reason other than survival. 4. Breaking your word to a friend or ally, unless life is threatened. 5. Needless torture. 6. Making a sacrifice for someone unrelated to you. 7. Refusing to kill when important to your survival. 8. Betraying an ally or friend, unless life is in danger. 9. Showing mercy to a dire enemy. 10. Taking sides in a conflict that doesn't affect your survival. The True Neutral Adventurer The following two lists detail common actions undertaken during "adventuring" that are considered honorable and dishonorable for the true neutral alignment. An honorable action is one that is in keeping with the spirit of this alignment, while dishonorable actions tend to be those which bring shame to the character in the eyes of his or her alignment peers. Note that an action which is considered honorable by one alignment may be considered dishonorable by another alignment and vice versa. The following actions are honorable for this alignment: Defeating a superior opponent Dirty Fighting Fleeing a fight with a superior opponent Gloating over a victory Perpetrate humiliating prank on enemy The following actions are dishonorable for this alignment: Allowing the enemy to attack first Being taken prisoner Convicted of a crime Defeated by an inferior opponent Killing a host who has provided you food or shelter Surrendering Treason
Male Garuda-Blooded Aasimar (Plumekith) Cleric 3/Fighter 1
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AC 19, touch 11, flat-footed 18 (+7 armor, +1 shield, +1 Dex)
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Speed 20 ft.
Special Attacks channel positive energy 5/day (DC 13, 2d6), destructive smite (+1, 6/day), ferocious strike Cleric Spells Prepared (CL 3rd; concentration +6):
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Str 16, Dex 12, Con 13, Int 10, Wis 16, Cha 14
Combat Gear potion of shield of faith +2 (3), thistle arrows (50), weapon blanch (silver) (4); Other Gear armor spikes masterwork field plate, masterwork buckler, masterwork composite longbow (str +2), masterwork consecrated cold iron greatsword, thistle arrows (50), muleback cords, holy symbol, silver, 150 GP --------------------
Armor Expert -1 Armor check penalty. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC. Cleric Channel Positive Energy 2d6 (5/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks. Cleric Domain (Ferocity) Associated Domain: Strength Darkvision (60 feet) You can see in the dark (black and white vision only). Destructive Smite +1 (6/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Ferocious Strike (+1) (6/day) (Su) +1 damage for an attack. Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Make a Melee Weapon Holy (1/day) Grant wielded melee weapon the holy weapon property for 3 rds. Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round. Appearance:
At 6'5" he made for an imposing figure, clad in his masterwork field plate and adorned with spikes only made his image more intimidating to say the least. He carried a battered greatsword across his back and a longbow that had seen better days as well. He had the walk of a man who had seen battle many times and underneath the armor he had the scars to prove he had suffered greatly in his short life. Close image to what Vitarri appears fully clad in armor. (Somewhat :p) Vitarri's Greatsword - Oathkeeper Beneath the armor his body bears several scars, adorning many places on his body. The greatest concentration of them are across his back. Shoulders and his hands. He has a spot on his left shoulder that is a mass of scarified skin, the same place that most slave's are tattooed or branded. He has white hair, gold colored eyes that shine in the dark and a pale complexion. Behind his ears and along the back of his head he has scattered sets of white feathers that sweep back along his skin, emphasizing how inhuman he was. A pair of vestigial wings sit flat against his back, barely anything more then decoration as they are undersized and too weak to bear him aloft or even glide. The only item of note is a silken scarf that he keeps tucked inside his armor. When he looks at it is the only times that the armored hulk shows weakness of any kind. He becomes a completely different person and for the briefest moment he appears lost and deeply hurt.
Personality:
Initially: Cold demeanor: He is practical and realistic, speaking in an even tone to everyone, never talking about himself and asking few questions. Calm: Instead of worrying or getting scared, Vitarri takes necessary measures to prevent, correct or minimize the problem. Competitive: Vitarri is very competitive and puts all of his efforts in succeeding, it's the only way he has learned to press forward is when he is presented with a challenge. Once you get to know him... Helpful: His cold demeanor hides a helpful nature, he tends to do things that ensure no one notices his aid. He doesn't want admiration or thanks for doing what is right. Loyal: His initial impression may put people off but underneath the armor, the scars and the battered mind is a very loyal comrade. One who won't abandon his comrades when the going gets tough, when the situation turns grim Vitarri will continue to fight and look for ways to turn the situation in their favor. Courageous: Evil lurks in the world and Vitarri wants to do nothing more then to stop it from harming others.
Background:
Vitarri is a broken man, barely remembering who he once was in fractured dreams and nightmares. He barely remembers being born in Cheliax, a terrible place for one of his kind for sure, when his body started to change and his origins became more noticeable. He was quickly captured and enslaved alongside his family by one of the twisted noble houses. Which one he can't remember, as the head injury he received damaged his ability to recall. While in their care he was branded a slave and set to perform tasks as his masters saw fit. They took his wife and his little girl from him, separating them by placing them in another manor somewhere in the city. He proved to be stubborn that for his constant disobedient attitude he was often beaten and whipped. They worked him until exhaustion and starved him repeatedly for their continued amusement; it was a miracle he survived three long years of that treatment. All the while biding his time to try and find his family. It wasn't until he instigated a slave uprising that he and his family were reunited long enough to escape from that terrible place. They became separated though during the fighting when he placed them on a ship bound for Abasalom, ensuring that no matter what happened those he cared for were safe. He promised them he would find them somehow. He continued the fight until him and a handful of survivors hijacked a ship, sailing for all they were worth and leading the Cheliaxian fleet away from the other slave ship. The Chelixian's caught up with them and nearly sank their ship off the coast of Andoran, it was during the fight that he received a severe head injury and suffer memory loss. The remaining slaves piloted their sinking vessel within three miles of the Andoran coast; the billowing smoke from their burning vessel attracted a patrol of Andoran Marine ships. While their ship burned to the waterline, they were taken the rest of the way to an Andoran port town and from their struggled to remember the horrors he faced in Cheliax. Working at night as a laborer until the day he met some Mercenaries dedicated to worshipping Gorum. These hardened, scarred men and women surprised him with their intimidating looks and the confidence in which they carried themselves. When he pressed them for membership the first time they ignored him completely, but he remained persistent and eventually it paid off. However the leader of the band knew that he was an escaped slave. So he offered him a knife and a choice. Cut the brand from his skin and free yourself or remain a miserable little laborer... It was an easy choice and one he never regretted, from there he traveled with them for a time across Andoran and namely Darkmoon Vale. All the while learning the Gorumskagat along with the mercenary’s superior tactics. Again he found himself beaten down, battered and injured. This time however it was for a purpose, he'd grow stronger and punish those who thought they could hold him down. Hoping to one day meet a foe worthy of his blade. He is a very devout follower of the Lord of Iron, enjoying the simplicity of his god’s commands and wishes for how he lives his daily life. Ten years has passed since he arrived in Andoran and became a Gorumite. He barely remembers the woman and little girl in his fractured memories, feeling like it was a dream and that the man he remembered was someone else entirely. The only reminder of his past is a silk scarf he wears around his neck... It is his most prized possession... His wife would be 33 and his little girl would be 17 by now. But this is something that he doesn't know, his memories are too scattered...
Reasons for being in Falcons Hollow:
Simple, contracted by the Lumber Consortium to protect their operations from anyone and anything. However on his way there he learned of these so-called heroes that were in the town. Whether they were as strong as everyone said was to be determined if/when he met them. He silently hoped that they were enemies of the Consortium so that he could fight them. However he would bide his time and wait for his chance at a worthy challenge. Despite being contracted out, he won't hurt women and children. Its against his personal oath's and so far the lumber consortium's way of treating their people is grating on his nerves. They flouted their false strength against people too weak to fight back and such empty strength was sickening in the eyes of Gorum.
Tactics:
Depending on situation he will use communal protection from evil, followed by bulls str. If time allows he may utilize Bless to further increase his chances of hitting his opponent.
In combat: Depending on the opponents weapon he may attempt to sunder it and leave them weaponless and easily destroyed. He will utilize his Ferocity and Destructive smite to both destroy objects and injure opponents quickly. Low HP:
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