4 level 1 characters


Advice


Hey guy's i'm looking for a little help, awhile ago i mentioned i was designing an adventure path to take characters from 10-20, and yes i know i said i would have the first part out weeks ago, but real life comes up. Any who, I've decided to make it from level 1-20 instead, and so far i'm making great process, some friends are giving me idea's and the only hard part is typing it up. But I was wondering if you guys could help me out with one thing.

Pregenerated characters.

I know Paizo has several pregen's but I would rather custom creations. I only need 4 1 level one characters to start test running some of the encounters, i'll take care of the advancement. For those interested here are the stats:

20 point buy
goodish aligned
different races (I don't want to see all human, elfs, gnomes etc)
average starting gold for classes

I'll pick the best 4, and give you credit in the adventure, and will come to you for there advancment stats. Any takers?

Sovereign Court

Characters created for AP's usually have motivations related to the AP, without a bit more information your basically asking for four totally random characters with no ties to the AP (its possible that is indeed what your after I guess).


Alexander Kilcoyne wrote:
Characters created for AP's usually have motivations related to the AP, without a bit more information your basically asking for four totally random characters with no ties to the AP (its possible that is indeed what your after I guess).

Ya, at the moment I only need the pregen's to test encounter strength and diffculty, but I do see your point of having characters tied into the actual adventure path so here's some backstory

50 years ago, a powerful red dragon by the name of Calasare, appeared as a beautiful sorceress and quickly swindled the King of Hammer’s Valley Jordan Cranius; a legendary war hero known for his fury with a sword and mastery of the arcane arts. However, King Jordan quickly discovered that Calasare was not what she appeared to be, instead she was a dragon, using him as a consort to breed powerful minions loyal only to her. She used her power to maniuplate the kingdom into paying taxes to increase her horde, but that was not enough. No Calasare wanted more, more worshipers, more power, and more treasure. But Jordan had other plans, he knew that she was a threat to Eagleheart, so he prepared an ambush while escorting her to the Obsidan Fortress. He and several of his best men attacked the Dragon Queen, but such an attack was foolish as she quickly overpowered them. Not before Jordan cast one final spell in desperation, and watched as Calasare was pulled into a conjured portal to the elemental plane of fire.

For 50 years Jordan used his magic to look as if he never aged, even sought out the fabled Fountain of Youth, a place only he knows about. But 30 later and every year after on the day that he imprisoned Calasare he received vistors from his sons….the Princes of the Ash Queen; and every year they gave the same prophecy. “The Ash Queen Shall Rise and like our mother will rebuild a new world from the ashes”

Now that time as come. An earthquake in the Timberway Forest opened a small portal in the plane of fire, the very opportunity that Calasare was waiting for and exploded out of the ground and sored into the skies above, leaving a trail of ash behind her as she flew towards Hammer’s Valley; not before she incenerated the forest, and now a cloud of ash hovers above what was once a beautiful spot for animals and those who loved them. Not far from the Timberway Forest on the coast of Northshore the budding city of Oakview has been having its share of problems. Bandits calling themselves the Maverick Brotherhood have invaded the area picking off everyone who travels unguarded, and even conducting raids on the other costal cities. Nobody knows why, but nevertheless Oakview is about to celebrate 25 years of history by unveiling the museum of oak. Dedicated to those who’s work helped this coastal town thrive.

Eagleheart: Is a continant in which the adventure takes place (Since i'm not fimilar with Golarion, and it is my own creation). There are several major cities

Hammer's Valley: The main city the players will be traveling to, assiting the king in the events that are taking place

Elwin City: The bastion of elves in the beautiful Lunar Forest, made in, of, and on the tree's leaving the barbaric tribes of ecplise below

Elissya: Built by dwarves thounsands of years ago, it is now a thrivng city by which console rules, though capital punishment goes to those caught breaking the law

Alendar Falls: The great Dwarven city built behind a the mighty Tranius Waterfall. Lead by King Aurn Ironhammer, another famous warhero who faught alongside King Jordan Crainus

There are several town's throughout Eagleheart, but feel free to create your own

Dark Archive

I'll take you up on it. Are you wanting to use only classes from the Corebook, or are APG classes allowed as well?


Sure I can help you out with a character or two. I have several already made up and would just have to change some names for them to fit anywhere


I would like to keep it to the Core classes, but feel free to post apg toons, i just didn't get the book yet

Dark Archive

Michael Wadden wrote:

I would like to keep it to the Core classes, but feel free to post apg toons, i just didn't get the book yet

Cool. I'm probably going to do a Halfling Ranger.

Sovereign Court

Sample Halfling Druid character, the profile has him advanced up to 3rd level. Adapting him to the implied setting, perhaps he takes the 'Eagleheart' legacy to an extreme, seeing his family's connection to raptors as some sort of connection to a higher calling.
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The Right Reverend Higgins Dunstable the Fourth
Halfling druid 1
LN Small humanoid (halfling)
Init +3; Senses Perception +7
DEFENSE
AC 16, touch 14, flat-footed 13; (+1 size, +3 Dex, +2 leather armor)
hp 9 (1d8+1)
Fort +4, Ref +4, Will +6; +2 vs. fear
OFFENSE
Speed 20 ft.
Melee small club +1 (1d4), dagger +1 (1d3)
Ranged small shortbow +4 (1d4)
Special Attacks
Spells Prepared (CL 1st, Concentration +4)
1stcure light wounds, speak with animals
0 (at will) – create water, guidance, stabilize
STATISTICS
Str 10, Dex 16, Con 13, Int 12, Wis 16, Cha 10,
[2 + 5 + 3 + 2 + 10 -2 = 20 (-2 Str, +2 Dex, +2 Cha)]
Base Atk +0; CMB -1; CMD 12
Feats Mounted Combat
Skills [5] Acrobatics (CC) 0 (+5, includes +2 bonus), Climb 0 (+2, includes +2 bonus), Fly 0 (+5, includes +2 for size), Handle Animal 1 (+4), Heal 0 (+3), Knowledge (geography) 0 (-), Knowledge (nature) 1 (+7, includes +2 bonus), Perception 1 (+9, includes +2 bonus), Ride 1 (+7), Spellcraft 0 (-), Stealth (CC) 0 (+7, includes +4 bonus), Survival 1 (+9, includes +2 bonus); Racial bonus +2 Acrobatics, +2 Climb, +2 Perception, +4 Stealth (size); Armor Check Penalty 0
Languages Halfling, Druidic, Common (Taldan)
Special Qualities nature bond (roc companion), nature sense, orisons, wild empathy (1d20+1)
Combat Gear small shortbow (30 gp, 1 lb) and 20 arrows (1 gp, 1.5 lbs), leather armor (10 gp, 15 lbs), small club (0 gp, 1.5 lbs), small daggers (2, 4 gp, 1 lb); Other gear potion of feather fall (CL 1, 25 gp), funky riding goggles made of leather and glass, dapper uniform (explorer’s outfit, 0 gp, 2 lbs)
(70 gp)

Higgins calls himself the fourth in his line, but he’s actually the fifth ‘Higgins Dunstable.’ Nobody talks about his disreputable grandfather, and the numbering has been changed to help hasten the forgetting of that black mark on the family record. Coming from a line of Halfling stewards that work the fields west of the World’s Edge Mountains, the Dunstables have a special relationship with birds of prey, and every generation has had a Higgins Dunstable that has climbed the mountains and communed with Erastil, the family patron, seeking out the nests of various raptors, to populate the Dunstable Mews. Higgins the Fourth has gone one step further than his father, a Sorcerer who mastered the arcane ability of flight, and has bonded with one of the great rocs of the deep mountain clefts, whose fearsome visage adorn the tabards and shields of his clan. His entire family is thrilled at this development, and have gifted him with a potion of feather fall, ‘just in case.’

On the wings of his companion, he has travelled far from his family’s Taldan holdings, near the southern headwaters of the River Porthmos. People have regular need of swift courier services, and, barring magic, the Dunstables have always had some of the most reliable and speedy delivery services, through the use of various trained birds. Higgins the Fourth has taken this to an extreme, but still follows the family tradition, with his unique relationship with his fledgling roc, offering his services to carry messages and small trinkets across great distances swiftly and securely.

He is profoundly protective of his companion, whom he has named Darius (and refers to as a ‘rukh,’ in the Qadiri fashion), and refuses to even land if the situation appears dangerous on the ground, rather than risk injury to his feathered friend. Some of those he works with regard him as a bit of a fussbudget, and even a coward, due to this caution, but he cares little for their opinions, since it wasn’t them who climbed the World’s Edge Mountains as a child, seeking out a chick in the nest of the great rukhs, and risking being devoured in a single gulp by the territorial predators.

As a Druid of Erastil, he is proficient in the use of the longbow, but cannot yet afford such a pricy item, due to the exorbitant feeding demands of his companion. As a result, he is currently skint broke, and finds himself forced to use his not-inconsiderable survival training to find food and shelter for himself and his companion on a daily basis, as the creature has quite literally eaten him out of house and home!

Darius (roc companion)
N Medium animal
Init +4; Senses low-light vision; Perception +1
DEFENSE
AC 19, flat-footed 15, touch 14 (+4 Dex, +5 natural); 18 if encumbered
hp 10 (2d8+1)
Fort +2, Ref +7, Will +1
OFFENSE
Speed 20 ft., fly 80 ft. (average); fly 55 ft. if encumbered
Melee 2 talons +2 (1d4+1), 1 bite +2 (1d6+1)
STATISTICS
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2, CMD 16
Feats Toughness
Skills Fly 1 (+8), Perception 1 (+5)
Special Qualities link, share spells


And a Human Ranger. In the profile, he's advanced up to 5th level, but here's the starting version. I'd adapt him to the setting by having his burns related to the great devastation of the Timberway Forest, and a badge of shame for his clan's failing to protect the woodlands or being cast out of their ancestral lands. He know turns his ire on the bandits of the Maverick Brotherhood, for now, while he hones his skills so that he may face the greater threat...
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Kalanoq Smoke-in-the-Eyes
Human ranger 1
LG Medium humanoid (human)
Init +2; Senses Perception +5 (ish, see below)
DEFENSE
AC 16, touch 12, flat-footed 14; (+2 Dex, +4 chain shirt)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee greataxe +5 (1d12+6, +1 damage on first hit)
Ranged thrown bola +3 (1d6+4 +trip)
STATISTICS
Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 10,
[10 + 5 + 3 + 0 + 2 + 0 = 20 (+2 Str)]
Base Atk +1; CMB +5; CMD 17
Feats Exotic Weapon Proficiency (shoanti bola) (B), Quick-Draw
Skills [7] Bluff 0 (+0, add +2 vs. humans), Climb 0 (+4), Craft (traps) 1 (+4), Handle Animal 1 (+4), Heal 0 (+1), Intimidate 0 (+0), Knowledge (dungeoneering) 0 (-), Knowledge (geography) 0 (-), Knowledge (nature) 1 (+4), Linguistics (CC) 1 (+1, Common (Taldan)), Perception 1 (+5, add +2 vs. humans), Ride 0 (+2), Sense Motive 0 (+1, add +2 vs. humans), Spellcraft 0 (-), Stealth 1 (+6), Survival 1 (+5, add +1 to follow tracks, +2 vs. humans), Swim 0 (+4)
Languages Shoanti, Common (Taldan)
Special Qualities wild empathy (1d20+1), favored enemy +2 (human)
Combat Gear chain shirt (100 gp, 25 lbs), dagger (2 gp, 2 lbs), greataxe (20 gp, 12 lbs), 2 shoanti bola (30 gp, 4 lbs); Other gear backpack (2 gp, 2 lbs), whetstone (2 cp, 1 lb)
(175 gp)

Kalanoq’s Shoanti heritage is obvious to all who see him, from his imposing size to his guttural speech to his foreign weapons. Gruesome scars covering his left side, from shoulder to chest to back, and rising up to his neck, show where tribal tattoos were burned away when he was cast from the Shundar-Quah, although only another Shoanti would be likely to recognize the significance of those scars, or to his name, ‘smoke-in-the-eyes,’ an insult indicating someone who is a fool or is deluded, whose vision has been obscured or clouded.
Fortunately, his current Sword companions care little for matters of honor or disgrace from some distant tribe they’ve never even heard of, and his uncanny tracking ability, way with animals, wilderness survival skills and unorthodox fighting style have won him much favor with his fellows, as he charges like a silent berserker into a fight with brigands, hurling his strange weapons and often causing foes to fall like wheat before the flail, only to look up in time to see his greataxe falling upon them.

While he is not himself a berserker, despite his tendency to rush headlong into danger, his own teeth are stained reddish-black from the foul-smelling Shoanti herb called ‘barbarian’s chew,’ although he does not spit it’s juices the way others do, apparently swallowing the bitter substance to avoid leaving behind a trail…


Elzen Scarpenetti – The Thieftaker
Elf Female, NG Medium Humanoid, Rogue 1

Stats
Str: 14 (+2)
Dex: 16 (+3)
Con: 10 (+0)
Int: 15 (+2)
Wis: 10 (+0)
Cha: 14 (+2)
Move: 20’ (load –10’), run x4
Senses: Lowlight vision, Perception +6
Languages: Common, Elven, Gnome, Orc
Initiative: +3

Skills
Acrobatics +3 (dex +3)
Appraise +2 (int +2)
Bluff +6 (rank +1, cha +2, trained +3)
Climb +2 (str +2)
Craft (general) +2 (int +2)
Diplomacy +8 (rank +1, cha +2, trained +3, feat +2)
Disable Device +7 (rank +1, dex +3, trained +3) (+1 to disarm traps)
Disguise +6 (rank +1, cha +2, trained +3)
Escape Artist +7 (rank +1, dex +3, trained +3)
Fly +3 (dex +3)
Handle Animal +3 (rank +1, cha +2)
Heal +0 (wis +0)
Intimidate +8 (rank +1, cha +2, trained +3, feat +2)
Knowledge (local) +6 (rank +1, int +2, trained +3)
Perception +6 (rank +1, int +2, trained +3) (+1 to find traps)
Perform (general) +2 (cha +2)
Ride +3 (dex +3)
Sense Motive +4 (rank +1, wis +0, trained +3)
Stealth +7 (rank +1, dex +3, trained +3)
Survival +0 (wis +0)
Swim +2 (str +2)

Feats
Armor Proficiency: Light
Simple Weapon Proficiency
Persuasive

Defense
HP: 8
AC: 16 touch 13 flat 13 (base +10, armor +3, dex +3)
CMD: 15 (base +10, BAB +0, str +2, dex +3)
Fort: +0
Ref: +5
Will: +0 (+2 racial bonus v enchantments)
Immunities: magical sleep

Offense
Base Attack: +0
CMB: +2 (Base attack +0, str +2)
Melee: Rapier +2 (1d6+2 - 18-20/x2)
Melee: Dagger +2 (1d4+2 - 19-20/x2)
Ranged: light crossbow (1d8 - 19-20/x2)

Special Abilities
Trapfinding

Gear
Arms: Rapier, Dagger, Light Crossbow, Bolts x30
Armor: Studded Leather
General Gear: Travellers outfit, Guard Dog (Bramble), backpack, bedroll, winter blanket, caltrops, 10 candles, crowbar, flask, flint & steel, grappling hook, manacles, clay mug, 50ft hemp rope, sack, signal whistle, waterskin, whetstone
Cash: 4gp, 4sp, 3cp

Vitals
Age: 125
Height: 5’ 0”
Weight: 101lb
Eyes: Pale Brown
Hair: Black
Skin: Tanned
Homeland: Elwin City

Bio
After leaving Elwin City you spent many years as part of a low-level gang in Hammer Valley called the Iron Fist Gang. Mostly as a runner and messenger for the street level lieutenants due to your naturals skills of blending in. However the city government of Hammer Valley recently had a crack down on criminal gangs. Not powerful enough challenge the entrenched Thieves Guild, they hired thieftakers to bring in the various street gangs. You were arrested but you managed to persuade the thieftaker, Edvard Gore, to offer you a job working for him instead of being brought before the law. You refused to rat out any members of your former gang though. So for the last three years you have been tracking down bandits far and wide and your last case, a member of the Maverick Brotherhood, brought you enough cash to strike out on your own. You have returned to Hammer Valley looking for work.


Tiberius Sonne – The Ex-Mercenary
Half-orc Male, CG Medium Humanoid, Fighter 1

Stats
Str: 18 (+4)
Dex: 14 (+2)
Con: 12 (+1)
Int: 10 (+0)
Wis: 10 (+0)
Cha: 13 (+1)
Move: 20’ (30’ Armor –10’) Run x4
Senses: Darkvision, Perception +0
Languages: Common, Orc
Initiative: +2

Skills
Acrobatics –1 (dex +1, armor -3)
Appraise +0 (int +0)
Bluff +1 (cha +1)
Climb +1 (str +4, armor -3)
Craft (general) +0 (int +0)
Diplomacy +1 (cha +1)
Disguise +1 (cha +1)
Escape artist –1 (dex +1, armor -3)
Fly –1 (dex +1, armor -3)
Heal +0 (wis +0)
Intimidate +7 (rank +1, cha +1, trained +3, racial +2)
Perception +0 (wis +0)
Perform (general) +1 (cha +1)
Profession (soldier) +4 (rank +1, wis +0, trained +3)
Ride –1 (dex +1, armor -3)
Sense motive +0 (wis +0)
Stealth –1 (dex +1, armor -3)
Survival +0 (wis +0)
Swim +1 (str +4, armor -3)

Feats
Armor Proficiency: Light, Medium, Heavy
Martial Weapon Proficiency: All
Power attack
Shield Proficiency
Simple Weapon Proficiency
Tower Shield Proficiency
Weapon Focus: Longspear

Defence
Hp: 12
AC: 18 touch 12 flat 16 (base +10, armor +6, dex +2)
CMD: 17 (base +10, BAB +1, str +4, dex +2)
Fort: +3
Ref: +2
Will: +0

Offence
Base attack: +1
CMB: +5 (BAB +1, str +4)
Melee: Longspear +6 (1d8+6 / x3)
Melee: Longsword +5 (1d8+4 / 19-20/x2)
Ranged: Shortbow +3 (1d6 / x3)

Special Abilities
Orc Ferocity

Gear
Arms: Longspear, Longsword, dagger, shortbow, arrow x30
Armor: Scale mail
General: Travellers outfit, backpack, bedroll, winter blanket, caltrops, flint & steel, bull’s-eye lantern, clay mug, rations (3 days), 50ft hemp rope, tent, waterskin, whetstone, flask of acid, flask of alchemists fire.
Cash: 7gp, 4sp, 7cp

Vitals
Age: 18
Height: 6’6”
Weight: 290lbs
Eyes: grey
Hair: dyed black
Skin: Pale green
Homeland: Hammer Valley

Bio
You and your human father, Augustus Sonne, had moved from town to town for as long as you could remember. He worked as a mercenary, guarding caravans to get from place to place, working for yours and his passage. You have practiced with weapons since you could hold them, actively worked from the age of ten. You were fifteen when he was killed at the Battle of Haventry. After that you joined a mercenary company The Harrowed Eagles, your size, strength and experience put to good use and quickly earned you the rank of sergeant. Your company was on its way to join an army to the south, promised a princes ransom in pay as well. It was, however, a trap. Ambushed, your company was almost completely wiped out. You somehow managed to survive and have made your way back to Hammer Valley to find out who was responsible.


Dieter Von Storlich – The Graduate
Human male, LN medium humanoid, wizard 1

Stats
Str: 10 (+0)
Dex: 12 (+1)
Con: 11 (+0)
Int: 18 (+4)
Wis: 12 (+1)
Cha: 14 (+2)
Move: 20’ (30’ Load –10’) Run x4
Senses: Perception +0
Languages: Common, Abyssal, Celestial, Draconic, Elven, Halfling
Initiative: +5

Skills
Acrobatics +1 (dex +1)
Apraise +8 (rank +1, int +4, trained +3)
Bluff +2 (cha +2)
Climb +0 (str +0)
Craft (general) +4 (int +4)
Diplomacy +2 (cha +2)
Disguise +2 (cha +2)
Escape Artist +1 (dex +1)
Fly +5 (rank +1, dex +1, trained +3)
Heal +1 (wis +1)
Intimidate +2 (cha +2)
Knowledge (arcana) +8 (rank +1, int +4, trained +3)
Knowledge (history) +8 (rank +1, int +4, trained +3)
Knowledge (nobility) +8 (rank +1, int +4, trained +3)
Knowledge (planes) +8 (rank +1, int +4, trained +3)
Linguistics +8 (rank +1, int +4, trained +3)
Perception +1 (wis +1)
Perform (general) +2 (cha +2)
Ride +1 (dex +1)
Sense Motive +1 (wis +1)
Spellcraft +8 (rank +1, int +4, trained +3)
Stealth +1 (dex +1)
Survival +1 (wis +1)
Swim +0 (str +0)

Feats
Simple Weapon Proficiency
Scribe Scroll
Improved Initiative
Spell Focus (Conjuration)

Defence
Hp: 6
AC: 11, touch 11, flat-footed 10 (base +10, dex +1)
CMD: 11 (base +10, BAB +0, str +0, dex +1)
Fort: +0
Ref: +1
Will: +3

Offence
Base attack: +0
CMB: +0 (BAB +0, str +0)
Melee: Quarterstaff +0 (1d6 x2)
Melee: Dagger +0 (1d4 19-20/x2)
Ranged: light crossbow +1 (1d8 - 19-20/x2)

Special Abilities
Specialist School: Conjuration
Opposed Schools: Illusion, Necromancy
Bonded Object: Staff
Acid Dart: Ranged Touch Attack 30’, Ignore SR, 1d6 acid damage

Spells
CL 1, Concentration +5
Level 1 Known: Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Identify

Gear
Arms: Quarterstaff, Dagger, Light Crossbow, Bolts x30
General: Scholars outfit, bedroll, winter blanket, 10 candles, flask, flint and steel, ink vial, inkpen, clay mug, parchment sheet, 2 belt pouchs, 3 days trail rations, signet ring (Von Storlich), 1lb soap, torch
Cash: 5gp 9sp 4cp

Vitals
Age: 22
Height: 5’5”
Weight: 150lbs
Eyes: blue
Hair: blonde
Skin: Pale
Homeland: Oakview

Bio
You come from a long line of sorcerers, your mother (Erica Von Storlich) before you, her father (Darius Kepler) and grandfather (Heinrich Kepler), and so on for generations. That arcane influence, however, is missing in your blood. You have lived as living symbol of shame for your family for your entire life. The pressure of this resentment toward you led you to apprentice with a wizard, Hans Rommler. Determined to not let your family down, you have applied yourself for the last seven years, showing aptitude, if not innate talent. Now you have finished your apprenticeship, you know that you still have many things still to learn. Cloistered for many years you have travelled to Hammer Valley to seek out knowledge of the world, both mundane and arcane.


Tan Xin – The Redeemed
Halfling male, LG small humanoid, cleric 1 (Sarernae)

Stats
Str: 10 (+0)
Dex: 13 (+1)
Con: 10 (+0)
Int: 14 (+2)
Wis: 16 (+3)
Cha: 14 (+2)
Move: 15’ (20’ Load –5’) Run x4
Senses: Perception +0
Languages: Common, Celestial, Elven, Halfling
Initiative: +5

Skills
Acrobatics +3 (dex +1, race +2)
Apraise +2 (int +2)
Bluff +2 (cha +2)
Climb +0 (str +0, race +2)
Craft (general) +2 (int +2)
Diplomacy +6 (rank 1, cha +2, trained +3)
Disguise +2 (cha +2)
Escape Artist +1 (dex +1)
Fly +3 (dex +1, misc +2)
Heal +7 (rank 1, wis +3, trained +3)
Intimidate +2 (cha +2)
Knowledge (local) +3 (rank +1, int +2)
Knowledge (religion) +6 (rank +1, int +2, trained +3)
Perception +5 (wis +3, race +2)
Perform (general) +2 (cha +2)
Ride +1 (dex +1)
Sense Motive +7 (rank 1, wis +3, trained +3)
Stealth +5 (dex +1, small +4)
Survival +1 (wis +3)
Swim +0 (str +0)

Feats
Armor Proficiency: Light, Medium
Simple Weapon Proficiency
Shield Proficiency
Improved Initiative

Defence
Hp: 8
AC: 15, touch 12, flat-footed 14 (base +10, armor +3, dex +1, size +1)
CMD: 10 (base +10, BAB +0, str +0, dex +1, size -1)
Fort: +3
Ref: +2
Will: +6

Offence
Base attack: +0
CMB: +0 (BAB +0, str +0, size -1)
Melee: Scimitar +1 (1d4 - 19-20/x2)
Ranged: light crossbow +2 (1d6 - 19-20/x2)

Special Abilities
Channel Positive Energy 1d6 (5/day)
Spontensous casting (cure)
Spells
Cleric Spells CL 1, Concentration +4
Orisons: Create water, Detect Magic, purify food and water
1st Level: Bless, Cure Light Wounds (D), Sanctuary

Vitals
Age: 31
Height: 3’4”
Weight: 38lbs
Eyes: Blue
Hair: Light Brown
Skin: Ruddy
Homeland: Hammer Valley

Bio
The fortunes you have held, and lost, could build a small kingdom. For as long as you could hold dice or cards you have gambled away every coin you could get your hands on. Often penniless, you know what it is to beg on the streets and not know where you next meal will come from. Three years ago you were searching a midden heap for scraps of food when a group of priests offered you sanctuary. Cleaned up and fed, you were grateful to the church for their help. In gratitude you started working for them, cleaning the temple and washing clothes and vestments. The sermons by Cardinal Jasaraph Dinarch slowly began to have an effect on you. You renounced your former ways and dedicated your life to your new deity. You have studied and prayed and now you know you have been blessed. The Cardinal performed the confirmation ceremony himself, marking you a fully-fledged Cleric of the church. Now will come your greatest test, to go into the city and resist all the temptations that Hammer Valley has to offer.

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