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From Sea to Shore (level 6 Pathfinder)


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Anybody interested in my character sheet, here's the file: https://drive.google.com/file/d/0BxhEU5t5C6cAbnpCRnNma0RxNW8/view?usp=sharing


Background: Eligos was born in the lands surrounding Egorian. His father, Bertram Caim, was a farmer and his mother, Sarene, a former wizard’s apprentice. It is not known whether dabbling in magic in her youth caused her son to be born different, or if it was the demonic forces rampant in Cheliax due to the rampant diabolism of the region, but whatever the cause, Eligos is unquestionable one of the bizarre few that are known as Tieflings. His appearance was always that of a normal child except for his reddish sun-burned looking skin and his blazing red-rimmed amber eyes. Since his father was a farmer and the family lived in a rural region of the Egorian countryside, it was fairly easy to keep Eligos hidden from the prying eyes of the Hellknight of Thay who whould have surely taken him for triaing in one of their orders which surely would have killed the frail child.


Eligos spent his childhood helping his father in the fields and waterways surrounding their farmstead and learning everything that his mother had to teach him. Being very learned in books and languages, Sarene taught Eligos to speak, read and write many foreign tongues and to have a great appreciation for books and maps. His mapping skills are fairly advanced and he is also extremely interested in being an amateur chronicler.


As Eligos got older, it became harder and harder to keep him hidden from prying eyes. When he lost his baby teeth, they were replaced by sharp, pointed adult teeth and as puberty set on, small nubby horns began to protrude from his forehead, one directly above each eye. Even these strange features wouldn’t have been too difficult to keep under cover, but with puberty also came Eligos’ innate spell-casting abilities.


At age 14, while joining his mother on one of their rare visits to town for supplies, a young boy noticed Eligos’ strange appearance and began to make fun of him. Unable to control his emotions as well as he normally would have, Eligos lashed out with his mind and threw the other child 15 feet through the air and deposited him into a large pickle barrel. Sarene quickly ushered her son out of town and back home, but the damage had already been done.


Early the next day, the rumors began flying that the Hellknights were sending investigators to look into the incident. Knowing the Hellknights’ interest in â€recruiting†those with potential (especially those with natural spell casting abilities), Sarene and Bertram knew that something had to be done immediately. Using what little money they had saved up, they bought passage for Sarene and their son to the distant city of Corentyn, hoping that the two could blend into the coastal trade city.


After several weekss of travel the two finally arrived in Corentyn. Eligos had celebrated his 15th birthday on the journey and his mother had used the time to train him carefully on how to control and hone his powers.  Once in Corentyn, the two settled quickly into a small boarding house in the High Quarter amidst the residences of fishermen, sailors and the like where Sarene figured that Eligos could hide himself amongst the working class and find work.  


Sarene stayed with her son for another year, taking a job with a local seller of magical items. Her wizard skills came in very handy to the merchant in appraising items and spotting fakes. Eligos found work as a cleaner at a local nightclub, The Brazen Pearl. In a very short time, his skills and appearance led him to being offered one of the entertainer rolls at the nightclub, using minor feats of magic and his devilish appearance to awe the patronage. Seeing that her son was able to fend for himself in this exotic city without being subjected to the predjudices of their rural former life and that the Hellknights seemed to regard him as a mere performer, rather than someone with actual power. Sarene allowed her son to convince her to return home to her husband and the farm.


The following six years consisted mainly of performing and surviving on the streets of Corentyn. During that time, a few frightening run-ins with Hellknight agents have convinced him to be ready to run at all times but they seem to show little interest and he has worked on perfecting the skills necessary to escape the notice of the Hellknights. Stories of his magical prowess hadn’t passed beneath everyone’s attention however as a band of dwarves conscripts him along with a motley crew of other â€talented†individuals to retrieve an item believed to have been lost to their clan forever. Not normally one to participate in these sorts of affairs, the intrigue and the cash proved to be too much of a temptation and he chose to participate. Many gruelling but prosperous adventures later, Eligos had proven himself to be talented and valuable in battle to the point that the attention was once again too much and whispers of Hellknight interest once again swirled through the Quarter.


Eligos decided that it was once again time to flee to a place of greater anonimity and made the trek (on his own this time) to the remote coastal village of Blackcove. Having built up a fairly hefty reserve of funds during his adventures, Eligos finds it much easier to acquire a residence and lay low among the local populace, rarely venturing out into the village proper for more than staple supplies and has therefore built up a reputation as a mysterious loner whom nobody knows very much about. It is a lonely existance and he misses the excitement of his last years in Corentyn, but being able to live out of the shadow of the Hellknights makes the sacrifice worth it.

Edited by styates
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Take a few specials & a few +1s. (Level appropriate)


Nothing out in left field. Mainly your everyday items. If you want something special like Knightyknight did go for it but nothing that won't break the game + I'll final approve it.


Ok didn't realize my wife wanted to do a big clean up in the backyard today so as of 3 pm mtn time I'm finally done. Thou most of it was tearing the pool down & cleaning it. Anyways gonna put the startup post tomorrow morning as I'm really getting tired having worked last night.


If you don't have your character finalize no worries just get it final before you post.

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Ok this should be final.

Valen Faldar
Aasimar oracle (dual-cursed oracle) 6 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 58)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
AC 14, touch 9, flat-footed 14 (+5 armor, -1 Dex)
hp 57 (6d8+24)
Fort +6, Ref +1, Will +7; +4 Competence bonus vs. disease
Resist acid 5, cold 5, electricity 5
Speed 30 ft. (20 ft. in armor)
Melee oceans bite +6 (1d8+2 plus 1d6 cold)
Spell-Like Abilities (CL 6th; concentration +10)
Oracle (Dual-Cursed Oracle) Spells Known (CL 6th; concentration +10)
   3rd (4/day)—bestow curse (DC 17), cure serious wounds, water breathing
   2nd (6/day)—cure moderate wounds, hold person (DC 16), inflict moderate wounds (DC 16), oracle's burden[APG] (DC 16)
   1st (7/day)—cure light wounds, endure elements, forbid action[uM] (DC 15), ill omen[APG], inflict light wounds (DC 15), obscuring mist
   0 (at will)—create water, detect magic, guidance, light, purify food and drink (DC 14), read magic, resistance
   Mystery Waves
Str 12, Dex 9, Con 16, Int 12, Wis 15, Cha 19
Base Atk +4; CMB +5; CMD 14
Feats Extra Revelation[APG], Improved Initiative, Martial Weapon Proficiency (trident)
Traits resilient, sacred touch
Skills Acrobatics -4 (-8 to jump), Bluff +0, Craft (alchemy) +7, Diplomacy +8, Disguise +0, Heal +11, Perception +7, Sense Motive +8, Spellcraft +10, Stealth -1, Survival +5 (+9 to avoid getting lost if used with astrolabe); Racial Modifiers +2 Diplomacy, +2 Perception
Languages Aquan, Auran, Celestial, Common, Elven
SQ oracle's curses (tongues, wasting), revelations (fluid travel, fortune, ice armor, misfortune)
Combat Gear potion of water breathing (2), strand of prayer beads (lesser); Other Gear mistmail, oceans bite, belt of mighty constitution +4, cloak of displacement, minor, bedroll, grappling hook, sextant, silver holy symbol of Pharasma, 150 gp
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Fluid Travel (Walking, 6 hours/day) (Su) Walk on liquid as if was solid.
Fortune (1/day) (Ex) At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability onc
Ice Armor +4 (6 hours/day) (Ex) Conjure a suit of armor made of ice, stronger in cold temps, and weaker in hot.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Mistmail (1/day) The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character’s body, as does speaking the command word or entering a place where the fog-magic doesn’t function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character’s feet.

Requirements Craft Magic Arms and Armor, obscuring mist; Cost 1,250 gp
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Sextant +4 Circumstance to navigate while above ground.
Tongues (Aquan, Auran) You can only understand and speak two languages in combat.
Wasting +4 competence bonus to save vs. Disease

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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Post will be up today. Yesterday I had a nasty sinus  headache that wouldn't go away even with drugs. I guess the combination of working in a freezer & remnants of my existing cold just came together badly yesterday.


Got home a little earlier then usual today from work so after a short nap I'll put up that start post. If it helps set the mood, the party is starting on a barren cliff side road on the west coast of Cheliax. Storm is ah brew!

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I was going range based. Going with a gnome gives too many penalties for a lot of close up, unless I can sneak attack a lot, but I can do that from range too.



Male gnome rogue 6
NG Small humanoid (gnome)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +12
AC 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 natural, +1 size)
hp 55 (6d8+15)
Fort +4, Ref +8, Will +3; +2 vs. illusions
Defensive Abilities defensive training, evasion, trap sense +2, uncanny dodge
Speed 20 ft.
Melee dagger +5 (1d3/19-20) or
mwk morningstar +6 (1d6)
Ranged +1 light crossbow +9 (1d6+1/19-20)
Special Attacks hatred, sneak attack +3d6 +3 bleed
Spell-Like Abilities (CL 6th; concentration +7)
1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Str 10, Dex 16, Con 14, Int 15, Wis 12, Cha 12
Base Atk +4; CMB +3; CMD 16
Feats Acrobatic, Point-blank Shot, Precise Shot
Skills Acrobatics +14 (+10 to jump), Appraise +7, Climb +9, Disable Device +17, Escape Artist +8, Fly +7, Heal +4, Knowledge (arcana) +4, Knowledge (dungeoneering) +9, Knowledge (local) +7, Knowledge (nature) +4, Knowledge (religion) +4, Linguistics +9, Perception +12, Sleight of Hand +10, Stealth +21, Survival +3, Swim +6, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Aquan, Auran, Common, Elven, Gnome, Goblin, Ignan, Sylvan, Terran
SQ gnome magic, rogue talents (bleeding attack +3, fast stealth, sniper's eye), trapfinding +3
Other Gear mithral chain shirt, +1 light crossbow, crossbow bolts (30), dagger, mwk morningstar, amulet of natural armor +1, cloak of elvenkind, goggles of night, handy haversack, adventurer's sash, bedroll, belt pouch, chalk (2), crowbar, explorer's outfit, grappling hook, masterwork thieves' tools, silk rope (100 ft.), tent, small, 150 gp
Special Abilities
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sniper's Eye (Ex) Can use ranged sneak attack vs. targets with concealment.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


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Halbjorn Einersson

Male Ranger 6

N Medium Humanoid (Dwarf)

Init: +1 (+3 underground) Senses: Darkvision 60ft, Perception +14

Languages: Common, Dwarven



STR: 19 (+4), DEX: 12 (+1), CON: 16 (+13), INT: 10, WIS: 16 (+13), CHA: 6 (-2)


AC: 20, Touch 11, Flat Footed 19, CMD 21

HP: 69 (6d10)

Fortitude: +8, Reflex: +6, Will: +5

Speed: 20 ft

Special:  +4 dodge vs. giants; +2 save vs poison, spells, spell-like effects; +4 CMD vs bull rush or trip;

+2 AC, DR 2/- vs aberrations


BAB: +6(+1), CMB: +10

Melee: Dwarven Waraxe +11(+6), 1d10+5, 19-20 x2

Melee: Heavy Shield +11, 1d4+5, x2

Ranged: Javelin +10/+5, 1d6+4, x3, 40ft

Special: +1 hit vs orcs and goblinoids; Favored Enemies – Aberrations (+4), Monstrous Humanoid (+2);

+1 damage (trait bonus) vs aberrations; Shield/Waraxe additional bonus (+2) vs aberrations.


Racial and Class Abilities:

·       Slow & Steady:  Base speed 20 feet.  Unmodified by armor or encumbrance.

·       Darkvision: 60 feet

·       Defensive Training: +4 Dodge bonus vs giants

·       Greed: +2 Appraise to non-magical items containing gems or precious metal

·       Hatred: +1 to hit vs orcs and goblinoids

·       Hardy: +2 save vs poison, spells, spell-like effects.

·       Stability: +4 to CMD vs Bull Rush or Trip.

·       Stonecunning: +2 Perception to notice unusual stonework.

·       Weapon Familiarity: Proficient with battleaxes, heavy picks, warhammers.  Weapons with Dwarven in name are treated as martial weapons.

·       Favored Enemy:  Bonus to Bluff, Knowledge, Perception, Sense Motive and Survival checks.  Bonus to attack and damage rolls. 

Aberrations (+4), Monstrous Humanoids (+2)

·       Track: Add ½ level to Survival check to follow tracks

·       Wild Empathy: Ranger Level + Cha to improve attitude of an animal (+4)

·       Combat Style: Weapon and Shield; Bonus feats: Two Weapon Fighting, Shield Master

·       Endurance: Bonus feat

·       Favored Terrain:  Bonus to Initiative, Know (Geography), Perception, Stealth, Survival.  Leaves no trail.  Underground (+2)

·       Hunter’s Bond: Companions; Spend a move action to grant half favored enemy bonus (+1/+2) against a single target of the appropriate type

to all allies within 30 feet. This bonus lasts for a number of rounds equal Wis (3).

·       Spells



·       Two Weapon Fighting: Reduced penalties when fighting with two weapons.

·       Shield Master: No penalties to attack rolls made with shield when wielding another weapon.  Shield enhancement bonuses are added to

attack and damage rolls as if it was a magic weapon enhancement.

·       Endurance:  

·       Improved Shield Bash:  Receive AC bonus from shield when performing shield bash.

·       Shield Slam: Opponents hit by Shield Bash are hit with a free action Bull Rush using attack roll.  Does not provoke attack of opportunity. 

Opponents that cannot move back are knocked prone.

·       Alertness: +2 Perception, Sense Motive checks

·       Endurance: +4 bonus.  Swim checks made to resist nonlethal damage from exhaustion. Con checks made to continue running, avoid nonlethal

damage from forced marches, starvation or thirst; hold your breath. Fort saves made to avoid nonlethal damage from hot or cold environments;

and resist damage from suffocation.



·       Slayer of the Deep: +1 trait bonus to damage vs aberrations.

·       Strong Swimmer: +2 Swim checks, hold breath for additional 2 rounds.


Spells: CL 3, Spells per Day (1st – 2), DC 13 + spell level.

1st – Glide, Merid’s Mastery, Residual Tracking (favored spells)

Skills(Trained)6 + Int modifier + favored class bonus (7/level);  Armor Check Penalty: -3

Appraise                       +0

Bluff                             - 2        *

Climb                           +15

Heal                             +5

Intimidate                     - 2

Knowledge (Dung)        +11      *

Knowledge (Geo)          +4        **

Knowledge (Nat)           +4        *

Perception                    +14      *, **

Sense Motive                +5        *

Stealth                         +10      **

Survival                        +12      *, **

Swim                           +16


Special:  Favored Enemy* (+4/2), Favored Terrain** (+2), Greed (+2), Stonecunning (+2), Tracking (+3)




·       +1 Defiant (Aberration) Mithril Heavy Shield: Additional +2 bonus to AC; DR 2/- vs aberrations

·       +1 Aberration Bane Dwarven Waraxe: Additional +2 bonus to attack/damage, +2d6 damage vs aberration

·       Ring of Swimming:  +5 bonus to Swim checks

·       Belt of the Mighty Hurling, Lesser:  +2 bonus to Strength, apply Str instead of Dex to ranged attacks with thrown weapons.  +10 ft range increment.

·       Potion Cure Moderate Wounds x3

·       Handy Haversack

·       Rope of Climbing

·       Masterwork Mountain Pattern Armor

·       Climber’s Kit

·       Healer’s Kit


Need to add mundane adventuring gear.  Figured since we had carte blanche to buy mundane stuff it may not be necessary to list it all.

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