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Old 02-08-2019, 03:39 PM
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Tha Rashtath

Tha Rashtath


S̜̣̈́͋h̵̖̃ͣ̓̌̈́ͨ̚ö̡̪̬̭̱̥͛͊̈́ ̨͈Ṡ̪̝͇̜̗̰h̼̩͈͗̚e̐ͣ̏̕s͚̮̝ͨͪ̋̾̏h̎̂̒̒͐ͭ̋҉͎̰̜̯̜̞ͅt̽̋͝ ̝̠̺͕ ̧͖͔̻L̮̗̙͉͋́͋ͭͯ̀ãj̟̬̲͍͑a̓҉̮̟̠̰ḽ̖͓̤̊̽ͭͨ͡ả͎̝̱̥̓̅ͤͥ ͈l̩͎̘̩̥̹̙̊͑͆̏ ͍͔ͤ̒̒͂ͯ̋́K̜̘̔̌̓ͣ̂͋a̩̯ͫl̛̰̘̜̺̅͂̌ͮa̛̯͑ͫk̨͐hͯ͐ͭ́͛ͅe̲͝ ͉l͙̝̪̂͒͊ͮ̚͡:̥ͪ̇ͫͤ̊ ̅͡
̰̟̬̼ͦ̊ͨ̔̑̑ͩ
͒ͮ͆͌̂̐͏A͓̺͇̘͍̖͐̆ͣ͢ ̘̩̹ͯ͗̀ͨ̿d̶͇̪͚͆͊ͬ̈a̵̤̯̱̠͋̋̓j͓͖̦͍͘a̸̖̗̍ͬ͑͒ͅ ̛̱̞̻͚͚̜̋ͫ́ͅk̞̘̫̝̪̕ȩ̖̟͉̥͈ͪ́͋̎ͩt̯̝̪̞̑̏͒͐͑̏ͅh̓̄̄̆̏̿ͫ ̞͎̘̯̤͔̲á̴̦̗̱̜̭̖̉̋̉͂ ̸̠͇͖͎̰ͯa̜̟͚͍̥ͦ̿̉͗s̩̎ͯ̉͆̉͛̐͜h̘̭̳̮͚̗̾̍̈́̏ ̢͍̘͓̄ͅl̫̞̮͇̫̠͖a̹͚̟̹̩̅͋ͅq͉̥ų̂̌̓ͩs̺̯̞̹͓̮ͫh̨̙͓̤̜̎̀͋͆ ͈t͖̘̓ͤ̚̕a̧̦͍̼̯̪̐̈́ͩl̖̤̤̰̩̳ͩͧͮͯ̓ͮ̎,ͭ͂͛ ̺̬̀a̵̼̭͙̋ͤ̍ͭ̍͊̋t͈͍͔ͥ͑h͍̪͕͎ ̫̣̲̹͍ͯ͋ͯ̏͑k͓̻̪̼͇̱ͨͫͦ͋͋̾͝ͅe̜̺̪ͯ̅́ͤͫs̆ͤ͗̂̀ͅḥ̥͋͗̍͑͟ͅ ͕͈̜t̜̭̫͉͉̲͊̓͆́a͛̇҉̻̼̫̱̻̫rͭ͌ͣa̡ͪ̉l̰̇ ̠̲͇͉̬̭̪̄ͦ̽̏̕t̙͕͚̪͔̹̃̑̊͑̂͘h̊a͓̩͍͔̰ͪͪ ̩̦̹͉̺̓̐ͥkͭ̂̑ȧ̺͓̘̫͈̼̳ͩ̽ͬͩ̍̿l̗̣̋ͭ̀͌ͪ͛ͣa̶͇̺̮̥ͩͬ̍̉ͬt́ ͮͩ̏͐͜h͈͕̺͓ē̮͈̱̻͙̰ͅẗ̤̱ͬͧȟ̢̙̟̼ͫ ̝̳̬͕͚ͩ̕a̼͕̭̦͖̬͡t̻̗̯͑ͨ̓͑͘h̵͉̩ͧͧ͐ͤͣ̐ ͔̣̖͚̭͇̫̏ͬ̏̅ͦq̧͚̺͙̼̎̉ͣ͗͑u̶͖̝̝̲̲̽̽̍͗ͧͪͅs̢͍͍̥̻̖̲̰ͮ̀̿̌ h̅̄͐ͪ̒ͯt͕̺̹̤͉͕̒ͦ̑͘ͅḁ̏̓͒͊̍͐͢t̺͖̠̪̭̮̔̀̽̅̇h̯̳̄̐ͤͯ ̫̝̟̤̹̐ȃ̪͈͛̋͌̎t̗̮̹̘̬ͣͅh̳̊̑̈e͙ͫͪͧ̌ͮ̅ ̬͍͍̺̪̗ͯͦͫ̾͜Ṱ̵̖̖͉͎̲͇̌̽̉͂ͩ̅̚h͓̪̜͙̥̃ͣ̍ͦͨ̄ͤ͜a̲̰̺̅ͥ͊́͘ ̰͇̻̳ ̠̥̠̼̱̣̭ͣ̈́̂͘R̲̟̂͋ͩạ̶̍ͧ͒ͧͨs̟̪ͪh́̓t͔͈̹̪̩̙̾̑̋ͮ̕ḁ̗ͯ̋͊ ̠̙̰t̟̖͔̖̮ͭ̃͆͘h̭͖̺̺ͯ.ͫ̈́̇͐͠
͓͖̗̰̹̰̆́̓ͮ
̳̟̘̣̯ͥͨL̲̘̳͙̮̒ͬ̾̌̐a̹̦s͕̰̘̦h̹̬͖̋t̝̫͚̭̰̥̉̀à͈̺ḱ͒h̐͑ ̆͊̿̆͜i̥̻͇̩̫͎̺r̳̜̲̅̏͋̄ͮ̎̉͟ͅo̵̹̥̭̮̰͂̏ ̃͆̓̐̔̈ͤ҉̼͙̦̺̖o̜͔̤̘͙͎͓l͕̮͋ͦͧ̆ǟ̩̂̕ṯ̣̺̙̐ͯ̿̀̈ͬ̐̀ḧ̊ ͪͧ,̹̦̭̬͛ ̶̪̞͕̯̞̈́͂
̓̄̌
̧͔̰̘̙̗͍̭ͩ̌̍̉̈̎̓V̝̏͠ā͙̹͑͐͂͗ͮ̔tͦͫ̀̆ͩ̔͗ḫ̨̪͉̳̋ͧ͋́̀ͅͅ a̞̺̼̠͇̻̓ͤ̈́ͦ̀̂͌͢l͍̼̿ͬ̈́̅̌͛̐


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Old 02-08-2019, 03:52 PM
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Do You Hear The Voices TOO?
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Name: WUZRUZ the Mad Doc and Bringer of the Word
Race: Orc
Age: 30
Gender: M?
Class/Classes: Monk 1/Elder Mythos Cleric 6/Titan Fighter 2
Alignment: Wants to bring the glory of his gods to all non-believers or heretics and eventually bring the gods forth into the material realm. Always listens to the voices in his head. Enjoys margaritas and bouts of unnecessary surgical procedures to make orcs...better...

Appearance: WuzRuz is a giant of an orc, standing well over 7 feet tall and being built out of a wall of muscle. He wears a tattered headband, ragged belt, tarnished bracers, and paint made from the blood of his enemies, or sometimes his patients. His body is covered in scars and burn marks that accent the insane imagery painted on his body in spirals and incoherent objects that he has seen in the world beyond. His visions from the gods that came before are painted on himself as a grand masterpiece that looks only as visions of insanity to the less enlightened. He wears a terrifying mask upon his head in the image of his gods, it is made of animal and human bones, sinew, and flesh. He normally carries a pouch with herbal intoxicants and hallucinogens, and an enormous adamantine two handed butchering axe with two large eyes, one on either side of the blade.

Personality:
 


Background/History:
 




10 minute background:
 


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Old 02-08-2019, 04:08 PM
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Here is my totally-finished-and-converted app.

Rissi
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Name: Rissi
Griffon: Sterope
Race: Ratfolk
Class: Witch
Archetype: Hedge Witch
Alignment: Chaotic Neutral
Patron and Religion: Trickery(see below) | Symbol of Tsillah
Traits: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true.Student of Philosophy (link), Thanks to your friendly mien and sly tongue, your lies are often believed. You gain a +1 trait bonus on Bluff checks, and Bluff is a class skill for you.Liar's Tongue (link), Pick one of the following skills: Handle Animal... You gain a +1 trait bonus on that skill, and it is always a class skill for you.Savannah Child (link)
Drawback: You are dependent upon the acceptance of others. Whenever you fail a Diplomacy check, you become shaken for 1 hour.Dependent (link) (Failing any diplomacy check makes her feel as if she has failed Tsillah).

Description
Rissi takes two common forms. Her public persona is that of a confident follower of Tsillah. She stands tall and commands a presence in her purple religious garb, with the gold symbol of Tsillah's faith on her shoulder. Her grey fur is always well-groomed, and green eyes sparkle with amusement from behind the ever-present white porcelain mask. She often reaches out to touch the shoulder of a stranger focused on a task, granting them her blessing and a small measure of good fortune. Anyone injured is given a soothing touch, along with encouragement to walk in Tsillah's light. While acting in her role as Tsillah's agent, Rissi is rarely far from her beloved griffon, Sterope.

When out of her public persona, Rissi transforms her garments to fit the environment, and when necessary even alters her own appearance. sometimes going as far as to appear as another race. She hunches her shoulders and bends at the waist, making herself appear smaller when she wants to go unnoticed.


Roleplay Example
"By your deeds, they will know me." Tsillah's words echoed in Rissi's mind as she approached Sauerton, a large town in northern Andoran. She had seen the smoke the day before and knew whatever happened wasn't good. Now that she was closer, she could see that nearly a full quarter of the town had succumbed to flames. Seeing what appeared to be a bustling open area near the north end of town, she steered the griffon she was riding in that direction.

"Make an entrance." Immediately after landing, Rissi dismounted Sterope, her robes billowing behind her as she jumped down. There was no time for her usual routine of gathering information, so she approached a halfling woman who had been staring since she had landed. "What has happened here?" Rissi asked, tinting her voice with as much sympathy as she could.

The woman started when Rissi spoke, coming out of her stupor at seeing such a sight. "T-there was an attack. Giants, it was giants, come down from the Five Kings! They never come this far, but they did. We... we lost so much." The woman had been clutching a necklace as she spoke, but let go to bury her face in her hands as tears overtook her.

"Tragedy is an opportunity." Rissi stepped forward and embraced the halfling, holding her until the tears slowed. Pulling back, she left a hand on the other woman's shoulder. "I'm sorry for your loss, and I'm sorry I couldn't arrive sooner, but I'm here now. Could you tell me where the wounded are?" The halfling nodded and led Rissi to an inn that had been converted into a makeshift hospital, with tents set up all along the street. She was directed toward a dour-looking dwarf who was barking orders to everyone around him.

"Everybody lies. The question is, why?" "My name is Rissi," the witch said after being introduced. "I'm a healer." Those words were all that were needed for the dwarf to put her to work. Over the course of the day, Rissi tended to a seemingly endless number of wounded men, women, and children. Usually she would arrive in a town, heal a few who were injured, treat a few who were ill, and move on, but not here. At first, she was thought to be just another cleric, but when the magical healing didn't run out, people began to pay more notice of the ratfolk with the white mask and strange symbol on her robes. By the time evening had fallen, she had healed well over a hundred and fifty people, and whispers had spread through the town faster than the flames had the day before. At every touch, and every whispered prayer to one Tsillah, more wounds were closed and more pains were eased.

Breaking from her usual routine, Rissi ended up staying for nearly a week to tend to the more seriously injured. When the time finally came to leave, and Sauerton was disappearing in the distance behind her, Rissi sighed and took off her mask. "That was a long week, Sterope," she said to her beloved mount. "I'm sure she's proud of me though."


 


 


 


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Last edited by LittleBlueNA; 02-10-2019 at 01:51 AM.
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Old 02-08-2019, 06:48 PM
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Mother



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Name: Veronica Bliss
Race: Changeling Nightmare Creature
Age: 21
Gender: Female
Class/Classes: Amnesiac Psychic Duelist 8
Discipline: Rebirth
Feats: 1) Additional TraitsYou have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.
* 3) Craft Wondrous ItemYou can create wondrous items, a type of magic item.

Prerequisite: Caster level 3rd.

Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

See magic item creation rules for more information.
* 5) Psychic CombatantYou are skilled at attacking opponents in psychic duels.

Prerequisite(s):*Int*13,*Psychic Sensitivity*or the ability to cast psychic spells or use psychic*spell-like abilities, character level 3rd.

Benefit(s): You gain an extra pool of manifestation points with a number of points equal to 1/2 your character level.

You can use these points at any time during a psychic duel. When you are not participating in a psychic duel, You can spend 1 of these extra manifestation points as a*swift action*to gain a +1 bonus on saving throws against psychic spells until the start of your next turn, or 3 points as a*swift action*to gain a +2 bonus on saving throws against psychic spells until the start of your next turn.

This pool refreshes at the start of each day.
* 7) LeadershipYou attract followers to your cause and a companion to join you on your adventures.

Prerequisite: Character level 7th.

Benefits: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table: Leadership for what level of cohort and how many followers you can recruit.
*.
Traits: Convincing LiarYou’ve spent your life perfecting the art of half-truths in order to accomplish what you need to.

Benefit: You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you.
*, Outcast's IntuitionYou are able to sense the motives of others and use that sense to bolster your magic against dispelling.

Benefits: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
*, IrrepressibleYour hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind.

Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
*, Harrow ChosenAll your life you’ve been drawn to the mysteries surrounding your family’s harrow deck.

Benefit: You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.
*, Outlander: Lore SeekerYou’ve recently come from somewhere else and are hoping to make your fortune here.

Choose one of the following:

Lore Seeker
The secrets of ancient fallen civilizations intrigue you, particularly magical traditions. You’ve studied magic intensely, and hope to increase that knowledge by adding lost lore. You’ve come to pursue that study, and chose this place as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope!

Benefit You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
* [Instigate Psychic Duel, Thought Worm, Mind Thrust]
Drawback: Umbral UnmaskingEffect: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).*
Alignment: Chaotic-Neutral
Deity: None


 


 

 

 




Daughter



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Name: Vivian Bliss
Race: ChangelingI am Me Variant* Nightmare Creature
Age: 5
Gender: Female
Class/Classes: Vizier Mesmerist 7
Feats: 1) DeceitfulYou are skilled at deceiving others, both with the spoken word and with physical disguises.

Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
* 3) Cunning CasterWhether a smuggler or spy, you’ve learned to use misdirection and legerdemain to conceal your own magical abilities.

Prerequisite(s): Deceitful, ability to cast 1st-level spells.

Benefit(s): When casting a spell, you can attempt a Bluff check (opposed by observers’ Perception checks) to conceal your actions from onlookers. If the spell requires material components, you take a –4 penalty on the Bluff check.

If the spell requires somatic components, you take a –4 penalty on the Bluff check. If the spell requires verbal components, you take a –4 penalty on the Bluff check. If the spell requires a focus or divine focus, you take a –4 penalty on the Bluff check. If the spell produces an obvious effect (such as a summoned creature or visible spell effect), you take a –4 penalty on the Bluff check, and even if your check is successful, observers still see the spell effect (though they fail to notice that you are responsible for it). All Bluff check penalties are cumulative.
* 5) Spell Focus: EnchantmentChoose a school of magic. Any spells you cast of that school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
* 7) Greater Spell Focus: EnchantmentChoose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.

Prerequisite: Spell Focus.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat.
*
Traits: Outlander: Lore SeekerYou’ve recently come from somewhere else and are hoping to make your fortune here.

Choose one of the following:

Lore Seeker
The secrets of ancient fallen civilizations intrigue you, particularly magical traditions. You’ve studied magic intensely, and hope to increase that knowledge by adding lost lore. You’ve come to pursue that study, and chose this place as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope!

Benefit You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
* [Charm Person, Charm Monster, Mental Block], IrrepressibleYour hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind.

Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
*, MediatorYou have a way with calming tempers, using cool logic to sooth heated disagreements, and you were always the one to settle arguments among your friends, family, and community.

Benefit(s): You receive a +1*trait bonus*on*Diplomacy*checks. In addition, you receive a +1*trait bonus*to the DC of any*charm*or*compulsion*effect that does not provide ongoing control and results in peaceful acts, such as*calm emotions,*sleep, or a*suggestion*to lay down arms.
*
Drawback: Umbral UnmaskingEffect: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).*
Alignment: Chaotic-Evil
Deity: None

 

 
__________________
"Death, so called, is a thing which makes men weep, And yet a third of life is passed in sleep." - Lord Byron

Last edited by LeoByron; 03-01-2019 at 08:46 PM.
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Old 02-08-2019, 10:01 PM
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Bio
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Name: Nathaniel Grimm
Title: Noble's Physician
Race: Tiefling (Core, Prehensile tail trait, Int+2 alternate ability)
Age: 44
Gender: Male
Class/Classes: Investigator (Empiricist, Forensic Physician) 9
Traits: Merabian Mentorship, Precise Treatment, Student of Philosophy
Drawback: Meticulous. Nathaniel suffers an additional -2 penalty to skills he has no ranks in.
Alignment: Lawful Neutral
Deity: Athiest (By choice)

Appearance: Nathaniel is a lightly ruddy-skinned (but not outside of human range) Tiefling with matching curled horns and a slender, long tail. Dark haired, he keeps it cut short to keep it out of his way. He prefers to wear sturdy yet stylish clothing and has a little jewelry. He has freckles across his face and despite his apparent looks of youth, he comports himself with dignity and pride. His golden eyes reveal great intellect and perspicacity, while his long-fingered hands end in sharp, pointed fingernails.

Personality: Nathaniel Grimm is a serious man, serving in an official capacity he spent most of his life getting ready for. An intellectual to his deepest core, Nathaniel is capable of conversing at length about dozens of topics, and secretly enjoys doing so. He believes that self-discipline and preparation can allow someone to succeed no matter the situation, and is the kind of person to express it. This sometimes causes him to not get along with certain people, but that is not a major concern of his.
When treating patients, he is quick, efficient, and factual, though he does tend to not sugar-coat his work or diagnosis. This trait carries over when he is occasionally requested to perform an autopsy or examine a scene for the local law enforcement.

Background: Born to Claudia and Maxwell Grimm, he was expected to be a human. The actions of a long-dead ancestor, however, had come back to take its toll in Nathaniel. Maxwell's great-great grandfather had achieved noble social status with the help of a demon's powers, and that taint had been passed along from generation to generation, until some unknown confluence of external stimuli triggered Nathaniel's birth being different.
For what it was worth, Claudia and Maxwell took the event in stride, though they did suffer quite a social fallout from the news of his birth leaking. They didn't treat Nathaniel poorly, but he was always kept in the back or out of the way out of some kind of shame. He was eventually sent to a boarding academy where he discovered and explored his educational prowess and love of learning. He excelled in all his classes and even realized his desire to enter into the medical field.
During this time, his parents conceived of four more children, all of them human. Nathaniel was glad, but also felt further distanced from his family. His parents were in the twilight of their life and his siblings are all grown up and on their own lives with kids of their own on the way, and he's watched them draw further away with every passing year.
He made great accomplishments and contributions to the medical community, and only recently did he take a break from his work when his parents died. Returning home, he signed off on the papers that passed most of the estate to his siblings, with the exception of a small side building on the property. He has spent the last year and a half renovating the old servants quarters that he now owned, turning it into a library and small study in celebration of learning and all things intellectual.
StatblockNathaniel Grimm, Noble's Physician
Male tiefling investigator (empiricist, forensic physician) 9 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Intrigue 33)
LN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +25
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Defense
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AC 22, touch 16, flat-footed 18 (+6 armor, +2 deflection, +4 Dex)
hp 90 (9d8+18)
Fort +5, Ref +12, Will +7 (+4 save vs. illusion and disbelievable effects); +6 vs. disease
Resist cold 5, electricity 5, fire 5, unfailing logic
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Offense
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Speed 30 ft.
Melee +1 inspired mithral rapier +13/+8 (1d6+6/18-20)
Special Attacks studied combat (+4, 8 rounds), studied strike +3d6
Investigator (Empiricist, Forensic Physician) Extracts Prepared (CL 9th; concentration +17)
. . 3rd—channel vigor, fly, heroism, remove disease, seek thoughts[APG] (DC 21)
. . 2nd—alchemical allocation[APG], barkskin, cat's grace, focused scrutiny[ACG], invisibility, touch injection[UC]
. . 1st—anticipate peril[UM] (DC 19), cure light wounds (2), keen senses[APG] (DC 19), monkey fish[ACG], polypurpose panacea[UM], true strike
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Statistics
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Str 12, Dex 20, Con 12, Int 26, Wis 10, Cha 9
Base Atk +6; CMB +11; CMD 24
Feats Acupuncture Specialist, Agile Maneuvers, Combat Expertise, Deadly Aim, Fencing Grace[UI], Healer’s Hands (+9), Incredible Healer, Power Attack, Weapon Focus
Traits merabian mentorship (thuvia), precise treatment, student of philosophy
Skills Acrobatics +11, Appraise +6, Bluff +8 (+17 to lie (as a result of using Int instead of Cha)), Climb +12, Craft (alchemy) +15 (+24 to create alchemical items), Diplomacy +11 (+20 to gather information (You can use your Intelligence Modifier instead of Charisma), +20 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disguise -3, Escape Artist +13, Fly +2, Heal +21 (+25 to notice tampering with medical evidence), Intimidate -3, Knowledge (arcana) +20, Knowledge (dungeoneering) +15, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +14, Knowledge (planes) +20, Knowledge (religion) +15, Linguistics +14, Perception +25, Profession (herbalist) +6, Ride +2, Sense Motive +20, Spellcraft +20, Stealth +15, Survival -2, Swim +9, Use Magic Device +16; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Infernal, Orc, Simple Sign, Sylvan
SQ alchemy (alchemy crafting +9), blood lore, ceaseless observation, disease lore, finesse weapon attack attribute, inspiration (12/day), investigator talents (combat inspiration[ACG], expanded inspiration[ACG]), keen recollection, medical expertise, meticulous, prehensile tail[ARG]
Combat Gear acupuncture kit, healer's kit; Other Gear +2 chain shirt, +1 inspired mithral rapier, belt of incredible dexterity +2, cloak of resistance +1, eyes of the eagle, headband of vast intelligence +4, ring of protection +2, ring of sustenance, alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, masterwork backpack[APG], mess kit[UE], soap, surgeon's tools[UE], trail rations (5), 103 gp, 1 sp
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Special Abilities
--------------------
Acupuncture Specialist If Heal skill check beats curse DC by 10 or more, suppress it for 1d4 days, or remove if beaten by 20+.
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Blood Lore (Ex) Learn racial origins of and circumstances of shedding of blood sample with a Heal check.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+9)
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Disease Lore (Ex) After 1 min can use Heal to ID diseases, 1 min more to neutralize infected object with Heal.
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fencing Grace Use Dexterity on rapier damage rolls
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Healer’s Hands (+9, 9/day) (Su) Full-rd to treat deadly wounds (no limit or kit needed), beat DC by 10 for extra healing.
Incredible Healer 1/creature/day, when using Heal to treat deadly wounds, heal normal amount or check result.
Inspiration (+1d6, 12/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Medical Expertise (Ex) Use inspiration on Heal checks (if trained), but not Lingusitics, without expending use.
Meticulous -2 on all untrained skill checks
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Studied Combat (+4, 8 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects
Weapon Focus (Light Blades) Choose one weapon group. You become better at using that type of weapon.
InspirationDiscounted Inspiration: Nathaniel Grimm can use inspiration on the following skills without spending points:
Knowledge (All), Linguistics, Spellcraft, Heal, Diplomacy, Perception, Profession (All), and Sense Motive.
Combat Inspiration: Using inspiration on attack rolls or saving throws only cost 1 point from the inspiration pool, not 2.
+1 Inspired Rapier: When using inspiration to attack with this weapon, add twice the result of the inspiration die to the damage roll of the weapon.

Last edited by Runetide; 02-14-2019 at 03:38 PM.
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Old 02-09-2019, 02:02 AM
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Name:Trever Vonwilliamsail
Race: Human
Class: Slayer
Alignment: Lawful Good
Deity: none

Personality:


Young at heart and adventurous, Trever is your stereotypical thrill seeker. From climbing the rigging to sailing passages one considered to be impassable, Trever knows no limit to the risks he will take to sate his desire to challenge and thrill him.

When not on his ship, Trever is loud and opinionated, but holds the charm and grace of a true business man.

Background:


Born to a well known merchant family, Trever was not one to have to worry about the problems of those less fortunate. He was raised on privilege and thus was able to live the ‘well to do’ life most dream of.

As a child Trever's life was spent chasing his ever changing passions. From sword play to hunting to anything else that could be considered 'dangerous' or ‘exciting’. It was not until Trever stepped onto his father's merchant ship did Trever truly fell in love with something.

Trever knew from his fist passage on a ship, that he found what he wanted to spend the rest of his life doing. As a young man of thirteen years of age, he devoted himself to becoming the best sailor he could be.

It did not take long for Trever to become a prized deck hand on any ship, and at the ripe young age if sixteen he was finally able to convince his father to let him lead a ship. His father was hesitant, but soon realized the choice he made to be profitable. With his son at the helm of his fleet, his business boomed. As a well known importer/exporter of goods from Trolanport to Adderport/Newthrone, Vonwilliamsail became a name known across the lands for the ability to make the journey and return in an unheard of amount of time.

For four long years Trever was the captain of his fathers fleet of ships, when he was offered a job within Q’barra as a pirate hunter. While his father was disapproving, Trever jumped at the chance to not only captain a ship, but to become a naval officer. It did not take long for Trever to earn the reputation in the Q’barra Navy as the best Captain around, and all through out the lands, the name Vonwilliamsail spread.

It was due to this fact that surprise filled every tavern as rumors began to spread that his beloved ship, the Ocean's Mist, was spotted sinking off the coast of Torlaac Bay. The rumors spread even more quickly when the Ocean's Mist failed to port on schedule. With no word from Trever Vonwilliamsail or the Ocean's Mist, the rumors seem to be more then just rumors.
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