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Schadenfreude Studios > Tabletop > Pathfinder: Den Bloodsoul LOCKED


ÂmesangPathfinder: Den Bloodsoul
  February 1, 2011 5:00 AM | Post #1
has lost the game




CR 3DEN BLOODSOUL
Female Ulfen [1] Human Ranger 3
Neutral Medium Humanoid (human); Height 5 ft. 4 in.
Initiative +3 (+5 in forests); Senses Perception +8 (+10 in forests)

DEFENSE
Armor Class 19, touch 13, flat-footed 16 (+3 Dexterity, +6 armor)
Hit Points 24 (3d10+3)
Fortitude +4, Reflex +6, Will +3

OFFENSE
Speed 20 ft. in breastplate (4 squares); base speed 30 ft.
Melee masterwork cold iron greatsword +8 (2d6+6/19-20) or masterwork alchemical silver dagger +8 (1d4+3/19-20) or unarmed strike +7 (1d3+4)
Ranged darkwood composite longbow (+4 Str rating) +7 (1d8+4/×3) or masterwork alchemical silver dagger +7 (1d4+3/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks favored enemy (animal +2)

TACTICS
During Combat Whether in the wilderness or the city, Den knows that only the strong survive. While she prefers to hunt from a distance with her longbow, preferably hidden among the trees, she has no qualms about wading into melee with her greatsword… cleaving her foes with ferocious strength.

STATISTICS
Strength 18, Dexterity 16, Constitution 12, Intelligence 12, Wisdom 14, Charisma 7
Base Attack +3, CMB +7 (+9 grapple), CMD 20 (22 vs. grapple)
Feats Diehard, Endurance B, Improved Grapple B, Improved Unarmed Strike, Precise Shot B
Skills Acrobatics +0 (+3 jump), Climb +12, Craft (any) +3, Escape Artist +0, Handle Animal +4, Heal +10, Knowledge (dungeoneering, geography, nature) +5, Perception +8 (+10 in forests), Ride +0, Stealth +6 (+8 in forests), Survival +9 (+11 in forests), Swim +7
Languages Common, Skald [1]
Special Qualities heart of the wilderness [2], favored terrain (forest +2), track +1, wild empathy +1, combat style (archery), Endurance

EQUIPMENT
Signature Possessions explorer's outfit, masterwork agile breastplate [3], masterwork cold iron greatsword, darkwood composite longbow (+4 Str rating) with 20 arrows, 2 masterwork alchemical silver daggers, masterwork backpack with waterskin [4], belt pouch, money belt [5] containing 2 platinum pieces, 1 gold piece, and 2 silver pieces; black-inked, hand-sized tattoos [6] written in the oracle bone script — "soul" ("é­‚") upon her right shoulder, "blood" ("è¡€") upon her left shoulder
Belt Pouch 3 doses of antitoxin, small steel mirror, whetstone, 3 pieces of chalk, half-a-pound of tobacco, sheet of parchment
Backpack everburning torch, mess kit [5], iron pot, bedroll, winter blanket, cold weather outfit, masterwork artisan's tools, healer's kit (10 uses remaining), climber's kit, 50 ft. of silk rope with grappling hook, shovel, crowbar, woodcutter's axe, flint and steel, sack, bottle of fine wine

SPECIAL ABILITIES
Combat Style Feats (Ex) Den has chosen the archery combat style. At 2nd level she has chosen the Precise Shot feat, even if she does not have the normal prerequisites.
The benefits of her chosen style feats apply only when she wears light, medium, or no armor. She loses all benefits of her combat style feats when wearing heavy armor. Once she selects a combat style, it cannot be changed.
Endurance Den gained Endurance as a bonus feat at 3rd level.
Favored Enemy (Ex) Den gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against animals. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. She may make Knowledge skill checks untrained when attempting to identify these creatures.
Favored Terrain (Ex) Den gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in the forest. When traveling through her favored terrain she normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).
Heart of the Wilderness Den gains a bonus equal to half her level to Survival skill checks. She also gains a +5 bonus on Constitution checks to stabilize when dying and adds half her level to her Constitution score when determining the negative hit point total necessary to kill her. This racial trait replaces her skilled racial trait.
Track (Ex) Den adds half her level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex) Den can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. She rolls 1d20 and adds her ranger level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, Den and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
She can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a −4 penalty on the check.



ADVENTURES IN LOCAIR

Starting on the 25th Day of the Month of Súlimë

The story so far…

After entering the city of Debolas, Den Bloodsoul learns of a fighting tournament that leaves an itch in her spirit which could only be quenched by battle. This feeling, however, was suppressed upon meeting an elderly woman looking for her lost cat, Shensai Midel of the famous clan of vampire hunters. Feeling uncharacteristically emotional, Den took on the task and was able to track the feline to an ancient shrine near a cemetery which bore four family emblems, one belonging to her true name. A failed attempt at opening the shrine found the secret method, that the emblem of her family absorbed her blood. Once inside she found Shensai's feline companion, long-since dead, as well a scroll of "pass without trace" that detailed plans for stealing the artifact that was to be the prize for winning the fighting tournament.

Upon returning to town, Den presents the deceased cat and scroll to Shensai and learns a bit about the history of Debolas, that the shrine had been built 300 years prior to honor four great heroes: Vinbei Lewdsins, Gan Midel, Sailove Qual, and her ancestor Denal de Blanchefort. Sailove, a vampire, had been sealed within the shrine in a special coffin and it was believed that the way in had been carried to the graves by the deceased. Afterwards, Den makes her way to the coliseum and meets a young woman much like herself in appearance, yet fairer of form.

Before pleasantries can commence, the artifact is stolen by another woman wearing a mask, her long, light brown hair decorated with many beads. Den makes after the thief, finding her to be a most formidable foe. While tracking her, she sees out of the corner of her eye a crimson-scaled, winged kobold wearing blue-tinted spectacles and adorned with the full plate and tower shield of one whom worships the dragon gods.

What Den doesn't know is that the artifact is believed to have been worn by the vampire, Sailove. It apparently granted him power over the weather, although its power has since weakened. Although it can still give a shock to whomever uses it, it may possess the ability to awaken Sailove from his unholy slumber. The amulet looks like a vampire's head with a blood red diamond crammed into its mouth; upon use, a demonic eye appears within the diamond and looks around.

Eventually, Den tracks the thief to a castle guarded by a well-mannered elf wielding an axe and a flirtatious dwarf armed with a rapier and short sword. She shows the two the scroll and attempts to make her way inside, hoping to corner the thief once and for all. Unfortunately for her the two guards bar her passage, claiming that they will show the scroll to their captain, whom they let slip is the same sex as the thief. Seeking an alternative, Den makes her way around the side of the castle and, with effort, manages to climb up the wall and onto the parapet.

There she sees the vision of a translucent greatsword floating in mid-air, beckoning to her to grasp its hilt. Unable to resist its allure she grabs it and, upon doing so, the blade solidifies within her hand. The sword proves to be of masterwork craftsmanship yet appears to be forged of a metal as yet unknown to her. Within moments she falls under a dizzy-spell as the sensation of reclaiming something apparently long lost to her is overwhelming. When it ends, she is able to focus her thoughts back upon her self-appointed quest.

The thief is still out there…




[1] Humans of Golarian, p.19
[5] Arms and Equipment Guide, p.24

[2] Advanced Player's Guide, p.23
[6] Advanced Player's Guide, p.183

[3] Advanced Player's Guide, p.179



[4] Advanced Player's Guide, p.181





URNOTE


ÂmesangPathfinder: Adventuring Gear
  February 1, 2011 5:00 AM | Post #2
has lost the game




WOODCUTTER'S AXE
Aura no aura (non-magical); CL —; Price 6 gp; Weight 6 lb.

DESCRIPTION
The woodcutter's axe is the perfect tool for cutting down trees, chopping firewood, and breaking open wooden doors or chests. If a woodcutter's axe is used in combat, treat it as a two-handed improvised weapon that deals slashing damage equal to that of a battleaxe of its size; against the aforementioned objects attacks deal double their normal damage and may ignore the object's hardness.



URNOTE


  


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