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Keshka โ€” Changeling (Winter Hag) Ranger (Galvanic Saboteur)


athedia

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Keshka


          

 

KeshkaPortrait.png.c5a8b8226b763306509344da12ab2897.png

 

spacer.png Map Token

KeshkaMapToken.png.6be22358c9313387c3b45ee4616ced72.png

spacer.png Character Generation

Ability Scores: 20 point buy

Strength: 14

Dexterity: 17

Constitution: 12 (14-2 Racial)

Intelligence: 10

Wisdom: 13 (11+2 Racial)

Charisma: 9 (7+2 Racial)


Race: Changeling (Winter Hag)

Gender: Female

Age: 29

Height: 5'7"

Weight: 110lb

Class: Ranger (Galvanic Saboteur)

Favored Class: Galvanic Saboteur

Favored Class Bonus: Hit Point × 1

Traits: Haunted (Drawback); Resourceful Scavenger, Orphaned; Campaign Trait: Local Ties (Knowledge (Engineering))

Skill Ranks: 6 + Int mod  = 6

Skills Trained: Climb [1 Rank], Disable Device [1 Rank], Knowledge (Nature) [1 Rank], Perception [1 Rank], Stealth [1 Rank], Survival[1 Rank]

Background Skill Ranks: 2

Skills Trained: Appraise [1 Rank], Knowledge (Engineering) [1 Rank].

Feats: Mother's Gift (Surprisingly Tough)

Languages: Common, Hallit


Hit Points: Max (d10) + Con mod + Favored Class Bonus= 12

Starting Wealth: 220

1 hour ago, athedia said:

Starting Wealth(5d6*10 4,6,5,4,3 220)

 

spacer.png Equipment

 

 

Starting Items Cost
 Artisan's Outfit 1 gp

 

Armor Cost
Lamellar Cuirass 15 gp

 

Weapons Cost
Longbow 75 gp
Arrows, Common (40) 2 gp

 

Adventuring Gear Cost
Backpack 50 gp
Block and Tackle 5 gp
Camouflage Blanket 12 gp
Compass 10 gp
Flint and Steel 1 gp
Magnet 5 sp
Bedroll 1 sp
Bag, Bear 2 gp
Chalk x 10 1 sp
Chalkboard 1 gp
Drill 5 sp
Crowbar 2 gp
Piton x 4 4 sp
Silk Rope (50 ft) 10 gp
Stove Can 10 gp
Twine (50 ft) 1 cp
Wire (6 ft copper) 5 gp
Waterskin 1 gp
Fishhook 1 sp
Rations, Trail x 1 5 sp
Shears, Small 5 sp
Hammer 5 sp
Belt Pouch 5 sp

 

Alchemical Cost
Sunrod 2 gp
Tindertwig x 5 5 gp


Funds Remaining: 5 gp, 30 sp, 29 cp

 

 



          
   

spacer.png Map Token

 

spacer.png Character Generation

Ability Scores: 20 point buy

Strength: 8 (-1)

Dexterity:  18 (+4)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 14 (+2)


Race: Half-Elf

Alternate Racial Traits: Water Child, Sophisticate

Gender: Female

Age: 22

Height: 5'7"

Weight: 130lb

Class: Unchained Rogue

Favored Class: Unchained Rogue

Favored Class Bonus: Skill Point× 1

Traits: Burned (Drawback); Secret-Keeper, Crowd Dodger; Campaign Trait: Pattern Seeker.

Skill Ranks: 8 + Int mod + Favored Class Bonus = 11

Skills Trained: Acrobatics[1 Rank], Bluff [1 Rank], Climb [1 Rank], Diplomacy [1 Rank], Disable Device [1 Rank], Escape Artist [1 Rank], Perception [1 Rank], Sense Motive [1 Rank], Sleight of Hand [1 Rank], Stealth [1 Rank], Swim [1 Rank].

Background Skill Ranks: 2

Skills Trained: Profession (Barmaid) [1 Rank], Lore (Yolubilis Harbor) [1 Rank].

Feats: TBD (Evil Eye), Combat Expertise <GM Bonus — Free>, TBD <GM Bonus — Advancement>.

Languages: Common, Elven, Aquan, Halfling


Hit Points: Max (1d8) + Con Modifier = 9

Starting Wealth: 4d6 × 10gp = TBD

spacer.png Equipment

Starting Items Cost
 Traveler's outfit 5 gp

 

Weapons Cost
Dagger 2gp

 

Adventuring Gear Cost
     

 

Funds Remaining: TBD


Background

Life in a Kellid tribe is not easy. Even less so for the child found outside a tent in the middle of winter. A young man of the tribe had disappeared a few seasons before and the child's eyes confirmed that she was the result. A changeling, a cursed child that meant bad luck, but to destroy meant facing her mothers wrath. And so she was placed with the young mans parents, elderly though they were.

Keshka was never a sickly child, but she wasn't as hardy as the other children in the tribe. The long travels between camps would exhaust her and when she was injured she was slow to recover. But it didn't stop her from rushing out each morning to play, help tasks and practice combat. But the tribe watched her carefully. For every moment she was cheerful and inquisitive there was the chance of blowback. And every year older she grew, the sooner she would succumb to her curse.

The final straw came when she was around 10. She and some of the other children had gathered near a strange depression in the earth, half a mile from the camp. A sinkhole of some form, they had tossed in rocks and heard the clink of metal. She had been curious, leaning over to look into the hole when a boy had jokingly given her a light shove. She had caught herself, in truth she had likely been in no danger. But instead of the slap or punch that the boy was expecting she had spun around slashing at him with her long nails.

The others had dragged the boy back to camp, his hand clamped over his face. Keshka had just fallen to the ground staring at her now bloody hand. She stayed there until her adoptive parents came out and led her home. It wasn't long after that she was told she was traveling to Torch, to learn to trade they said. And she did learn about trade. To be exact she learned she was being traded away.

Many of the people at the temple spoke to her in strange dialects or completely foreign languages. They tried to teach her how to take apart and fix strange and terrifying contraptions. The first time she saw them working on a construct she hid for the full day, remembering the stories her adoptive parents had told her. But slowly she started to understand more of what was spoken and the glyphs they wrote. But she was never adapt in any of the skills they tried to teach her, uncomfortable working with the tools.

But she did learn something of trade. She learned what made one thing more valuable than another and how to tell the minute features that differentiated good from bad. And when she started to get the nightmares and the ever growing need to travel somewhere, they started allowing her to go on expeditions. Mostly recovering scrap or broken items and bringing them back to the Temple of Brigh to be studied. But it kept her from waking the others in the night with screaming or crying and gave her something to focus on during the day.

And so she continued. The nightmares faded, becoming infrequent. The wanderlust stayed, though less sickening and merely a persistant irritation. One day she would find her tribe again, tell them they had saved her.

 

Edited by athedia (see edit history)
Name
HP Lvl 2 
1
1d10 1
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Good story, I like the whole being traded off thing.

 

Mechanics:

  • I'm sure it's a minor mistake in adjusting stats, but 12+2 racial should be 14 wis. I think you meant 11+2, as that would fit the 20PB restriction?
  • Knowledge (arcana) should also be a class skill, due to Galvanic Saboteur
  • Don't forget move speed
  • And Hero Point
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Yep that was a mistake in stats, should be 11+
3 minutes ago, iantruesilver said:

Good story, I like the whole being traded off thing.

 

Mechanics:

  • I'm sure it's a minor mistake in adjusting stats, but 12+2 racial should be 14 wis. I think you meant 11+2, as that would fit the 20PB restriction

Yep, should be 13, that was an adjustment mistake. Fixed

3 minutes ago, iantruesilver said:

Mechanics:

  • Knowledge (arcana) should also be a class skill, due to Galvanic Saboteur

... So funny story. I did that then *immediatly* forgot and thought I had clicked it by mistake and removed it. Fixed

3 minutes ago, iantruesilver said:

Mechanics:

  • Don't forget move speed

Fixed

3 minutes ago, iantruesilver said:

Mechanics:

  • And Hero Point

Fixed

 

 

 

 

 


          
   

spacer.png Map Token

 

spacer.png Character Generation

Ability Scores: 20 point buy

Strength: 8 (-1)

Dexterity:  18 (+4)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 14 (+2)


Race: Half-Elf

Alternate Racial Traits: Water Child, Sophisticate

Gender: Female

Age: 22

Height: 5'7"

Weight: 130lb

Class: Unchained Rogue

Favored Class: Unchained Rogue

Favored Class Bonus: Skill Point× 1

Traits: Burned (Drawback); Secret-Keeper, Crowd Dodger; Campaign Trait: Pattern Seeker.

Skill Ranks: 8 + Int mod + Favored Class Bonus = 11

Skills Trained: Acrobatics[1 Rank], Bluff [1 Rank], Climb [1 Rank], Diplomacy [1 Rank], Disable Device [1 Rank], Escape Artist [1 Rank], Perception [1 Rank], Sense Motive [1 Rank], Sleight of Hand [1 Rank], Stealth [1 Rank], Swim [1 Rank].

Background Skill Ranks: 2

Skills Trained: Profession (Barmaid) [1 Rank], Lore (Yolubilis Harbor) [1 Rank].

Feats: TBD (Evil Eye), Combat Expertise <GM Bonus — Free>, TBD <GM Bonus — Advancement>.

Languages: Common, Elven, Aquan, Halfling


Hit Points: Max (1d8) + Con Modifier = 9

Starting Wealth: 4d6 × 10gp = TBD

spacer.png Equipment

Starting Items Cost
 Traveler's outfit 5 gp

 

Weapons Cost
Dagger 2gp

 

Adventuring Gear Cost
     

 

Funds Remaining: TBD


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  • 2 months later...
Level 2 Changes

Combat Style: Archery

Combat Style Feat: Precise Shot

+1 BAB, +1 Fort, +1 Ref

Active Skills: +1 Disable Device, +1 Knowledge (Nature), +1 Perception, +1 Stealth, +1 Survival, +1 Swim

Background Skills: +1 Appraise, +1 Knowledge (Geography)

HP: +8(1d10/2) Rounded up = 6 + 1 Con + 1 FCB

 

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