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Biff Butler - Agathion Aasimar Feral Hunter


TheYell

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Biff Butler

Race: Agathion Aasimar

Class: Hunter (Feral Hunter)

Deity: Erastil

Alignment: NG

Age: 19

Height: 6'5"

Weight: 283 lbs

Strength 13 Dexterity 14 Constitution 12 Intelligence 12 Wisdom 16 Charisma 12

Character Sheet

 

Personality: Gruff but good-hearted.  Intolerant of cruelty.  Just.

 

Description:  Tall and broad, with a fiery red beard and long hair braided Dwarven fashion.  Wears traveler's clothes under hide armor.

 

Background:TBD

 

Gear: Rolled 110 gold

Gladius

Light Flail

Hide armor

Buckler

Wooden Symbol of Erastil

Ranger's Kit

Explorer's Outfit

Acid Flask

Spell Component Pouch

Comes to 87 gold and 77 pounds of gear

 

Party Role:  Scout, melee combatant, light healer

Edited by TheYell (see edit history)
Name
roll
11
4d6 1,4,5,1
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Huh.  According to Archives of Nethys there was a campaign trait called Foriegn Tongue, which gave a bonus language for knowing an NPC.  Paizo just let me log in so I can download the Players Guide, and I see no trace of it...I've amended to choose Caravan Guard.

 

Also looking to Level 4 and beyond, I can wild shape into animal forms I am familiar with.  Which raises the question of what Biff is familiar with.

I propose the following list:

Diminutive  Bat

Tiny   Rat

Small  Dog

Medium  Eagle

Large  Polar Bear

Huge  Mastodon Elephant

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Per AonPRD, Foreign-Tongued is listed in Varisia, Birthplace of Legends p29.

 

I’m not opposed to looking/planning forward and such, I’m just wondering, where would (and forgive me for harking @Jubilant Thunder’s point) a Lv1 character even in all his seemingly outrageous travels and experience, have come across polar bear and mastodon elephant in his previous travels?

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Well, I wouldn't get to a Large animal form til level 6, and Huge comes at level 8, so we can leave it blank til I meet something that fits.  I meant to limit the list to one per size category, instead of having say 5.

If its too much for a level 1 character I'll rewrite him younger and less well-traveled.

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Background:   Biff Butler was born in Sandpoint to Ham Butler, a half-elf cleric of Erastil, and Dorcas Butler, a half-orc bard, on 3 Pharast 4688.  The parents were surprised to have an aasimar for a son, and Ham dedicated the infant boy to Erastil’s service. 

 

When he was 11 and playing tag, Biff learned he could make himself run faster by thinking like a stag, or see in the dark by thinking like a bat, or do other tricks by thinking like an animal.  But the other children screamed that his face would change when he did these things.  They accused him of being switched by a fey and cheating, and they stopped playing with him.  His tutor Elias the gnome decided he needed to learn Sylvan and started teaching it to him.  So in addition to speaking Celestial since birth somehow, and Common in the home, Biff had extra homework and no playmates.  His father told him clerics need to study hard, and his mother felt put out but didn’t know what to do.

 

When he was 12, Biff’s parents died of typhoid, and the orphan boy’s relatives indentured him to a merchant in town named Cleon.  Cleon made Biff sleep in a barrel and eat scraps and work twelve hours a day in the docks as a stevedore hauling cargo.  

 

Biff hated his life and decided to run away on his fourteenth birthday.  He was caught, or rather, rescued, by Shalelu Andosana.  She found Biff trying to stay dry under a lonely tree in a meadow in a thunderstorm, and jokingly called in Sylvan that Gates to the First World aren’t opened by lightning strikes.  Biff responded, in Sylvan, that he didn’t care either way.  Shalelu was surprised to find her quarry was a 14-year-old runaway and not a hardened thief like Cleon had misled her to believe.  She brought him back to the docks, but every summer she paid Cleon to “rent” the boy for a month.  She taught Biff more Sylvan, how to live off the land like a ranger, and how to call on Erastil for spellpower, rightly concluding he was a divine conduit.  

 

In the Late Unpleasantness Cleon was found murdered, by the instigators of that general violence or on his own account was not clear and not investigated very hard.  Biff at 17 was the master of his own fate.  He signed on to the first caravan leaving town, an amateur twenty wagon operation bound for Magnimar by land.

 

This caravan of greenhorns came to a bad end at the hand of goblins led by hobgoblin samurai.  Biff managed to escape into the forest and survive on his own for a month as he’d been trained.  He was found by Shalelu when she came to investigate the carnage several weeks after the massacre.  Shalelu led him north past Sandpoint to a caravan led by Sandru Vhiski, where she obtained him a job as a caravan guard.  

 

After two years of safe travels with Sandru’s caravan, Biff is ready for a longer trek and a chance to really get away from the small town of Sandpoint.  He hears rumors the boss is planning something big, and he’d like to be a part of it.

Edited by TheYell (see edit history)
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Mechanics wise:

  • Not sure how you're calculating your point buy, but currently your ability score matrix works out to be 23 points
  • With a +1 Intelligence modifier, there should be one bonus language.  Where are we getting Terran from?
  • Assuming that FCB was spent in skill points, therefore getting 6 + int mod (+1) + FCB (1) + background (2) = 10, whereas the 11 HP is from toughness?
  • Also, not seeing an actual die roll for wealth, unless I'm blind?
Edited by iantruesilver (see edit history)
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39 minutes ago, iantruesilver said:

Mechanics wise:

  • Not sure how you're calculating your point buy, but currently your ability score matrix works out to be 23 points
  • With a +1 Intelligence modifier, there should be one bonus language.  Where are we getting Terran from?
  • Assuming that FCB was spent in skill points, therefore getting 6 + int mod (+1) + FCB (1) + background (2) = 10, whereas the 11 HP is from toughness?
  • Also, not seeing an actual die roll for wealth, unless I'm blind?

Ouch.  I failed to realize that dumping CON and CHA down to 10 would mean I was using (abusing) extra points.  So I have kept +2 CON +2 CHA for race, and reduced STR from 14 to 13, and DEX from 14 to 12.  That should 0 out for 20 points now.

 

Max HP from level 1 is 8 +3 from Toughness for 11 HP.

 

FCB went to skill points for a total of 8 adventuring points and 2 background skill points, as you calculated.  I put 2 background skill points in Handle Animal and Profession at the bottom of the list.  I then picked 7 adventuring skills at 1 point each, at the top of the page, and put the 8th adventuring skill point into Linguistics, a third background skill (and not a class skill).  Biff gets to cast Summon Nature's Ally II as a spell-like ability, enabling him to summon small elementals.  It does not say he can talk to them.  I'm gonna spend skill points in Linguistics to address that.  I HAD been taking Cosmopolitan at Level 1 for a feat, but that is totally incompatible with the local origins backstory so I am just going to pay for Elemental languages as we go. So Biff has Common + Celestial (birth), Sylvan (INT bonus), and Terran (Linguistics).

 

I see, now, where to employ the dice tower.  I got a visible total of 11 or 110 gold.  I had rolled offscreen and got 5, 1, 1, 2, for 90 gold, and I have built for 90 gold and with your permission to avoid benefiting from incompetence I will stick with 90 gold, which in any case, I have publicly rolled high enough to claim.

 

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