Salema
Background
Garmere shallows was your home, you were the guardian of the key. For many years you had protected the key from adventurers, bound by tradition to ensure that the key was kept safe from the hands of man.
Then the miners came, they tunnelled to close to the bottom of the lake, within moments the lake was gone, the miners drowned and while you were trying to save the humans, the key was taken!
You do not know who took it, but you "felt" the key had been taken to the Oceans, you must recover that key...
Description
Naiads are protectors of freshwater areas such as lakes, ponds, and particularly rivers. While many naiads are reclusive, some choose to regularly visit settlements built near their bodies of water as long as those settlements are respectful to nature and the fey.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Notice d6, Occult d4, Persuasion d4, Stealth d6, Survival d6, Thievery d4
Pace: 6; Running Die: d8; Parry: 6; Toughness: 8
Hindrances: Driven (minor, Recover the key), Loyal, Outsider (minor, Not of the sea), Shamed (minor, You lost the key)
Edges: Brawler, First Strike, Monk, Mystic Powers (Monk) (custom), Quick, Trademark Weapon (Unarmed)
Weapons: Unarmed (Range Melee, Damage Str+d6, AP 2, +1 to Hit, +1 Parry), Dagger/Knife (Range 3/6/12, Damage Str+d4, ROF 1)
Gear: Adventurer's Kit (p107)
Languages: Common, Aquan, Sylvan
Current Wealth: 248gp
Special Abilities
- Adaptable (Racial): The race has great variation among its people and cultures. Characters start with a free Novice Edge of their choice (and must meet all the Edge’s Requirements).
- Agile (Racial) - Agility: During character creation, the species increases a particular attribute (Agility, Smarts, Spirit, Strength, or Vigor) one die type. This increases the Trait’s maximum by one as well.
- Aquatic (Racial): Native to the water. Cannot drown in oxygenated liquid and moves at full Pace when swimming
- Low Light Vision (Racial): The being ignores penalties for Dim or Dark lighting (but not Pitch Darkness).
- No Vital Organs (Racial): These species have hidden, extremely tough, or redundant vital organs. Called Shots do no extra damage against them.
- Martial Discipline: +1 Toughness if wearing no armor.
- Stunning Fist: When a monk hits a target with an Unarmed Strike and scores a raise, he may make the foe Distracted or Vulnerable. This occurs even if the victim takes no damage or Soaks it
- Unarmed Strike: Gain +1 to Fighting attacks when attacking unarmed and AP +2. They cause Str+d4 damage with their hands, feet, or other Natural Weapons. Always counted as Armed and on a raise rolls a d10 for bonus damage.
- Languages Known: Common, Aquan, Sylvan
Advances
Novice Advances- Edge: Trademark Weapon (Unarmed)
- Edge: Brawler
- Edge: First Strike
- Edge: Mystic Powers (Monk) (custom)
Books In Use: Pathfinder Core Book
Setting Rules: Multiple Languages
Setting Modlines: +1 Edge
Validity: Character appears valid and optimal
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