A paladin and swashbuckler sound like most excellent tomb raiding companions to me.
I would also like to swap my breastplate for a chain shirt if possible as its having a detrimental impact on my mobility (minus four to my swim check!). Although Chris kindly informs me that a breastplate functions as a life jacket in the pathfinder multiverse.
OK folks, got it sorted. So, without further ado, I present you with Dumas Sparn of Claes
Dumas Sparn of Claes – human male – age 22 – Swashbuckler
Dumas is the third son of a wealthy fish merchant from the small coastal town of Claes. As a young man, having little interest in his father’s fish trade, Dumas moved to Alma in order to seek his fortune. He didn’t find it.
Dumas engaged in the standard pastimes of young nobles with more money than sense thought Andoran: drinking, womanising, carousing and (most importantly) duelling. He loved the duelling most of all and quickly earned a name for himself as one of the best duellists in the city (at least in his opinion).
It was after one such duel with a minor Chelaxian nobleman over the attentions of lady of negotiable virtue (or, more precisely after the celebration following the duel) that he first met a scout for the Bountiful Venture Company.
Both Dumas and the scout were more than a little drunk at the time (well Dumas was, he’s not certain about the scout) and by the end of the evening he had signed up for the expedition to Talmandor’s Bounty. Whether this counts as an interview or not is not entirely clear, but the fact remains that Dumas now finds himself aboard the Peregrine, bound for the ruined and almost legendary continent on Azlant.
Dumas has always suspected that the young nobleman he had defeated (Lord Pavo Crispin, human male, aristocrat 3), who has powerful connections in both the government of Andoran and the Bountiful Venture Company, had arranged his journey as revenge.
If the chance ever presents itself, Dumas is sorely tempted to return to Almas and avenge himself upon this dishonourable Chelaxian aristocrat. And this time the duel will most definitely NOT be to first blood.
NG male human swashbuckler 1 Init: +3; Senses: Perception +0
Defence: AC 18, Touch 13, Flat-footed 15 (+3 dex, +4 armour, +1 buckler) HP 15 (1d10 hit dice, +1 con, +3 toughness, +1 favoured class) Fort +1, Ref +5, Will +0
Offence: Speed: 30 ft Melee: MW Rapier +6 (1d6+2/18-20) or Dagger +4 (1d4+2/19-20) Ranged: Dagger +4 (1d4+2/19-20, range 10 ft) or Acid Flask +4 (1d6+splash, range 10 ft)
Statistics: Str 14(+2), Dex 16(+3), Con 12(+1), Int 10(+0), Wis 10(+0), Chr 16(+3) Base Attack +1; CMB +3; CMD 16 Traits: Anatomist (+1 to confirm critical hits), Rich Parents (900gp starting gold) Feats: Weapon Focus (rapier), Toughness Class Features: Deeds, Panache, Swashbuckler Finesse Skills: Acrobatics +7(+6), Climb +6(+5), Escape Artist +7(+6), Ride +7(+6), Swim +6(+5) Languages: Common
Tamrek grew up in a remote village in the Verduran forest. One autumn a small trading caravan organised by alchemists arrived in the settlement declaring their interest in using it as a base for trading and prospecting for herbal and other marketable natural extracts, saying they had travelled from afar by sea, before sailing upriver and marching overland.
After a few weeks members of the local community began falling ill with a contagious plague which transformed their bodies into chimeric hybrids influenced by the local flora and fauna. The alchemists offered to treat the sick, claiming they could cure the condition but none of their patients recovered completely from the infection. Those who lived on after treatment by the alchemists did so as physically enhanced creatures much changed in their demeanour and strangers to their former selves; and with a new found allegiance to the alchemists.
As a boy Tamrek was amongst the fearful survivors who fled the village in desperation and found refuge in the forest, scavenging a living in the wilds and developing a respect and gratitude to the wilderness. Tamrek gradually became aware of a growing capacity to draw on and influence the natural world around him to sustain himself and protect his wilderness home, and remembering stories of the druids took it as a sign of a similar calling.
While protective of the wilderness and nature, Tamrek has also always hoped to find a way to free the people of his village from their affliction. However he has not been able to craft any herbal remedy or find any natural power that can help them yet. While he searches for the answer Tamrek has taken it upon himself to sabotage and raid the lumber camps scattered around the edge of the forests in Andoran alongside other young rebels trying to protect the forest from encroachment by industry and commerce. Recently Tamrek rescued a caged young tiger, the exotic pet of a lumber baron whose manse he helped raze to the ground.
Tamrek is seeking new horizons while the furore from his latest escapade subsides. He also hopes to find some new approach to save his village by searching further afield. For Tamrek the colonisation project seemed a fortuitous opportunity. While involved with the colonisation effort he may also be well placed to help the new colony strike a proper balance between industry, commerce and cultivation of the natural environment.
Last Edit: Sept 1, 2017 21:06:09 GMT by mike954: Added adventuring gear, adjusted gold, added stats for animal companion, added spell for PC. Corrected Wrack's armour class & deleted special attacks
Tabletop wargames: Age of Sigmar, Battletech, Force on Force, Infinity, Malifaux, WH40k. RPGs: D&D 5e, Pathfinder (1e & 2e)
Unless I have miscounted, even after racial adjustments on ability scores, you have only used 19 out of 22 points. You could use the remaining 3 to boost dex- giving a bonus to ac, ranged attacks and other skills like stealth.
This would of course make your ranger more of a dexy midnight runner