Starfinder

Jook Kanturum aka “Dirt Man” or simply “Dirt"

Male Human, Unchained Rogue 2 |  Neutral Good

Height: 4 foot, 11 inches      Weight: 106 pounds     Age: 22   Hair Color: Light Brown   Eye Color: Brown    Skin Color: Leathery and tanned

Init +10 (+4 for DEX, +6 for Improved Initiative feat); Perception +0

DEFENSE

AC 18 (+4 for DEX, +4 for Chain Shirt armor)

hp 13 at 1st level + TBD for 2nd level (favored class = Unchained Rogue, 1 hp added per level, -1 hp per level for flaw, +2 for CON, +3 hp for Toughness feat then after 3rd level, +1 hp per level)

Fort +2 (0 for class level +2 for CON, +1 for Life of Toil trait) | Ref +7 (+3 for class level, +4 for DEX)| Will -5 (+0 for class level, -3 for Heavily Scarred flaw, -2 for WIS) 

Immunity to Russet Mold Spores (see background)

OFFENSE

Speed 30 ft.

Melee  Masterwork rapier [+6 to hit (+4 if two weapon fighting) = +1 for BAB, +1 for masterwork, +4 for DEX due to Weapon Finesse feat, 1d8 +2 dmg (1d6 sneak attack dmg then bleed 1hp/round), 18-20, x2], Masterwork dagger  [+6 to hit (+4 if two weapon fighting) = +1 for BAB, +1 for masterwork, +4 for DEX due to Weapon Finesse feat, 1d4 +2 dmg  (1d6 sneak attack dmg then bleed 1hp/round), 19-20, x2]

Ranged Masterwork dagger  [+6 to hit = +1 for BAB, +1 for masterwork, +4 for DEX, 1d4 +2 dmg, range 10’, 19-20, x2], Short bow + 30 arrows [+5 to hit = +1 for BAB, +4 for DEX, 1d6 dmg, range 60’, x3 for crit]

STATISTICS

Str 13 [+1 bonus], Dex 19 (17+2 racial) [+4 bonus], Con 15 [+2 bonus], Int 16 [+3 bonus], Wis 7 [-2 penalty] , Cha 5 (7 - 2 for flaw) [-3 penalty]

Base Attack +1; CMB +3 (BAB+STR mod+size mod); CMD 17 (10+BAB+STR mod+DEX mod+size mod)

Vision  Normal

Feats Two-Weapon Fighting (human racial bonus), Weapon Finesse (class bonus - finesse training), Combat Reflexes (1st level feat), Toughness (feat for flaw), Improved Initiative (feat for flaw), Bonus Rogue Talent (feat for flaw)

Flaw Heavily Scarred (triple flaw) -3 to Will saves, -1 hp per level, -2 to CHA

Rogue Talents Stand Up [2nd level] (swift action - stand up from prone, no attack of opportunity, free action - stand up from prone, attack of opportunity), Bleeding Attack [bonus feat] (+1 point bleed damage per sneak attack die, bypasses DR)

Traits Nature’s Mimic [Knowledge (nature) is always a class skill, +1 trait bonus to Knowledge (nature)], Life of Toil (+1 FORT saves)

Background Skills (2 ranks/level) (RANKS + STAT BONUS + MISC BONUS): 1 background rank each for Language (Gnome), Language (Halfling), Appraise (1 + 3 + 3  = +7), Slight of Hand (1 +4 + 3 for class = +8)

Adventuring Skills - Consolidated  (24 total ranks at 2nd level = 16 for being 2nd level rogue + 2 for human racial bonus + 6 for INT bonus so 1/2 for consolidated is 12 total ranks) (RANKS + STAT BONUS + MISC BONUS): Acrobatics (1 + 4 + 3 = +8) includes Acrobatics (not jumping), Escape Artist, Fly, and Ride, Athletics (1 + 1 + 3 = +5)  includes Acrobatics (jumping), Climb, and Swim, Finesse (2 + 4 + 3 = +9) includes Disable Device (+11 due to masterwork Thieves Tools) and Sleight of Hand, Nature (2 + 2 + 4 due to trait bonus = +8) includes Handle Animal and Knowledge (dungeoneering, nature, geography), Perception (2 - 5 + 3 = +0) includes Perception and Sense Motive, Religion (1 + 3 + 3 =+7) includes Knowledge (religion, planes), Society (1 + 3 + 3 = +7) includes Knowledge (local, history, nobility) and Linguistics, Stealth (2 + 4 + 3 = +9)  includes Stealth

Languages  Common, Terran, Vegepygmy, Treant, Gnome, Halfling

Equipment: Masterwork Thieves Tools, backpack, 1-pint flask, hunting knife, whetstone, shovel, hammer,  square yards canvas, fishing line and hook, flint and steel, iron pot, tent, waterskin, 3 candles,1 tinder twig, ink, pen, 10 sheets of parchment, soap, steel mirror, sunrod, hooded lantern, 4 pints of oil, crowbar, 5 pitons, grappling hook, 50-foot hemp rope, 3 pieces of chalk, 7 pounds of dirt for food (see background) in small sacks, a worn map showing how to get to the treant, Rickenbranch

167 gold pieces, 10 silver pieces

Background

Jook Koncurum’s parents were a powerful but mad wizard named Wilcanta Koncurum and Rotty the town drunk.  The wizard dragged Jook everywhere that she traveled, and her deep resentment toward him grew with each passing day, each passing week, and each passing year until Jook was around the age of four, when Wilcanta the Mad had a plan! 

She was a genius alchemist and powerful spell caster by this time so she took Jook to a damp, dark forest.  While there she crafted a spell and a potion that would grant Jook temporary immunity to the ill effects of russet mold.  Jook looked upon the tribe of vegepygmies with strange fascination.  Wilcanta told him to never leave this area, and cast an invisibility spell and left…. forever.

Jook grew to be very “tall” as the years passed as he was bizarrely accepted by the vegepygmy tribe.  Well, “tall” for a vegepygmy.  In actuality, he was quite short!  He learned their language and was ignored by the tribe in the russet mold patch; however, he was regularly beaten by the savage vegepygmies if he interfered with them.  His body became a walking scar with his having wounds from years of vegepygmy torture due to his being a slow learner.  By the age of 14 a malformed treant named Rickenbranch happened upon the russet mold patch that Jook had called home for nearly a decade.  Noticing the heavily scarred human fluently speaking to the tribe of vegepygmies, the boy seemed deeply scarred on the outside AND on the inside; so, the kindly treant lifted Jook with his mighty branches and took him away from the only life he really remembered.  

Once safely away Rickenbranch kept the strange teenager with his other human captives and opted to act as his protector for a while because the treant knew that Jook could never survive in any “normal” society of any kind.  Having forgotten much of the common language that he once knew long ago, Jook solely spoke in vegepygmy until Rickbranch began regularly speaking to him in both common and treant!

As more years passed, Jook began to flourish physically and mentally as his dexterity and intellect exploded!  He learned gnomish and halfling from local, small hamlets, and he explored and respected nature intensely.  His love for his treant “father” led to Jook’s swearing to NEVER use wooden weapons of any kind, and he developed a strange uneasiness of fire of any kind as well.  Eventually, he set off on his own, but the adjustment to human society and towns was very difficult for Jook, who for obvious reasons became known to the locals as “Dirt Man” or merely “Dirt.”  Even after all of these years, he still found himself instinctively speaking vegepygmy first from time to time before correcting himself to speak common (with a treant accent).  Jook even self-taught himself to learn rudimentary Terran through the use of some dusty old, forgotten books in the library because he truly feels that he is "of the earth."  He survived as a pickpocket and rogue, though his heart was actually a good one.  Working on his weapon and survival skills, he began his adventuring career and agreed to help the wizard who then teleported him to...

It is harsh world

Argoth was born to the tribe of two suns. At birth the elder shaman foretold that Argoth would be a great warrior, who would one day wander distant lands on soft earth. Argoth began training in the unique polearm style of the great warriors of two suns and quickly proved his merit in combat. When the time came for the passage of manhood he performed beyond the Shaman's wildest expectations. The shaman knew that argoth would change the way that the tribe of two sons fought in battle.

A whirlwind of destruction would befall all of Argoths enemies. Even the shaman could not foresee the destruction that was to be wrot upon the tribe of two suns by the Gith. Argoth survived by being on a hunting quest. Upon discovering what had happened to his people, he began to wonder the desert.

In Darksun nothing thrives, it merely survives. It is a harsh world. 

The halflings ate everyone in the caravan except Argoth, the witch doctor was saving him for something special.

As the incantation rose to a screaming crescendo Argoth was teleported to...

Oslot

Human (Shoanti) soulknife (gifted blade) 2 (Ultimate Psionics 57, 282)

CN Medium humanoid (human)

Init +4; Senses Perception +7

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Defense

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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)

hp 24 (2d10+4)

Fort +2, Ref +5, Will +5

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Offense

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Speed 30 ft.

Melee mind blade (two handed) +7 (2d6+6/19-20)

Special Attacks form mind blade

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Statistics

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Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 10

Base Atk +2; CMB +6; CMD 18

Feats Cleave, Furious Focus[APG], Mindblade Proficiency, Power Attack, Wild Talent

Traits reactionary, veteran of battle

Skills Acrobatics +5, Athletics +7, Perception +7, Profession (fisherman) +7, Profession (trapper) +7, Stealth +5

Languages Common, Shoanti

SQ  active energy type, blade skill (mind daggers), shape mind blade, throw mind blade

Combat Gear potion of cure light wounds (3), potion of cure moderate wounds (2), potion of endure elements, potion of enlarge person; 

Other Gear chain shirt, backpack, basic maps (major landmarks only), bedroll, belt pouch, flint and steel, flint and steel, hemp rope (50 ft.), 

knife, utility (0.5 lb), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin (2), waterskin, 36 gp, 2 sp

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Special Abilities

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 Active Energy Type (-Choose-) Lets you set your psionic active energy type.

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Form Mind Blade (Mind Blade [2H], Slashing) (Su) Form a semi-solid weapon composed of psychic energy distilled from your own mind.

Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.

Mind Daggers The soulknife may form one or a pair of mind daggers in place of her normal forms

Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Shape Mind Blade Change the form of your mind blade, or reassign its abilities

Throw Mind Blade Light 20ft, 1H 15ft, and 2H can't be thrown.

Wild Talent (2/Power Points) You are a psionic character and gain 2 power points.

Oslot, son of Oslo was born to a clan in the Lands of the Linnorm Kings.  His father died a brave warriors death in Oslot's youth, leaving him to raised to manhood by his uncle.  

While his uncle was not a cruel man, he was devout in his service to Gorum and insisted that Oslot learn the ways of war.

When Oslot was not training he spent his time trapping or fishing to help feed his family and his fellow tribe members.  

It was during one such fishing trip that Oslot's boat was caught in a storm.  Though he survived the chaotic ride, Oslot found himself hopelessly lost.

Luckily, he happened upon an island where he managed to survive for some months.

Eventually, a passing vessel stopped at the island to resupply, itself battered by a storm.  

In need of hands after losses to the sea the captain took him on board to work for his passage.  Unfortunately, the ship was not returning to his homelands.

While he did not take well to the life of a sailor, his basic abilities kept him in good stead with the captain and crew.  

In time, he took his leave of the ship to make his way on land as a hired sword for a wizard who teleported him to...