Riquam da Gerchanhar

Charging shit, all day, every day.

Human Fighter (Dragoon) 9 / Cavalier (Gendarme) 5, favored class fighter (+9 hp). Alignment N, faction Qadira -> The Exchange
XP: 39, level 14
Prestige/Fame: 35/63
Player Gastogh, PFS #6104-2


Init. +3; Senses Perception +0


AC 29, ff 26, touch 16 (+11 armor, +2 Dex, +2 deflection, +1 dodge, +1 insight, +2 natural) (+2 natural for 1 minute 1/day as swift action)
HP 167
Fort +19, Ref +11, Will +15 (+3 luck random save daily)
Fighter +6, +3, +3
Cavalier +4, +1, +1
Ability +4, +2, +2
Cloak +5, +5, +5 (resistance)
By My Honor +0, +0, +2 (morale)
Feats +0, +0, +2 (feat)
+3 Will vs. fear (morale) (Banner) all allies w/in 60 ft.)
+2 Will vs. fear (morale) (Bravery)
+1 all vs. transmutation (RTBT)
+3 luck one random save each day (Dragonbane Divination Sticks)

Protection from possession and mental control (as protection from evil) (Clear Spindle)


Speed 30 ft. in mithral hellknight plate


Mounted charge, lance, PAFF: +31, 3d8+87, 19-20 x3
Mounted charge, lance, PAFF, challenge, <large target: +33, 3d8+102, 19-20 x3
Full attack, lance, PAFF: +25/+16/+11, d8+29, 19-20 x3
Charge, lance, PAFF: +27, d8+29, 19-20 x3
Lance to hit adjacent (as club, PAFF): +24/+15/+10, d6+21

Lance attack bonus breakdown: BAB +14, Str +7, enchantment +1, wpn focus +1, Spear training +2, (charge +4 mounted), (charge +2 morale), (PAFF -0/-4), (elevation +1), (challenge, mounted +2 morale) (+1 vs naga & nagaji).
Lance damage bonus breakdown: Str +10, Power attack +12/+8, enchantment +1, Wpn spec. +2, Spear training +4, charge x3, (challenge +5).

+1 elevation bonus to attack vs. medium and smaller targets from horseback.
Challenge: 2/day. +5 dmg, +2 attack if mounted (morale)


Str 25, Dex 14, Con 18, Int 10, Wis 14, Cha 10
BAB +14; CMB +21 (+2 bull rush); CMD 36 (+1 dodge bonus against grapple, +2 vs bull rush)

Traits

  • Horse Lord (faction trait) (+2 ride checks)
  • Rider of Paresh (region trait - Qadira) (+10 ft. mount speed when charging)

Feats

  • (Dragoon 1) Skill focus [ride]
  • (Dragoon 1) Mounted combat
  • (human) Ride-by-attack
  • (lvl 1) Spirited charge
  • (Gendarme 1) Power attack
  • (lvl 3) Weapon focus (lance)
  • (Fig 2) Furious focus
  • (lvl 5) Iron will
  • (Fig 4) Weapon specialization (lance)
  • (lvl 7) Toughness
  • (lvl 9) Horse master
  • (Gendarme 5) Improved bull rush (Benefit: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.)
  • (Fig 6) Dodge
  • (lvl 11) Lunge (Can take -2 AC to increase reach by 5 ft.)
  • (lvl 13) Rhino charge
  • (Fig 8) Improved critical

Skills: check penalty: -2, not with Mount

  • Climb 12 [2]
  • Diplomacy 17 [14], +2 with reptilian humanoids when wearing Kobold Token, +2 vs. Red Mantis, +1 (ci) vs nagas or nagaji
  • Handle animal 17 [14], +2 with any Mount
  • Knowledge (dungeoneering) 4 [1]
  • Knowledge (engineering) 4 [1]
  • Knowledge (religion) 4 [1]
  • Profession (soldier) 7 [2], +2 on Day Job
  • Ride 24 [11]
  • Sense motive 8 [3], +2 vs. bluff
  • Survival 6 [1]
  • Swim 11 [3]

+1 (ci) on any knowledge check made when consulting a cleric of Cayden Cailean, +2 (ci) on any knowledge check relating to nagas, nagaji, Nalinivati or Nagajor, +2 on Intimidate against worshipers of Lissala, +2 intimidate & bluff vs. Red Mantis, +5 (ci) with Qadirans

Languages Common, Kelish
Class abilities

  • Skilled Rider (Dragoon 1)
  • Mount (cavalier 1)
  • Challenge 2/day (+5 dmg vs. the target, -2 AC except against the target)
  • Order of the Sword (+2 attack (morale) vs. challenged target when mounted, +2 sense motive vs. bluff)
  • Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
  • Banner (Ex): At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function. Fluff: Riquam's banner bears the coat of arms of the Foxglove family as a sign of his dedication to Sendeli Foxglove.
  • Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
  • By My Honor (Ex): +2 morale bonus on Will saves as long as alignment remains N.
  • Cavalier’s Charge (Ex): At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
  • Expert trainer (Ex): At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.
  • Spear Training (Ex): At 5th level, a dragoon must select weapon training with the spear group. The dragoon’s weapon training bonus with spears improves by +1 on attack rolls and +2 on damage rolls for every four levels beyond 5th (to a maximum of +4 on attack rolls and +8 on damage rolls at 17th level). The dragoon does not gain weapon training in any other groups as he increases in level.
  • Spinning Lance (Ex): At 7th level, a dragoon may alternate attacks with the piercing head of his lance with reach, or with the butt end (treat as a club) against adjacent targets. Unlike a double weapon, the masterwork quality and magical special abilities apply to both ends of the lance, except for those weapon special abilities that apply only to edged weapons. This ability replaces armor training 2.
  • Banner (Ex): At 9th level, a dragoon may attach a banner to his lance. This is identical to the cavalier class feature. The bonuses provided by the dragoon’s banner increase by +1 for every five levels beyond 9th (to a maximum of +3 at 19th level). Cavalier levels stack with his dragoon level for determining the effect of his banner, and he can take the better banner progression. This ability replaces weapon training 2, 3, and 4.

Special abilities

  • Master of Trade (Qadira faction vanity, 4 PP): Once per scenario, you may make one purchase at 90% the normal price.
  • Squire (vanity, 4 PP): This attendant assists you with handling your mount while you are indoors or otherwise unmounted, and provides assistance with donning and removing armor when not in battle. She may have ambitions of one day following in your footsteps, but currently receives satisfaction simply knowing that she aids you in your adventures. With a squire, you need not worry about purchasing or paying for a mount's food or stabling.
  • Cornered Fury (TRoRM II: Pagoda of the Rat): Your trials within the Round Mountain have given you the will to fight viciously when cut off from friends and allies, a trait many ratfolk possess. Whenever you are reduced to half or fewer of your total hit points, and have no conscious ally within 30 feet, you gain a +2 morale bonus on melee attack rolls and to Armor Class.
  • Dogged Adventurer (TRoRM I: The Sundered Path): You fought hard to reach the center of Round Mountain and the ratfolk padoga located therein. Far from your means of exiting the Hao Jin Tapestry, you chose to continue with your mission, foregoing the chance to return to Absalom and the Material Plane to resupply or receive healing. If your next Chronicle sheet for this character is from Pathfinder Society Scenario #3-22: The Rats of Round Mountain, Part II: Padoga of the Rat, you will be eligible for a special reward at the scenario's conclusion. If you play another scenario with this character before completing the adventure arc, you forfeit access to this boon. Letter: received. Underworld dragon: not killed.
  • Formidable Renown (Race for the Runecarved Key): Word of your defeat of the cultists of Lissala and your tenacity in the face of the relentless onslaught of summoned outsiders has quickly spread through the ranks of the secretive cult. When facing a worshiper of Lissala, you gain a +2 bonus on Intimidate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.
  • Greenheart's Blessing (The Green Market): +2 on Day Job checks.
  • Honored Guests of the Hall (Hall of Drunken Heroes): High Priestess Saphira declares you to be an honored guest and from this day forth all drinks beneath her roof are free for you. Additionally, all clerics of Cayden Cailean in Absalom give you a +1 circumstance bonus when asking them for information pertaining to any Knowledge skill check.
  • Jayorass's Admiration (The Mantis's Prey): You have impressed the sage Irskin Jayorass, and he holds you in high regard should you ever meet him again.
  • Lore of the Lotus Annals (Red Harvest): Your time transcribing or transporting the rare ancient Nagaji text known as the Lotus Annals has imparted upon you unique insight about nagas, the nagaji people, the nation of Nagajor, and the goddess Nalinivati. You gain a +2 circumstance bonus on any Knowledge skill check relating to these subjects, and a +1 circumstance bonus on attack rolls and Charisma-based skill checks against nagaji or nagas.
  • Magnimarian Debt (Race for the Runecarved Key): The many wealthy and influential attendees of the auction for the Runecarved Key, some of them who bid actively against the Pathfinder Soceity for the ancient relic, owe you a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from the rampaging cultists, the citizens of Magnimar can be called upon in the future to assist you when your life needs saving - or restoring. When you would pay for the casting of a raise dead, resurrection or true resurrection, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon, cross it off the Chronicle Sheet.
  • Mutani Manual of Martial Mastery (The Ghenett Manor Gauntlet): +1 dodge bonus to CMD vs. grapple.
  • The Paracountess's Debt (Fortress of the Nail): Zarta Dralneen is thankful. Get one item worth up to 1500 gp for free. Item chosen: salve of slipperiness.
  • Respect of the Nail (Fortress of the Nail): You have earned the respect of Varisia's Hellknight order, the Order of the Nail. At a future date, should you encounter members of this order, they will remember you for standing up to the law, even if doing so meant opposing them.
  • Resisting the Blackcove Taint (From Shore to Sea): You have resisted the warping taint of the waters around Blackcove and now your body is more resistant to forces that try to make it into something else. You gain a +1 bonus on saves against transmutation.
  • Rune of Power (The Waking Rune): You have a single rune tattooed on your skin as a memento of the day you defeqated Krune, and a hint of his power infuses it. Rune chosen: Rune of Armor: Once per day as a swift action, your natural armor increases by 2 for 1 minute.
  • Sendeli Foxglove's Favor (from The Golden Serpent): You earned the favor of prominent Ivy District businesswoman Sendeli Foxglove. Whether this favor develops into a close friendship, a strategic business relationship, or a romantic tryst is up to you, but Sendeli's favor may well open doors for you both in Absalom and abroad as long as you remain in her good graces.
  • Student of Thassilon (The Waking Rune): Through the study of Krune's sanctum and personal effects, Pathfinder sages have deciphered many of the secrets of Thassilonian magic and how to avoid the sinful excesses that twisted Xin's magic. When building a new character for Pathfinder Society Organized Play, you may make use of the Thassilonian magic rules on page 17 of Pathfinder Campaign Setting: Inner Sea MAgic. As with other rules outside the core assumption, you must provide a legal copy of the book to use this option.
  • World Renowned (The Ruby Phoenix Tournament): Not only did you win the tournament, but your name has spread to the many corners of Golarion. To commemorate your victory, you decorated your skin with a tattoo of the Ruby Phoenix's iconic sigil. When you display this tattoo, you gain a +2 bonus on Bluff, Diplomacy and Intimidate checks against the people of Tian Xia and other Pathfinders.
  • Your Reputation Precedes You (The Mantis's Prey): Word that you completely wiped out Vashian the Needle's Red Mantis cell spreads through the secretive organization. You gain a +2 bonus on all future Bluff, Diplomacy, and Intimidate checks against members of the Red Mantis.
  • Zahra's Tactics (From FFFK): In thanks for saving her from a fate of madness and servitude to the Mad Marid Moukadeem, Zahra grants you additional training in fighting genies in the future. You may, as a swift action, gain a +1 insight bonus on a single attack and damage roll against a genie. This ability may be used three times, each time crossing off one of the uses here. You may stack these uses on a single attack should you so choose, granting a +3 on that attack and damage roll.

Equipment & possessions On person: (with backpack) 89 lbs

  • Impervious +1 lance, 5310 gp, 10 lbs
  • +1 composite longbow +4, 2800 gp, 3 lbs
  • 17 arrows, 1 gp, 3 lbs
  • +2 Hosteling mithral hellknight plate, 22500 gp, 25 lbs
  • Amulet of Natural Armor +2, 8000 gp, 1 lb
  • Belt of +4 Str & Con, 40000 gp, 1 lb
  • Cloak of Resistance +5, 25000 gp, 1 lb
  • Clear Spindle, 4000 gp, 0 lbs (in Wayfinder)
  • Dragonbane Divination Sticks, 6400 gp, 1 lb
  • Dusty Rose Prism, 5000 gp, 0 lbs
  • Dusty Rose Prism (cracked), 500 gp, 0 lbs
  • Feather Step Slippers, 2000 gp, 1 lb
  • Headband of Wisdom +4, 16 000 gp, 1 lb
  • Jingasa of the Fortunate Soldier, 5000 gp, 3 lbs
  • Ring of Protection +2, 8000 gp, 0 lbs
  • Wayfinder, 250 gp, 1 lb
  • acid flask (3), 30 gp, 3 lbs
  • alchemical grease, 5 gp, 1 lbs
  • alchemist's fire (3), 60 gp, 3 lbs
  • antitoxin (2), 100 gp, 0 lbs
  • backpack, common, 2 gp, 2+9 lbs
  • banner (with Foxglove symbol (<3)), 5 gp, 2 lbs
  • club, 0 gp, 3 lbs
  • dagger, 2 gp, 1 lb
  • holy water (4), 100 gp, 4 lbs
  • ioun torch, 75 gp, 0 lbs
  • oil of bless weapon, 100 gp, 0 lbs
  • potion of feather step, 50 gp, 0 lbs (in wrist sheath
  • potion of fly, 2 PRESTIGE, 0 lbs
  • potion of invisibility, 300 gp, 0 lbs (in wrist sheath)
  • potion of remove blindness/deafness, 2 PRE, 0 lbs
  • outfit (explorer's), 0 gp, 8 lbs
  • salve of slipperiness, 1000 gp, 0 lbs
  • 2 spring-loaded wrist sheaths, 5 gp/kpl, 2 lbs
  • wand of cure light wounds, 2 PRE, 0 lbs. Charges: 35

In backpack: (2+9 lbs)

  • Earplugs, 0,03 gp, 0 lbs
  • Flint & steel, 1 gp, 0 lbs.
  • Kobold Token: special neck slot item from Sewer Dragons of Absalom that grants +2 on Diplomacy checks with reptilian humanoids when worn.
  • 4 potions of endure elements, 50 gp/kpl, 0 lbs
  • 5 potions of feather step, 50 gp/kpl, 0 lbs
  • 2 potions of protection from evil, 50 gp/kpl, 0 lbs
  • scroll of lesser restoration, 150 gp, 0 lbs
  • silk rope (45 ft.), 10 gp, 5 lbs.
  • waterskin, 1 gp, 4 lbs

At lodge:

  • cold weather outfit, 8 gp, 7 lbs
  • hot weather outfit, 8 gp, 4 lbs
  • longsword, 15 gp, 4 lbs
  • mount (war-trained heavy horse), 300 gp (bought, not Cavalier's class ability)
  • MW cold iron lance, 320 gp, 10 lbs
  • parasol, 2 gp, 3 lbs
  • tower shield, 30 gp, 45 lbs
  • winter blankets (2), 1 gp, 6 lbs

Squire (4 PP)

  • takes care of horse and its maintenance

Money: 26551 gp

Carrying capacity: light < 173 lbs, medium 174–346 lbs, heavy 347–520 lbs.

Stuff on horse and in saddlebags: 224 lbs (+205 Riquam +91 Riquam's stuff = 520 lbs)

  • Chain shirt barding, 400 gp, (50 lbs)
  • Pack saddle, 5 gp, (15 lbs.)
  • Saddlebags, 4 gp, (8 lbs.)
  • Saddle, riding, 10 gp, (25 lbs)
  • Horse feed (9), 0,45 gp, (90 lbs.)
  • Animal gear, bit and bridle, 2 gp, (1 lb)
  • Bedroll, 0,1 gp, 5 lbs.
  • Swarmsuit, 20 gp, 10 lbs
  • Rations (20), 10 gp, (20 lbs.)

Mount's CC: light 0-300, medium 301-600, heavy 601-900


Wololoo (Mount; wolliped animal companion) (käytössä juuri nyt)

N Large animal
Init. +4, Senses: low-light vision, scent; Perception +7

AC 31 (+4 armor, +4 Dex, +1 dodge, +13 natural, -1 size) (+4 vs. AoO's)
HP (12d8) 114
Fort +12, Ref +12, Will +7 (+4 vs. ench spells & effects)

Speed 50 ft., 60 when charging. Medium encumberance: 35 ft. 45 when charging
Melee: gore +13, 1d8+9, x2
Trample: 1d6+9, DC 22, AoO's at -4
Spit: 1/hour, single target within 10 feet, DC 20 Fort save or sicken for 1d4 rounds. The save DC is Con-based

Str 22, Dex 18, Con 18, Int 2, Wis 12, Cha 4
Base atk +8, CMB +14, CMD 29 (+12 vs. trip)
Feats: Light armor proficiency (cavalier mount bonus), Toughness (HD 1), Improved natural armor (HD 3), Sure-footed (HD 5), Dodge (HD 7), Mobility (HD 9), Iron will (HD 11)
Skills: Acrobatics +11 [4], Climb +11 [2] Perception +7 [3], Swim +12 [3]. ACP -2
Equipment: chain shirt barding

C: light 0-519, medium 520-1800, heavy 1801-2700 lbs

Special Abilities

  • Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
  • Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
  • Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
  • Sure-footed: Benefit: You gain a +2 bonus on Acrobatics checks to keep your balance and Reflex saves to avoid falling. You can move at a normal speed on steep slopes and stairs and do not risk falling when running or charging downhill.

Steppes (Mount; war-trained horse animal companion)

N Large animal
Init +3, Senses: low-light vision, scent; Perception +7

AC 28, touch 13, flat-footed 24 (+4 armor, +3 Dex, +1 dodge, +11 natural, -1 size) (+4 vs. AoO's)
Hp 93 (11d8+30+10)
Fort +10, Ref +10, Will +6 (+4 vs. ench spells & effects)

Speed 50 ft., 60 when charging. Medium encumberance: 35 ft, 45 when charging
Melee: Bite +12 (1d4+4) and 2 hooves +10 (1d6+2)

Str 19, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Base atk +8; CMB +13; CMD 27 (31 vs. trip)
Feats: Light armor proficiency (cavalier mount bonus), Toughness (HD 1), Improved natural armor (HD 3), Sure-footed (HD 5), Dodge (HD 7), Mobility (HD 9), Iron will (HD 11)
Skills: Acrobatics +10 [4], Climb +8 [1] Perception +7 [3], Swim +9 [2]. ACP -2
Equipment: chain shirt barding

CC: light 0-300, medium 301-600, heavy 601-900 lbs

Special Abilities

  • Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
  • Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
  • Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
  • Sure-footed: Benefit: You gain a +2 bonus on Acrobatics checks to keep your balance and Reflex saves to avoid falling. You can move at a normal speed on steep slopes and stairs and do not risk falling when running or charging downhill.

Arabia (war-trained heavy horse)

N Large animal
Init +4; Senses low-light vision, scent; Perception +8

AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3

Speed 50 ft., 60 when charging
Melee: Bite +6 (1d4+5) and 2 hooves +1 (1d6+2)

Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats: Endurance, Run
Skills: Perception +8
CC: light 0-798, medium 799-1596, heavy 1597-2400


Played scenarios

  • 1. 28.1.2012. Pathfinder Society Introductory Scenario First Steps, Part I: In Service to Lore
  • 2. 28.1.2012. Pathfinder Society Introductory Scenario First Steps, Part II: To Delve the Dungeon Deep
  • 3. 29.1.2012. Pathfinder Society Introductory Scenario First Steps, Part III: A Vision of Betrayal
  • 4. 23.5.2012. Pathfinder Society Scenario #3-01: The Frostfur Captives
  • 5. 28.7.2012. Pathfinder Society Scenario #3-05: Tide of Twilight
  • 6. 2.8.2012. Scenario 2-15: Shades of Ice, Part I: Written in Blood
  • 7. 14.8.2012. Scenario 2-17: Shades of Ice, Part II: Exiles of Winter
  • 8. 19.8.2012. Pathfinder Society Scenario #4-02 In Wrath's Shadow
  • 9. 22.8.2012. Scenario 2-19: Shades of Ice, Part III: Keep of the Huscarl King
  • 10. 27.8.2012. Pathfinder Society Scenario #3-02 Sewer Dragons of Absalom
  • 11. 2.9.2012. Scenario 49: Among the Dead
  • 12. 20.10.2012. Pathfinder Society Scenario #4-05: The Sanos Abduction
  • 13. 8.9.2012. Pathfinder Society Scenario #3-15: The Haunting of Hinojai
  • 14. 12.9.2012. Scenario 50: Fortune's Blight
  • 15. 10.11.2012. Pathfinder Society Scenario #3-03: The Ghenett Manor Gauntlet
  • 16. 19.12.2012. Pathfinder Society Scenario #4-06: The Green Market
  • 17. 7.1.2013. Pathfinder Society Scenario #4-13: Fortress of the Nail
  • 18. 16.2.2013. Scenario #2-03: The Rebel's Ransom
  • 19. 5.3.2013. Pathfinder Module: From Shore to Sea
  • 20. 28.3.2013. Scenario 2-18: The Forbidden Furnace of Forgotten Koor
  • 21. 23.4.2013. Scenario 40: Hall of Drunken Heroes
  • 22. 11.6.2013. Pathfinder Society Scenario #3-17 Red Harvest
  • 23. 15.7.2013. Scenario 2-12: Below the Silver Tarn
  • 24. 27.7.2013. Pathfinder Society Special Race for the Runecarved Key
  • 25. 4.8.2013. Pathfinder Society Scenario #3-24: The Golden Serpent
  • 26. 29.9.2013. Scenario 2-26 The Mantis's Prey
  • 27. 13.10.2013. Scenario 34: Encounter at the Drowning Stones
  • 28. 29.10.2013. Scenario 2-10: Fury of the Fiend
  • 29. 21.12.2013. Pathfinder Society Scenario #3-20: The Rats of Round Mountain, Part I: The Sundered Path
  • 30. 9.1.2014. Pathfinder Society Scenario #3-22: The Rats of Round Mountain, Part II: Pagoda of the Rat
  • 31. 16.1.2014. Pathfinder Society Scenario #4-26: The Waking Rune
  • 32. 6.1.2015. Pathfinder Module: The Ruby Phoenix Tournament

Historia

Riquam syntyi Pareshin tasankoja vaeltavaan Gerchanharin heimoon noin 20 vuotta sitten. Jopa tuossa satulaan syntyneiden kansakunnassa hän erottui edukseen ratsastamislahjoillaan, ja on sittemmin pistänyt nämä taidot parhaaseen, kunniallisimmaksi kokemaansa käyttöön: soturin elämän elämiseen.

Hän lähti (perheensä suosituksesta mutta pitkin hampain) Polunnäyttäjien mukana Absalomiin, jossa otti vastaan tietyn määrän muodollista koulutusta. Absalomin ja muun maailman politikoinnista hän ei välitä hevon helvettiä, mutta tuntee tiettyä hengenheimolaisuutta kotimaataan Qadiraa kohtaan vaikka kotitasankonsa ovatkin kaukana muualla. Ja ainakin qadiralaiset ymmärtävät henkilökohtaisen kunnian ja omaisuuden vaalimisen perään, siinä missä useimmat muut nalkuttaisivat jotain siitä, millaiseen käyttöön niitä tulisi pistää. Syvä huokaus, sano hevosmies.

Riquam viihtyy parhaiten ulkoilmatehtävissä joissa on mahdollista pysytellä hevosen selässä.

Uransa jo edettyä pitkälle Riquam oli nähnyt ja pikaisesti jättänyt taakseen monenmoista seutua. Tänä aikana hän oli tottunut muiden auttamiseen ja kerennyt maistamaan sankarin mainetta useammassa paikassa. Kerran ollessaan tehtävällä Absalomissa hän kuitenkin tuli tutustuneeksi Sendeli Ketunratamoon, menestyvään ravintolanpitäjään Murattilassa, johon – valtaosasta aiemmista tuttavuuksistaan poiketen – hän tunsi muutakin viehätystä kuin velvollisuuden tai prospektien tuottamaa vetoa. Tuttavuuden syvennyttyä Riquam päätyi oikean ritarin tavoin kantamaan peitseensä ripustettua viiriä, jota hänen mielitiettynsä suvun vaakuna koristaa.

Jatkuvien murhakeikkojen jälkeen Riquam päätti vähentää kenttäagentin hommia ja vaihtoi toimintansa painopistettä kohti liiketoimintaa ja yhteiseloa Sendeli Ketunratamon kanssa. <3


Land of origin: Paresh
Ethnicity: Keleshite
Nationality: Qadira
Religion: Gorum
Age: 20 (in 4709)
Height: 6'3"
Weight: 205 lb.
Eyes: brown
Hair: brown
Player: Gastogh
Number: 6104-2


Picture from:

Mekanismin wiki pyörii PmWikin päällä ulkoasunaan UnStrapped