Vsevolod

Erik Thunderhoof's page

54 posts. Organized Play character for Miro28.


About Erik Thunderhoof

Height: 8'2 ft.

Weight: 1,805 lb.

Hair: Black

Eyes: Dark Turquoise

Skin: Light tanned

Fur: Bronze Buckskin

Deity: Gozreh

Location: Iobaria

I was born as a part of a little Rashalka-Tribe in the Caemorin. My parents died after a group of cyclopses attacked us. I was 11 when this happened. I don't know if any of the Tribe survived because I fled as fast as I could towards the Fangard. I collapsed after a while and woke up in a shed that belonged to a human rangeress called Tyrmir. Since I didn't know where to go, I stayed with her and got taught in the skills of being a ranger.

One day, I was on my way back to the shed, I found my eagle Syr. He was a little chick, that fell out of it's nest. I brought him with me and took care for him until he was old enough to life on his own. But he refused to leave me.

One night Tyrmir left the shed with out any weapon. I was concerned so I followed her without let her know. At the top of a cliff she revealed herself as a werewolf. I was shocked, for sure. But I was more shocked when she throw herself off of the cliff.

From the point I woke up in her shed to her death, 12 years had past. Now I'm 23 and on the search for my place in this world.

Erik Thunderhoof
Male centaur ranger (falconer) 1 (Pathfinder RPG Bestiary 42, Pathfinder RPG Ultimate Combat 67)
NG Large monstrous humanoid
Init +10; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 16, touch 13, flat-footed 12 (+2 armor, +4 Dex, +1 natural, -1 size)
hp 60 (5d10+10)
Fort +5, Ref +10, Will +7
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Offense
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Speed 50 ft.
Melee longsword +7 (1d8+3/19-20) or
longsword +7 (1d8+3/19-20) or
2 hooves +2 (1d6+1)
Ranged composite longbow +8 (1d8+1/×3)
Space 10 ft.; Reach 5 ft.
Special Attacks favored enemy (giants +2)
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Statistics
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Str 17, Dex 18, Con 15, Int 10, Wis 16, Cha 12
Base Atk +5; CMB +9; CMD 23 (27 vs. trip)
Feats Acrobatic, Improved Initiative, Run
Traits orphaned, reactionary, tireless avenger
Skills Acrobatics +10 (+14 to jump with a running start, +18 to jump), Climb -17, Diplomacy +5, Fly +4, Heal +7, Intimidate +6, Knowledge (dungeoneering) +4, Knowledge (geography) +5, Knowledge (nature) +7, Perception +8, Spellcraft +4, Stealth +4, Survival +11; Racial Modifiers -20 Climb
Languages Common, Elven, Sylvan
SQ dependent, track +1, undersized weapons
Other Gear leather armor, arrows (20), composite longbow (+1 Str), longsword, longsword, belt pouch, exotic pack saddle, falconry gauntlet[UE], flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (10), waterskin, winter blanket (2), 300 gp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs. Favored Enemy (Giants) foes.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +1 Add the listed bonus to survival checks made to track.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.

Syr
Male eagle
CG Small animal
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 9 (2d8+2)
Fort +4, Ref +5, Will +2
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Offense
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Speed 10 ft., fly 80 ft. (average)
Melee bite +2 (1d4), 2 talons +2 (1d4)
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Statistics
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Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Acrobatic
Tricks Attack, Come, Distract, Heel, Roam, Seek, Swooping Charge
Skills Acrobatics +4 (-4 to jump), Fly +10, Perception +6
SQ attack, come, distract, heel, roam, seek, swooping charge
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Special Abilities
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Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Distract [Trick] The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.
Fly (80 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Roam [Trick] The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Swooping Charge [Trick] The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in (a grand cathedral may have enough room, but dungeons usually do not). It spends a full-round action flying to a high vantage point, and on the next round makes a charge attack upon an enemy the falconer designates. If that charge attack hits, the bird deals 2d4 points of damage instead of 1d4 with its bite and gains a ×4 critical modifier when making the attack. If the bird hits, the target is staggered for 1 round.