AC 16 / T12 / FF14 | HP 21/[28] | F+5 R+6 W+4 (+2 vs fear, +1 vs enchant) | Perc +10 (+2 urban areas) Init +2 (+2 urban areas)
Size
Medium (5'11, 237 lbs)
Age
18
Special Abilities
Darkvision 60'
Alignment
Neutral Good
Location
where the action is
Languages
Orcish, Common
Strength
18
Dexterity
14
Constitution
12
Intelligence
10
Wisdom
14
Charisma
8
About Harboth Redacre
Harboth Redacre, Half-Orc Ranger 3
PFS # 55700-1
Appearance:
Harboth Redacre stands just under 6 feet tall, and nothing about him is subtle. He looks like a linebacker stuck in a fantasy novel - thick of limb and thick of neck, with a broad nose, savage yellow eyes, and slightly protruding tusks, his generally brutal appearance owes much to the orcish side of his "family." It doesn't help matters that he dresses like a nomad, wearing a stained vest and dull overcoat over his beautifully wrought chainmail. A felt hat sits atop his short, greasy black hair.
His most notable feature is that nose - large, wide, flat-ish, and slightly crooked, with a dull silvery ring decorating his huge left nostril.
Statistics
Str 18 (+4 modifier) [10 points +2 racial bonus]
Dex 14 (+2 modifier) [5 points]
Con 12 (+1 modifier) [2 points]
Int 10 (0 modifier)
Wis 14 (+2 modifier) [5 points]
Cha 8 (-1 modifier) [-2 points]
Melee Attack:
+7 CMB (3 BAB + 4 Str mod)
+3 BAB
Cold iron Greataxe (2-hand), +7 to hit, 1d12+6/x3 damage
Kukri (light) +7 to hit, 1d4+4 18-20/x2 damage
Ranged Attack:
+5 to hit (3 BAB + 2 Dex mod) +6 if within 30'
mwk Composite (+4) Longbow +6 to hit [+7 with PBS] 1d8+4 x3 damage range 110'
28 normal arrows, 20 cold iron arrows, 20 alchemical silver arrows
Defense:
28 HP (d10 hit die +1 Con mod +1 favored class [1st, 2d, 3d])
AC 16 / 12 Touch / 14 Flat-footed
mwk Chain shirt (light armor +4 AC, max dex +4, armor check -1)
CMD 16 (10 +2 Dex mod, +4 Str mod)
Saves:
Fort +5 (+3 base, +1 Con, +1 cloak)
Ref +6 (+3 base, +2 Dex, +1 cloak)
Wil +4 (+2 vs fear, +1 vs enchantment) [+1 base, +2 Wis, +1 cloak]
Class abilities:
Combat style - Archery
Favored Enemy Humanoid(Human) - +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of this type. +2 bonus on weapon attack and damage rolls against them. may make Knowledge skill checks untrained when attempting to identify these creatures.
Track - +1/2 level to Survival checks to follow/identify tracks.
Wild Empathy (1d20+rgr level+Cha mod to improve attitude of an animal)
Favored Terrain Urban (+2 to Initiative, Knowledge (geography), Perception, Stealth, and Survival; can choose to leave no trail)
4 - Intimidate, Handle Animal, Knowledge, Perception, Stealth, Survival (kick one of these for Spellcraft?)
Feats:
Point Blank Shot (+1 ranged attack and damage on targets within 30 feet)[1st level]
Precise Shot (No penalty for shooting into melee) [2d lvl Combat Style Feat]
Endurance [3d level Ranger bonus feat]
Rapid Shot (extra attack in full attack but all at -2)[3d level feat]
progression:
4th lvl stat increase: Dex
5th lvl feat: Dodge or Quickdraw
6th lvl style feat: Improved Precise Shot (if have +2 belt; otherwise Manyshot)
7th lvl feat: Manyshot or Keen Scent
8th lvl stat increase: Dex, favored terrain forest
9th lvl feat: same as 7th
10th lvl style feat: Pinpoint Targeting
11th lvl feat: Keen Scent or Improved Precise Shot
12th lvl stat increase: Dex
Traits:
Courageous (+2 to save vs Fear effects)
Indomitable (faction) (+1 save vs enchantment spells and effects)
Race traits:
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon
Equipment:
321gp
2 Potions of Cure Light Wounds
Wand of Cure Light Wounds (44/50 charges)
Cloak of Resistance +1
Traveling clothes
Trilby felt hat (picked up from the Blakros Museum in Mists of Mwangi)
Crocodile skin boots (from First Steps Part III)
Necklace of croc and dire ape teeth (from Mists of Mwangi)
Courtier's outfit (rarely used)
Adventuring/Ranging Gear (Backpack, Bedroll, Blanket, Candle (4), Chalk (10), Fishing hook, Fishing net, Flint and steel, Grappling hook, Bullseye lantern, Mirror, Mug (clay), Oil (2 pints), Iron Pot, Rope, hemp 50', Sack (2), Sewing needle, Soap (.6 lb), Tent, Waterskin) (total weight 61.6 lbs)
carrying capacity: 100lbs light / 200lbs med / 300lbs heavy
Things to buy:
Armor:
- upgrade chain shirt to +1 1000gp (maybe do before next scenario so you can be up in the melee if needed)
- upgrade chain shirt to Mithral breastplate (+6/+5/-1 no speed change) 4200gp
- +1 amulet of natural armor 2000gp
Weapons:
- enchant bow to +1 2000gp
- switch greataxe for falchion/scimitar and heavy flail so there's a slashing and a bludgeoning, and not this huge axe?
Gear:
- mess kit
- belt pouch
- torches
- trail rations
- alchemist's fire 20gp
- Coffee pot 3 gp 4 lbs.
- veterinarian's kit (+3 heal check on animal +1 others) 25gp 1lb (10 uses)
Magic Items:
- Belt of Dex (and then Str, too) 4k gp
- Upgrade cloak of resistance to +2 is 3k to +3 is 8k
- wand of gravity bow 750gp or 2PP (bow damage to 2d6) (get a spring-loaded wrist sheath to draw [swift], cast [std], and put away [move])
Harboth's past:
Harboth is a product of orcish raids on his hometown of Black Mountain, in the foothills of the Kador Mountains. Along with a small group of other unwanted half-breeds, he was left in the wilds for the gods to take.
A group of outlaws found the babes and raised them. Harboth thus grew up as part of a bandit gang, living off the land and taking what he could from the unwary. As he came of age, Harboth began to take a hard look at the life before him and the unsavory fates of some of his adopted siblings.
Others suggested that he might make a decent gang leader some day, but after a failed ambush against a group of Pathfinders, Harboth decided to chase his own fortune. He collected his meager belongings and headed for Absalom to seek a better life as a member of the Pathfinder Society.
scenario history:
Started with 150 gp
Purchased studded leather armor, greataxe, longbow, 40 normal arrows (123 gp)
First Steps 1:
Started with 27 gp
Earned 417 gp
Total gold now 444gp
+2 Fame / Prestige (total now 2)
First Steps 2:
Started with 444gp
Earned 419gp
Sold studded leather armor (12.5gp), greataxe (10gp) (total 22.5gp)
Purchased masterwork chain shirt (250gp), cold iron greataxe (40gp), 20 cold iron arrows (2gp) (total 292gp)
Total gold now 593.5gp
+2 Fame / Prestige (total now 4)
First Steps 3:
Started with 593.5
Earned 273gp
Sold longbow (37.5gp)
Purchased composite (+4) longbow (500gp), kukri (8gp), 20 alchemical silver arrows (41gp), 2 potions of Cure Light Wounds (100gp)
Total gold now 255gp
+2 Fame / Prestige (total now 6)
1-29 The Devil We Know, Part I
Started with 255gp
Earned 538gp
Purchased 2 potions of Cure Light Wounds (100gp)
Total gold now 693gp
+2 Fame / Prestige (total now 8)
2-21 The Dalsine Affair
Started with 693gp
Earned 501gp
Total gold now 1,194gp
Purchased Wand of Cure Light Wounds (2 Prest.)
+2 Fame / Prestige (total now 10 / 8)
0-05 Mists of Mwangi
Started with 1,194gp
Purchased Cloak of Resistance +1 1,000gp, Neutralize poison spell 60gp
Earned 1889gp
Total gold now 2023gp
+2 Fame / Presige (total now 12/10 )
4-18 the Veteran's Vault
Started with 2,023gp
Sold composite (+4) longbow (250gp)
Purchased +1 enchantment to armor (1000gp), masterwork composite (+4) longbow (800gp), "riding" dog with harness (152gp)
Earned
Total gold now
+ Fame / Presige (total now / )
Loot of note:
notes to self:
To do to chronicle sheet for FS3:
1)fill in items bought and sold
2)event code = 14646
3)The scenario chronicle number is intro 1 thru 3 part 1 thru 3... Why the double named it I've no clue, but there it is.
Various potential concept arts:
http://1.bp.blogspot.com/_Fwjw80hPmio/S7CkVrkw0tI/AAAAAAAABTE/66A1jmHYkCE/s 1600/Bloodspear-Orc-Archer.jpg
http://www.personal.psu.edu/jss5189/images/halforc1.jpg
http://static.mmo-champion.com/mmoc/images/news/2008/june/wotlk/screenshots /Orc-hunter-engages-in-PvP-in-Zul'Drak.jpg