Krun Thuul

Harn's page

284 posts. Alias of Weren Wu Jen.


Full Name

Harn

Race

Half-orc

Classes/Levels

Lore Warden Fighter 2; AC 17, flat-footed 14, touch 13; HP 20/20; Init +2; Fort +5, Ref +2, Will +3; Perception +10 (+18 scent)

Gender

Male

Size

Medium

Age

20

Alignment

Neutral

Languages

Common, Deepcommon, Draconic, Goblin, Orc, Undercommon

Occupation

Pathfinder

Strength 15
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 14
Charisma 7

About Harn

CAMPAIGN INACTIVE

Appearance:

Height: 6'4", Weight: 276 lbs, Eyes: Black, Hair: Black.

Harn favors his orcish blood, with a green complexion, pointed ears and tusks. His body and face are decorated with red tattoos.

His bestial appearance is quite frightening, often leading others to assume he's a full-blooded orc instead of a half-breed.

Personality:

Harn has a burning sense of justice due to his long period of slavery. He's got no use for Chelaxian's (or anyone, for that matter) that have any involvement in slavery.

Harn had a deep sense of loyalty instilled in him by his mentor. He extends this loyalty to any he would call friend or ally.

He's also very direct (some would say tactless), and between that and his appearance, the half-orc often makes a bad first impression. Yet for those wiling to get to know him, Harn is a thoughtful and considerate person.

Harn is a survivor, and part of that is his optimistic outlook on life. He doesn't get discouraged easily, nor does he give up. He tends to be cheery, even when fighting for his life.

Background:

Harn was a rare individual in that he was born to a pair of half-orcs (both runaway slaves) that lived in the Menador Mountains of Cheliax. His early childhood was spent with his parents, climbing the slopes of those craggy peaks in search of food. Then a cadre of hunters in the employ of a wealthy Chelaxian found them. Harn's parents did their best to defend him, but in the end they were slain, and the young half-orc taken as a prize for their employer.

After being suitably "indoctrinated", Harn was put to work as a porter. The half-orc was with the Chelaxian (and his personal retinue) on a trip from Westcrown to Ostenso when they were attacked by a squadron of Andoran abolitionists. The Chelaxians were slain, while Harn and the other slaves aboard were set free to start new lives in Andoran.

When the half-orc was a little older, a Pathfinder of the Grand Lodge (a human named Argus) took Harn under his wing and trained him. Eventually, Harn was inducted into the society and served his mentor Argus as a bodyguard for three years.

The two pathfinders were exploring a network of caves (while following clues to an ancient tomb in Osirion) when the ground gave way beneath Harn. The last thing the half-orc remembers was seeing the horrified look on Argus' face as Harn plunged into the darkness. Harn wants to return to the surface in order to be reunited with his mentor Argus...

Initiative: +2

Speed: 20 ft. due to encumbrance.

Hit Points: 20

Saving Throws: Fort: +5 (+3 Base, +2 Con), Ref: +2 (+2 Dex), Will: +3 (+2 Wis, +1 trait)

BAB: +2, Melee: +4 (+2 Str), Ranged: +4 (+2 Dex)

Attack: Mwk Cold Iron Spiked Chain +5 (2d4+3) or Kukri +4 (1d4+2/18-20) or Longbow +4 (1d8/x3; RI 100')

CMB: +4 (+6 to trip) (+2 BAB, +2 Str), CMD: 17 (19 vs. trip) (+2 BAB, +2 Str, +2 Dex, +1 Dodge)

AC: 17 (+4 armor, +2 Dex, +1 Dodge), flat-footed 14, touch 13

Half-orc Racial Traits:

Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces the orc ferocity racial trait. (Source: APG)

Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This trait replaces the weapon familiarity racial trait. (Source: APG)

Darkvision: Half-orcs can see in the dark up to 60 feet.

Normal Speed: Half-orcs have a base speed of 30 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait. (Source: APG)

Character Traits:

Freed Slave (Regional, Andoran): You were either born or sold into slavery, but were freed by Andoren abolitionists. Your strong will helped you persevere in captivity, and gave you strength to start again from nothing in your new life in Andoran. You gain a +1 trait bonus on Will saves. (Source: Inner Sea Primer)

Observant (Perception): Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. (Source: Guide to PFS Organized Play)

Feats:

Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Keen Scent: You gain the scent special ability. (Source: APG)

Tentative Advancement:
3rd) Deepsight
4th) Blind-Fight
5th) Iron Will
6th) Greater Trip
7th) Ironhide
8th) Flanking Foil
9th) Improved Natural Armor
10th) Improved Blind-Fight

Skills:

Acrobatics +0 (+2 Dex, +1 race, -3 acp)
Climb +5 (2 ranks, +2 Str, +1 race, +3 class, -3 acp)
Kn-Dungeoneering +7 (2 ranks, +2 Int, +3 class)
Kn-Geography +6 (1 rank, +2 Int, +3 class)
Kn-Nature +7 (2 ranks, +2 Int, +3 class)
Linguistics +6 (1 rank, +2 Int, +3 class)
Perception +10* (2 ranks, +2 Wis, +2 race, +1 trait, +3 class)
Stealth -1 (+2 Dex, -3 acp)
Survival +7 (2 ranks, +2 Wis, +3 class)
Swim +4 (2 ranks, +2 Str, +3 class, -3 acp)

* Note: Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent.

Class Features:

Expertise (Ex): At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat.

This ability replaces bravery 1. (Source: PFS Field Guide)

Favored Class (Fighter): + 1 skill rank per level of fighter. Note: 7 skill points/level.

Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.

This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields. (Source: PFS Field Guide)

Equipment:

Encumbrance: 93 lbs . . . (Light: 76 lbs, Medium: 153 lbs, Heavy: 230 lbs)

Wealth: 8 gp, 3 sp; 489gp worth of shiny stones.

Explorer's Outfit (8 lb)
Mwk Backpack (4 lb)
Case, Scroll (0.5 lb)
Rope, Silk x50 feet (5 lb)
Flint & Steel
Grappling Hook (4 lb)
Mirror, Small Steel (0.5 lb)
Waterskin (4 lb)
Whetstone (1 lb)

Chalk x8 pieces
Ink (1 oz. vial)
Inkpen
Paper x10 sheets
Rations, Trail x20 days (20 lb)
Tindertwig x20

Mwk Chain Shirt (+4 ar, -1 acp; 25 lb)

Mwk Cold Iron Spiked Chain (P, disarm, trip; 10 lb)
Kukri (S; 2 lb)
Longbow (P, RI 100'; 3 lb)
Arrows x20 (3 lb)
Cold Iron Arrows x18 (3 lb)

Potion of Cure Light Wounds x6

Resource Management:

Current Hit Points: 20
Nonlethal Damage:

Other Effects/Conditions: