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About Naravash Avernus.
==============STATS=============
Rolled Array:
14, 15, 14, 13, 11, 15 Str 15 Dex 14 +2 racial Con 15 Int 14 +2 racial Wis 11 Cha 13 -2 racial +1 Str @ lvl 4 Combat Info
AC: 24 (14 T / 20 FF) (+6 armor, +3 dex, +1 dodge, +2 shield, +2 natural)
Equipment
Backpack
starting gear:
Bastard sword, mwk ... 335gp Heavy pick, mwk ... 308gp Longbow, mwk composite +2 ... 600gp Quiver of arrows (40) ... 2gp Chainmail, mwk ... 300gp Heavy steel shield, mwk ... 170gp cloak of resistance +1 ... 1000gp Backpack ... 2gp Bedroll ... 1sp Map/Scroll cases (3) ... 3gp Artisan's tools, mwk ... 55gp Flint & Steel ... 1gp Bullseye lantern ... 12gp Lantern Oil (5 flasks) ... 5sp Belt Pouches (4) ... 4gp Rope, silk (100 ft) ... 20gp Tent ... 10gp Traveller's Outfit ... free Starting Gold: 3,000gp
Fighter Class Abilities
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. Traits, Feats, and Skills
Detailed Racial Traits:
Darkvision: Tieflings see in the dark for up to 60 feet. Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Detailed Traits:
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Detailed Feats:
Exotic Weapon Proficiency (Bastard Sword) Prereqs: BAB +1 Benefit: You make attack rolls with the weapon normally. Dodge Prereqs: Dex 13
Weapon Focus (Bastard Sword) Prereqs: BAB +1
Armor of the Pit Prereqs: Tiefling
Power Attack Prereqs: Str 13, BAB +1
Detailed Skills:
Skill Points/level: 5 = 2(class) + 3(int) class skill // Armor Check Penalty = 2 // Total Skill Points: 20 Acrobatics: +1 = +0(ranks) +3(dex) -2(ACP)
Background:
The wailing infant would have surely died but for the intervention of a traveling wise woman. She found the screaming infant and saved his life and, realizing his nature and how unlikely it would be to find an accepting village, decided to take him to the nearest city where the denizens might be more accepting and less fearful. By the time she arrived though, she had grown quite fond of the little boy and decided instead to raise him herself. Naravash spent the first two decades of his life on the road traveling with his surrogate mother and mentor before taking a brief apprenticeship in the city. By the time his training was done and he'd earned his own hammer and apron, his mentor passed away and Naravash had nowhere to turn. He stayed on with the blacksmith for the next five years until his heritage brought unwelcome attention and violence to him and those who worked with him. Deciding it would be best to depart and spare his colleagues any further abuse, Naravash departed the city and has spent the last 25 years wandering the Ren'Shan countryside, plying his talents and offering his aid to whichever villages might tolerate him. Personality/Mannerisms:
Lacking close and lasting friendships, he rarely gives his first name to those he meets, preferring instead to just offer his surname. His mentors all previously came to call him 'Vash' for short, but it's been half his life since he's last been called that. Progression:
Macros:
[spoiler=Status] HP: 40/40 AC: 23 (14 T / 19 FF) [ooc][smaller](includes broken penalty to shield)[/ooc][/smaller] CMD: 20 F/R/W: +7/+5/+2 Resist: cold (5), electricity (5), fire (5) Ongoing Effects
[dice=Bastard Sword]1d20+9[/dice][dice=for]1d10+3[/dice]
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