Tiefling

Naravash Avernus's page

324 posts. Alias of John Hathaway.


Classes/Levels

retired

About Naravash Avernus

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Naravash Avernus
NG Tiefling (native outsider) Fighter 4
Favored Class: Fighter (+1 hp/lvl)
Languages: Common, Abyssal, Orcish
Vision: darkvision 60ft

==============STATS=============
Str: 16 (+3) // Dex: 16 (+3) // Con: 15 (+2)
Int: 16 (+3) // Wis: 11 (+0) // Cha: 11 (+0)
================================

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
Max HP: 40 (Max [13] then 1/2 +1 per lvl [9])
BAB: +4
CMB: +7
CMD: 20
Initiative: +3
Speed: 30

AC: 24 (14 T / 20 FF) (+6 armor, +3 dex, +1 dodge, +2 shield, +2 natural)
Fort: +7 (+4 base, +2 con, +1 enhance)
Ref: +5 (+1 base, +3 dex, +1 enhance)
Will: +2 (+1 base, +0 wis, +1 enhance)

Equipment
Coins: 177gp 4sp
Bastard sword, mwk
Heavy pick, mwk
Longbow, mwk composite +2
Quiver of arrows (40)
Chainmail, mwk
Heavy steel shield, mwk
cloak of resistance +1

Backpack
Bedroll
Map/Scroll cases (3)
Flint & Steel
Artisan's tools, mwk
Bullseye lantern
Lantern Oil (5 flasks)
Belt Pouches (4)
Rope, silk (100 ft)
Tent
Traveller's Outfit

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
Spent: 822gp 6sp
Remaining: 177gp 4sp

Fighter Class Abilities
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.

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
Racial Traits: Darkvision, Skilled, Maw or Claw, Fiendish Resistence, Prehensile Tail
Traits: Armor Expert (combat), Trustworthy (social)
Feats: Exotic Weapon Proficiency (Lvl1), Dodge (Ftr1), Weapon Focus (Ftr2), Armor of the Pit (Lvl3), Power Attack (Lvl4)

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 two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
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
Benefit: You gain a +1 dodge bonus to AC.

Weapon Focus (Bastard Sword) Prereqs: BAB +1
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Armor of the Pit Prereqs: Tiefling
Benefit: You gain a +2 natural armor bonus.

Power Attack Prereqs: Str 13, BAB +1
Benefit: -2 to hit, +4 damage @ BAB +4

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)
Appraise: +3 = +0(ranks) +3(int)
Bluff: +4 = +1(ranks) +0(cha) +2(racial) +1(trait)
Climb: +6 = +2(ranks) +3(trained) +3(str) -2(ACP)
Craft (armor): +12 = +4(ranks) +3(trained) +3(int) +2(tool)
Craft (weapons): +12 = +4(ranks) +3(trained) +3(int) +2(tool)
Diplomacy: +6 = +3(ranks) +3(trained) +0(cha)
Disable Device: +3 = +0(ranks) +3(dex)
Disguise: +0 = +0(ranks) +0(cha)
Escape Artist: +1 = +0(ranks) +3(dex) -2(ACP)
Fly: +1 = +0(ranks) +3(dex) -2(ACP)
Handle Animal: +0 = +0(ranks) +0(wis)
Heal: +0 = +0(ranks) +0(wis)
Intimidate: +6 = +3(ranks) +3(trained) +0(cha)
Knowledge (arcana): +3 = +0(ranks) +3(int)
Knowledge (dungeoneering): +3 = +0(ranks) +3(int)
Knowledge (engineering): +3 = +0(ranks) +3(int)
Knowledge (geography): +3 = +0(ranks) +3(int)
Knowledge (history): +3 = +0(ranks) +3(int)
Knowledge (local): +3 = +0(ranks) +3(int)
Knowledge (nature): +3 = +0(ranks) +3(int)
Knowledge (nobility): +3 = +0(ranks) +3(int)
Knowledge (planes): +3 = +0(ranks) +3(int)
Knowledge (religion): +3 = +0(ranks) +3(int)
Linguistics: +4 = +1(ranks) +3(int)
Perception: +0 = +0(ranks) +0(wis)
Perform: +0 = +0(ranks) +0(cha)
Profession: +0 = +0(ranks) +0(wis)
Ride: +1 = +0(ranks) +3(dex) -2(ACP)
Sense Motive: +0 = +0(ranks) +0(wis)
Sleight of Hand: +3 = +0(ranks) +3(dex)
Spellcraft: +3 = +0(ranks) +3(int)
Stealth: +3 = +0(ranks) +3(dex) +2(racial) -2(ACP)
Survival: +0 = +0(ranks) +0(wis)
Swim: +6 = +2(ranks) +3(trained) +3(str) -2(ACP)
Use Magic Device: +0 = +0(ranks) +0(cha)

Background:
Naravash Avernus was born 50 years ago to simple parents in a simple village. Unfortunately for them, one or more of their ancestors had dalliances with Oni and the legacy of that joining manifested in the infant Naravash. The birth was more than his mother's body could handle and, after he was cast helplessly into the woods for the beasts to eat, his father was stoned at the hands of a fearful and fevered mob.

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:
Naravash has lead a life where he has, at best, been met with bald suspicion in any village he arrives at. He is used to people thinking the worst of him and accustomed to having to earn people's trust, but a lifetime of such unwelcome introductions and service has left the man rather guarded and reserved. He is slow to speak and often time quiet when he does muster up words, but his is still principled and has a strong belief in right and wrong as well as a willingness to speak up if he feels no one else will.

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:
Avernus will look to pick up the Master Craftsman feat as soon as he qualifies. His other feats will focus on improving his abilities with his sword: Power Attack, Weapon Specialization, etc. Also up for consideration: Disruptive, Lunge, Vital Strike.

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
Power Attack: -2/+4
Heavy Steel Shield (Hardness 10) hp: 18/20, broken (-1 AC)
[/spoiler]

[dice=Bastard Sword]1d20+9[/dice][dice=for]1d10+3[/dice]
[dice=Bite]1d20+9-5[/dice][dice=for]1d6+3[/dice]
[dice=Longbow]1d20+9[/dice][dice=for]1d8+2[/dice]