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Elf Thief

Norrin Axebeard's page

378 posts. Alias of Peasant Railgun.


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Full Name

Norrin Axebeard

Race

Half-Orc

Classes/Levels

Shadowy Rogue 16 / Cloaked Sniper

Gender

Male

About Norrin Axebeard

23 Page Emo Backstory:
Young Norrin was born into slavery, with nothing to look forward to but a life of herding rothe destined for the tables of noble Drow. That was until Clan Orecrusher liberated the drow city and freed Norrin. Recognising his talents, the dwarves of Clan Orecrusher adopted Norrin, bestowing an honourary dwarven name upon him.

Now as his clan's most talented scout, Norrin seeks to recover the ancestral McGuffin, taken by the dread lich Acererak when the Orecrushers' ancestral home was destroyed.


New profile on iPlay4E
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Half-Orc Sharpshooter / Hunter Ranger 13
HP 95, Bloodied 47, Surge Value 23 (7/day)
AC 27; Fort 28, Ref 28, Will 24
Initiative +13; Passive Perception 26, Passive Insight 18
Str 20 +5 Con 13 +1 Dex 20 +5 Int 12 +1 Wis 15 +2 Cha 9 –1

Don't Forget!
If in doubt, Twin Strike!

Feral Earthhide Armour +3 Claws:
Gain a claw attack while wearing this armour: a one handed military light blade melee weapon with +3 proficiency bonus to attack rolls and deals 1d8 damage. The wearer gains proficiency with this weapon. The claw attack has an enhancement bonus to attack rolls and damage rolls equal to the enhancement bonus of this armour. This attack counts as a melee basic attack.

Hunter Fighting Style:
You gain Quick Draw as a bonus feat. In addition, you can sheathe a weapon as a free action and gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack.

Prime Shot:
+1 to ranged attack rolls if no allies are closer to enemy.

Staggering Strike:
Give up one die of Hunter's Quarry damage to push enemy 1 square.

Manticore's Fury:
When you hit an enemy with a melee attack, you gain a +4 bonus to the damage roll of the next ranged attack you make against that enemy before the end of your next turn. When you hit an enemy with a ranged attack, you gain a +4 bonus to the damage roll of the next melee attack you make against that enemy before the end of your next turn.

Opportunity Actions

Opportunity Fire / At-Will
Use bow to make opportunity attacks. These attacks don't provoke opportunity attacks.

Free Actions
Action Point / Encounter
Rapid-Fire Action: When you spend an action point to take an extra action, you can make a ranged basic attack with a (cross)bow as a free action before/after the free action. When in sight of Samson shift three squares as a free action.

Blood of the Fallen / Daily
After reducing your quarry to 0 HP, regain 27 HP.

Furious Assault / Encounter
The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it isn't.

Quick Draw
Sheathe weapon as a free action. Draw weapon as part of an action used to attack.

Boots of Quickness / Daily / Item
+1 bonus to Reflex defence

Standard Actions
Twin Strike / Melee or Ranged Weapon / At-Will
+17 vs AC, two attacks; 1d10+5 damage (longbow) or 1d8+3 damage (claw) or 1d8+2 (sunblade). (Two arrows, axe + claw or 2 claws depending on what's on hand).

Fading Strike / Melee Weapon / At-Will
+17 vs AC; 1d8+7 damage (sunblade) or 1d8+8 damage (claw) or 1d10+10 damage (bow), shift 2 squares to a square not adjacent to the target.

Melee Basic Attack / Melee Weapon / At-Will
+17 vs AC; 1d8+8 damage (claw) or 1d8+7 (sunblade).

Ranged Basic Attack / Ranged Weapon / At-Will
+17 vs AC; 1d10+10 damage (longbow).

Biting Volley / Ranged Weapon / Encounter
+17 vs AC, two attacks, one or two creatures, each attack can score a critical hit on a roll of 18–20; 1d10+5 damage (longbow).

Claws +3 / Close Burst 1 / Encounter
+17 vs AC, targets enemies; make a basic melee attack using the claw attack granted by your Feral Earthhide armour against each enemy in burst.

Pinning Strike / Melee or Ranged Weapon / Encounter
Two attacks, +17 vs AC, 1d10+10 damage and the target is immobilised.

Skirmish Shot / Ranged Weapon / Encounter
Before the attack, you move your speed. +17 vs AC; 2d10+8 damage (longbow).

Stab and Shoot / Melee 1 / Encounter
Must wield (cross)bow; +17 vs AC (no OA from target); 1d10+8 damage (longbow) and the target is dazed until the end of turn. Make a secondary attack against target other than primary; +17 vs AC; 2d10+10 damage (longbow).

Attacks on the Run / Melee or Ranged Weapon / Daily
Targets one or two creatures. Move your speed, at any point you can make two attacks, +17 vs AC; 3d10+10 damage (longbow) or 3d8+8 damage (claw), half damage per attack on a miss.

Hunter's Confrontation / Ranged Weapon / Daily
Must target quarry, +17 vs AC; 3d10+10, half damage on miss. Effect: Until the target is no longer your quarry, whenever you hit the target with a melee attack, you knock it prone.

Sure Shot / Ranged Weapon / Daily
+17 vs AC, you may reroll but must use second result; 3d10+10 damage (longbow), you may reroll each damage die once but must use second result.

Second Wind / Encounter
Spend a healing surge to regain 22 HP.
Timely Respite lets you make a saving throw.
Parry Gauntlets raise defensive bonus to +4 until start of next turn.

Total Defence / At-Will
Timely Respite lets you make a saving throw.
Parry Gauntlets raise defensive bonus to +4 until start of next turn.

Minor Actions
Hunter's Quarry / At-Will
Designate nearest enemy as quarry, deal extra 2d6 damage, once per round.

Perfect Aim / Encounter
Effect: Until the end of your next turn, your next ranged attack gains a +2 power bonus to the attack and damage rolls. If you move or take damage before making a ranged attack, the bonus is lost.

Move Action
Invigorating Stride / Encounter
Shift 2 squares, but not ending adjacent to an enemy. You can use your second wind. Parry Gauntlets raise defensive bonus to +4.

Serpentine Dodge / Encounter
Requirement: Must be within two squares of at least two enemies.
Effect: You can shift a number of squares equal to 1 + your Wisdom modifier. Until the end of your next turn, you gain a power bonus to all defenses equal to the number of enemies you were adjacent to at any time during this shift.

Trained Skills
Dungeoneering +13
Perception +16
Thievery +15
Endurance +13
Athletics +15

Untrained Skills

Spoiler:
Acrobatics +12
Arcana +7
Bluff +5
Diplomacy +5
Heal +8
History +7
Insight +8
Intimidate +7
Nature +8
Religion +7
Stealth +10
Streetwise +5

Feats

Spoiler:
Level 1: Versatile Expertise
Level 2: Staggering Strike
Level 4: Timely Respite
Level 6: Toughness
Level 8: Second Shot
Level 10: Manticore's Fury
Level 11: Improved Defenses
Level 12: Iron Will

Items

Spoiler:
Adventurer's Kit
Climber's Kit
Magic Longbow +3
Feral Earthhide Armor +3
Amulet of Protection +3
Sunblade Longsword +2
Sunblade Longsword +3
Flying Hook
Boom Hookshot!:
Power (At-Will): Minor Action. You command the flying hook to fly 10 squares (up to a maximum distance of 20 squares from you) and magically latch onto the surface of any unattended object in your line of sight. Once secured, the flying hook extends a thin rope back to your hands. The rope can be climbed with an Athletics check, or it can be used to pull the object toward you with a Strength check. The hook and rope can support up to 3,000 pounds before the hook detaches from the surface. The rope cannot be tied or knotted in any way, nor can it be used to attack or affect a creature.

Power (At-Will): Minor Action. On your command, the hook detaches from a surface and returns to your hand. This causes the rope to retract.


Parry Gauntlets (heroic tier)
Boots of Quickness (heroic tier)
Bracers of Archery
Thieves' Tools
Lots and lots of arrows (300)

Wishlist:
  • Level 19: Elven Chain Shirt (paragon edition)
  • Level 16: Bracers of Archery (paragon edition)



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