Valeros

Perri Purrun's page

409 posts. Alias of hustonj.


Full Name

Perri Purrun

Race

Human (Varisian) | HP:11/11 | AC15, T11, FF14 CMD15 | F+3, R+1, W+0 | Speed 20' | Init: +1 | Perc+1, SM+1

Classes/Levels

Fighter (Base) 1

Gender

M

Alignment

LG

Deity

Erastil

Languages

Taldane, Varisian, Dwarven, Goblin

Occupation

Militia / Farmer

Strength 16
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 10
Charisma 10

About Perri Purrun

Description: Out and about town, Perri looks like most of the other young Varisian men. A warm complexion, dark hair and eyes, simple clothes with brightly colored accent pieces of a vest and some sashes. A stylized bow and arrow are suspended from his neck, though, which many recognize as a symbol of Erastil.
Girded for combat, while on duty as a member of the militia, his armor is as unassuming as his base clothing. But his weapon grips are wrapped in leather dyed a bright green, and there are ribbons wrapped around the limbs of his bow, mostly green and brown, but with one orange ribbon running up from the grip and one red one running down from it. The scabbards on his belt and his quiver are also dyed the same bright green as his weapon grips.

Background:
The Purruns are relatively new to Kassen, having only lived here for four generations. The family has a small farm outside of the wall where they focus on growing vegetables, leaving grain to others. Gudada and Simza Purrun are Perri's parents. He is the second of four children.

Father Prasst's predecessor, Father Leanton, managed to grab young Perri's imagination, and was working to convince the young man to study for the priesthood. Certain aspects of the faith embedded themselves into Perri's psyche, such as dedication to the community and the importance of working together and getting along, but he just really didn't understand the philosophy behind these simple goals. Father Leanton never really gave up trying, not until he died in his sleep, anyway.

Before Father Prasst joined the community, Perri attached himself to someone else who obviously served the community interest and encouraged everyone to get along together, Guard Captain Wisslo. He has been training with Guard Captain Wisslo for nearly 4 years, now. Perri tries hard ot get along, as he understands is important, so he joins his fellows in their private ridcule of the good captain, but Perri secretly appreciates the man's methods and the difference they have led to in Perri's ability to help the community get past short bouts of violence, whether caused by drink, fence lines, or hem lines.

These days, Perri spends most of his off time either in the Town Watch Headquarters, at his parent's home, or listening to Sir Dramott. He doesn't spend much off-time at Seven Silvers, because it is the most common stop on his patrols. Perri's non-lethal interventions are greatly preferred by all compared to the more lethal interventions some of his peers default to using.


Other core information:
Alignment: LG

Patron Diety: Erastil

Type: Humanoid (Human - Varisian)

Age: 16 (4 days after the Spring Solstice)


Combat:
Init +1 (Dex+1)
Speed 20'; 30' w/o Pack

Melee +4, Ranged +2, CMB+4 (BAB+1, Str+3, Dex+1)

Standard Attacks
Bill +4 for 1d8+4 @ x3, S, Brace/Disarm/Reach/"Shield"/"Dismount"
[Melee]
Heavy Flail +4 for 1d10+4 @ 19+, B, Disarm/Trip
[Melee]
Shortbow +2 for 1d6 @ x3 over 60', P, 20 arrows
[Ranged]

Combat Expertise: -1 AB for +1 Dodge
Disarm weapon trait: +2 to CMB for Disarm using weapon
Improved Disarm: +2 CMB to Disarm, does not provoke
Improved Trip: +2 CMB to Trip, does not provoke

AC 15, T11, FF14, CMD15 (Armor+4, Dex+1, BAB+1, Str+3)

Combat Expertise: -1 AB for +1 Dodge
Improved Disarm: +2 CMD vs Disarm
Improved Trip: +2 CMD vs Trip

HP 11 (10+1xCon+1)

Fort +3 (Base+2, Con+1)
Ref +1 (Base+0, Dex+1)
Will +0 (Base+0, Wis+0)


Class Choices:
None, yet

Skills & Languages:
2 + Int 2 + SKilled 1 + Favored Class 1 = 6 skill ranks per Fighter Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+ 1-Acrobatice (Dex) 1+0+0+ACP
+ 2 Appraise (Int) 2+0+0
+ 0 Bluff (Cha) 0+0+0
+ 7-Climb (Str) 3+1+3+ACP
+ 2 Craft (Any) (Int) 2+0+0
+ 0 Diplomacy (Cha) 0+0+0
+ 0 Disguise (Cha) 0+0+0
+ 1-Escape Artist (Dex) 1+0+0+ACP
+ 1-Fly (Dex) 1+0+0+ACP
+ 0 Heal (Wis) 0+0+0
+ 0 Intimidate (Cha) 0+0+0
+ 6 Knowledge (dungeoneering) (Int) 2+1+3
+ 6 Knowledge (engineering) (Int) 2+1+3
+ 1 Perception (Wis) 0+1+0
+ 0 Perform (Any) (Cha) 0+0+0
+ 1-Ride (Dex) 1+0+0+ACP
+ 1 Sense Motive (Wis) 0+1+0
+ 1-Stealth (Dex) 1+0+0+ACP
+ 0 Survival (Wis) 0+0+0
+ 7-Swim (Str) 3+1+3+ACP

ACP: -3 (-2 w/o Pack)

Languages Known: Common (Taldane), Varisian, Dwarven, Goblin


Feats:

H Combat Expertise
1 Improved Trip
F Improved Disarm
F
3
F
5
F
7
F
9
F
11
F
13
F
15
F
17
F
19
F

Gear:
175 GP Budget
FREExxx Soldier's Uniform (5#, sturdy boots, leather breeches, belt, shirt, gloves, jacket, hat)
x11.0.0 Bill (11#, 1d8/x3/S/Brace, Disarm, Reach, Shield, Dismount)
x15.0.0 Heavy Flail (10#, 1d10/19+/B/Disarm, Trip)
x30.0.0 Shortbow (2#, 1d6/x3/60'/P)
xx1.0.0 Arrows, 20 (3#)
x60.0.0 Leather Lamellar (25#, +4/+3/-2/20%/30')
xx2.0.0 Backpack (2#)
xx1.0.0 Belt Pouch (.5#)
xx1.0.0 Flint & Steel (-) - Pouch
x10.0.0 Silk Rope, 50', knotted (5#) - Pack
xx2.0.0 Waterskin, x2 (8#) - Pack
xx2.5.0 Trail Rations x4 (4#) - Pack
FREExxx Small Tent (20#) - Pack
FREExxx Winter Blanket (3#) - Pack
FREExxx Torch, x3 (3#) - Pack

135.8.1 Spent for 101.5# (56.5# w/o Pack)

xxx.x.1 Soap (.5#) - Home with own pack
xxx.1.0 Bedroll (5#) - Home with own pack
xxx.2.0 Mess Kit (1#) - Home with own pack

39.1.9 coin on hand

Light <=76# (By Armor)
Medium <=173# (+3/-3/20'/x4)
Heavy <=230# (+1/-6/20'/x3)


Fighter (Base):
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 2 + Int modifier.

Class Features
Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, bravery +1
3rd +3 +3 +1 +1 Armor training 1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat, bravery +2
7th +7/+2 +5 +2 +2 Armor training 2
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training 2
10th +10/+5 +7 +3 +3 Bonus feat, bravery +3
11th +11/+6/+1 +7 +3 +3 Armor training 3
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Bonus feat, bravery +4
15th +15/+10/+5 +9 +5 +5 Armor training 4
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, bravery +5
19th +19/+14/+9/+4 +11 +6 +6 Armor mastery
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, weapon mastery

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

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.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.


Varisian Nirmathi Human:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Attributes:
15 Point Buy
Points Race Level Gear Current
x5 14 +2 16 +0 16 +0 S 16 +3
x3 13 +0 13 +0 13 +0 D 13 +1
x2 12 +0 12 +0 12 +0 C 12 +1
x5 14 +0 14 +0 14 +0 I 14 +2
xx 10 +0 10 +0 10 +0 W 10 +0
xx 10 +0 10 +0 10 +0 H 10 +0