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The Rake

Victor Montoya's page

477 posts. Alias of Javell DeLeon.


Full Name

Victor Montoya

Race

Human

Classes/Levels

Fighter 5

Stats:
Hp's: 51/51; AC: 17/14/13; Fort: +5, Ref: +5, Will: +2; Perc: +10; Init: +4

Gender

Male

Size

Med

Age

25

Alignment

CG

Location

Sandpoint

Languages

Common

Strength 16
Dexterity 19
Constitution 12
Intelligence 10
Wisdom 10
Charisma 13

About Victor Montoya

Victor:

Victor Montoya
Male Human Fighter (Weapon Master) 5
CG Medium Humanoid (human)
Init +4; Senses Perception +10
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 13. . (+3 armor, +4 Dex, +1 deflection)
hp(d10) 57 (10+10+5+8+10+5con+5fc+4DM bonus)
Fort +5 (+1con/+4bs)
Ref +5 (+4dex/+1bs)
Will +3 (+0wis/+2feat/+1bs)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Bat Sword(TH) +8 (1d8+4/19-20/x2)
Ranged Darkwood Composite longbow (Str +2) +12 (1d8+5/x3); w/PB +13 (1d8+4); w/DA +10 (1d8+7); w/DA+PB +11 (1d8+8); w/DA+PB+RS +9/+9; w/DA+RS +8/+8; Range 115'

--------------------
STATISTICS
--------------------
Str 16, Dex 19(+1@4th), Con 12, Int 10, Wis 10, Cha 13
Base Atk +5; CMB +7; CMD 21
Feats (1st): Iron Will, (1st FB):Point Blank Shot, (1st Human): Weapon Focus(Longbow); (2nd): Precise Shot; (3rd): Deadly Aim; (4th) Weapon Specialization(Longbow); (5th): Rapid Shot
Traits:
Eyes and Ears of the City: Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Skills: 15 skill pts. (+15 skills)
Acrobatics +7 (+4dex/+3rnk)
Bluff +8 (+1chr/+3rnk/+3cs/+1trait)
Perception +10 (+0wis/+5rnk/+3cs/+1trait/+1archer variant)
Survival +5 (+1wis/+1rnk/+3cs)

Combat Gear
Mwk St. Leather (175gp,20lbs),
Darkwood Composite Longbow (Str +2)
Arrows (x20) (2gp,3lbs);

Other Gear
Backpack (2gp,2lbs),
Blanket (2sp,1lb),
Lantern, hooded (7gp,2lbs)
Oil (1-pint flask) (x3) (3sp,3lbs),
Rations, trail (per day) (x2) (1g,5s,3lbs)
One formal suit - 60gp cost, 30gp paid.
Bastard sword +1
+1 arrows (x20)
+1 arrows, flaming (x20)
Ring of Protection +1
Handy Haversack
2 Potions of cure light wounds
Arrows (x60) 5g deducted already

Total 42lbs; 32pp, 4gp, 1sp

--------------------
SPECIAL ABILITIES
--------------------

Deadly Aim -2/+4: Trade a penalty to ranged attacks for a bonus to ranged damage.
Point Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot: You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reliable Strike: Longbow (1/day) (Ex) At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th.
Weapon Guard +1: Longbow (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Longbow (Ex) +1 to hit and damage with your chosen weapon.

Languages Common

--------------------

Fighter(Archetype info):

ARCHER:
The archer is dedicated to the careful mastery of the bow, perfecting his skills with years of practice honed day after day on ranges and hunting for game, or else on the battlefield, raining destruction down on the enemy lines.

Hawkeye (Ex)
At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd.

This ability replaces Bravery.

WEAPON MASTER:
Devoted to the perfection of a single weapon, the weapon master’s meditations upon his favored weapon border on the obsessive, but none can deny his consummate skill. The weapon master must select a single type of weapon (such as longsword or shortbow). All of his abilities apply to that weapon type.

Weapon Training (Ex)

At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.

This ability replaces Armor Training 1, 2, 3 and 4.

Reliable Strike (Ex)

At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th.

This ability replaces Weapon Training 1.

Mirror Move (Ex)

At 9th level, a weapon master gains his Weapon Training bonus as an insight bonus to AC when attacked by his chosen weapon.

This ability replaces Weapon Training 2.

Deadly Critical (Ex)

At 13th level, when a weapon master confirms a critical hit with his chosen weapon, he can increase the weapon’s damage multiplier by +1 as an immediate action. He can use this ability once per day at 13th level, plus one additional time per day for every three levels above 13th.

This ability replaces Weapon Training 3.

Critical Specialist (Ex)

At 17th level, the save DCs of any effects caused by a critical hit with a weapon master’s chosen weapon increase by +4.

This ability replaces Weapon Training 4.

Unstoppable Strike (Ex)

At 19th level, a weapon master can take a standard action to make one attack with his chosen weapon as a touch attack that ignores damage reduction (or hardness, if attacking an object).

Background:
Victor grew up in the town of Sandpoint, spending most of years living a peaceful existence. He loved the town but he feels like there is more out there for him to accomplish. He enjoyed being part of the local militia, but there just wasn't enough happening for him. There was the one event that involved the one known as "Chopper" but Victor doesn't like to talk about it. Well, eventually he finally decided to pack up and move to the big city of Magnimar, where he was taken on as a city guard. During his time there he served as a lookout and ranged defense.

After a time, it turns out the city life wasn't all it was cracked up to be. Turns out, it wasn't much more eventful than Sandpoint. Thinking about returning home(and eventually deciding to) he packed up his bags and traveled back. It may not be all that exciting, but he knew he did have the Swallowtail festival to look forward to. That event was happening in just a short time and Victor wanted to be there for that.

Ah, Sandpoint. The quiet life. Slightly boring, but it is home.

Description:
Victor is about 6' tall. He weighs around 195. He finds himself to be quite the charmer.(At least in his mind)

Dice:

[dice=Bastard Sword]1d20+7[/dice]
[dice= Damage]1d10+3[/dice]

[dice=Darkwood Comp Longbow(+2Str)]1d20+10[/dice]
[dice=Damage]1d8+5[/dice]

------------------------------------------------------------------------

[dice=Darkwood Comp Longbow(+2Str)Longbow w/DA] [dice]1d20+8[/dice]
[dice=Damage] [dice]1d8+9[/dice]

------------------------------------------------------------------------

[dice=Darkwood Comp Longbow(+2Str)Longbow w/DA/PB]1d20+11[/dice]
[dice=Damage]1d8+10[/dice]

------------------------------------------------------------------------

[dice=Darkwood Comp Longbow(+2Str) w/DA/RS]1d20+8[/dice]
[dice=Damage]1d8+9[/dice]

------------------------------------------------------------------------

[dice=Darkwood Comp Longbow(+2Str) w/PB/DA/RS]1d20+9[/dice]
[dice=Damage]1d8+10[/dice]

[dice=Acrobatics]1d20+6[/dice]

[dice=Perception]1d20+9[/dice]

[dice=Stealth]1d20+4[/dice]

[dice=Fort]1d20+5[/dice]

[dice=Ref]1d20+5[/dice]

[dice=Will]1d20+3[/dice]

[dice=Intiative]1d20+4[/dice]

HP's:
Total = 51; Current = 51, Non-lethal = 0

XP's:
11500/10000

Ammo:

Arrows = 18
Arrows = 60
+1 Arrows = 20
+1 Flaming Arrows = 20

Found on goblins
The only mark he can find on them is a brand of a head or skull like shape with a building on the top, much like a hat.


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