Valeros

Zakhar Vunderbain's page

32 posts. Organized Play character for KingOfAnything.


Race

Step Up- 10ft as immediate |

Classes/Levels

Conditions: None

Gender

Male N human slayer (witch killer) 1 | hp 10/12 | AC 17, t:12 f:15 | Fort +3, Ref +4, Will +1 | Init: +4 | Perception +5 | Spd 20ft |

About Zakhar Vunderbain

Not all Kellids were driven out when Soividia Ustav founded the Kingdom of Ustalav. Zakhar's clan hid in the mountains rather than die in battle or be driven back to the hostile lands to the north. The clan still nurses an ancient grudge against the rulers of Ustalav, but some members have descended from the mountains to mingle with the common folk.

Zakhar dresses plainly, his clothes muted shades of brown and grey. He keeps himself and his equipment clean, and his scale mail is painted black. He wears his holy symbol of Pharasma below his shirt, but presents it when confronting arcane spellcasters.

Zakhar is a member of the Pharasmin Penitence sect that is somewhat popular in Ustalav. He distrusts those who would alter the world to satisfy mere mortal whims, namely arcane casters, and he himself eschews most pleasures in this world hoping to be rewarded in the afterlife. He joined the society after tracking a particularly elusive cultist of Zura to Absalom.

Bot Me!:

Zakhar can move 10ft as an immediate action in response to an enemy making a 5ft step. He prioritizes arcane casters with this ability, otherwise he uses it if he could set up a flanking position.

Zakhar only uses his studied target on arcane casters.

[dice=Attack(bastard sword)]1d20+5[/dice]
[dice=Damage]1d10+4[/dice]

Zakhar Vunderbain
Male human (Kellid) slayer (witch killer) 1 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Horror Adventures 67)
N Medium humanoid (human)
Init +4; Senses Perception +5
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +1; +1 trait bonus vs. arcane spells, +1 bonus vs. arcane spells/spell like abilities and hexes of studied target
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk bastard sword +5 (1d10+4/19-20)
Ranged longbow +3 (1d8/×3)
Special Attacks studied target +1 (1st, move action)
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Statistics
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Str 17, Dex 14, Con 13, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Following Step[APG], Step Up
Traits reactionary, superstitious (kellid)
Skills Acrobatics +3 (-1 to jump), Bluff +4, Knowledge (arcana) +5, Perception +5, Profession (Bounty Hunter) +5, Sense Motive +5, Spellcraft +5, Survival +5
Languages Common, Draconic, Hallit
SQ studied witch, track +1
Combat Gear wand of cure light wounds; Other Gear mwk scale mail, arrows (20), longbow, mwk bastard sword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), manacles, mess kit[UE], torch (10), trail rations (5), waterskin, wooden holy symbol of Pharasma, 26 gp
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Special Abilities
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Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Studied Witch Studied combat bonuses apply to spellcraft and saves vs. arcane magic and hexes.
Track +1 Add the listed bonus to survival checks made to track.