Erudite Owl

Al Bayr's page

16 posts. Alias of Troy Malovich.


Full Name

Al Bayr

Race

Hawkoid/Yeti

Classes/Levels

1st

Gender

Male

Special Abilities

Flight, +1 to AC, Resist 10 cold

Strength 16
Dexterity 6
Constitution 13
Intelligence 12
Wisdom 18
Charisma 12

About Al Bayr

Power Source: Bio; +2 Bio Overcharge

HP: 15/25
(Bloodied 12, Second Wind 6)

AC: 20
Fort: 14
Ref: 12
Will: 15

Speed: 5, Fly 5 (-2 to attacks while flying)

Init: -1

Melee Basic: 1d20+6 vs. AC, 1d10+4 damage
Ranged Basic: 1d20+6 vs. AC, range 5, 1d10+4 damage

Skills:
Acrobatics -1
Athletics +4
Conspiracy +6
Insight +5
Interaction +2
Mechanics +2
Nature +9
Perception +9
Science +2
Stealth -1

Equipment
Explorer's kit
Duct Tape
Night-vision Goggles (darkvision 10, -5 to Perception)
Radio cell phone (range 1 mile)
Heavy Armor (Layers of thick tree bark)
Shield (Half a snowboard)
One-Handed melee weapon (Hockey Stick)
One-handed ranged weapon (Pucks)

Powers:
Encounter; Terrifying Shriek (Will); close burst 2; each creature
Standard
1d20+5
1d6+5 psychic, and you slide the target 1 square

Encounter; Big Claws (AC); melee 1; one creature
Minor
1d20+6
1d10+5 physical, and the target is slowed until the end of your next turn

Background:
Al grew up in the Pukaskwa overgrowth just east of Dust Basin Superior. The Gah Whoo El yeti tribe was the only family he knew, summers were spent swatting shelled salmon, winters filled with puck sticking. When he got older, he was given his vision quest. It was here that he saw visions of men bearing large packs, fighting otherworldly beasts with erratic beams of light. He had to learn more, and set off to the nearest iron forest. It was here that he discovered the Venk-men, and further investigation led him to the Keymaster internship. He searched all over the largest iron forests until finally he came across a Fire House that had an opening, having just lost their newest one, Sly M, a flying philodendron. The team captain, Lightbulb Larry, decided to let Al tag along on the mission they just picked up out at the bunny ranch.

Arcane Familiar
Viper (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 4 (1d8-1)
Fort +1, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2-3 plus poison)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
[b]Skills
Acrobatics +3 (-1 to jump), Climb +11, Intimidate -3, Knowledge (arcana) -1, Knowledge (nature) -1, Knowledge (planes) -1, Perception +9, Profession (herbalist) +2, Spellcraft -1, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
SQ improved evasion, poison
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 9) Viper Poison: Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. The save DC is Constitution-based.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swim (20 feet) You have a Swim speed.