Valeros

Apollo Randasian's page

1,100 posts. Alias of CaptainCortez.


Race

Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert]

Classes/Levels

-[HP: 33/35], [Nom: 19/23]-

Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

About Apollo Randasian

Apollo Randasian
Class: Ranger Beast Master 3/Fighter 2-Handed 1
Animal Companion: Adolescent Nom
Alignment: CG
Race: Human
Hair: Black
Eyes: Blue
Favoured Class: Ranger (+1hp every Ranger level)
Alternate Racial Trait: Dual Talent (replace bonus feat, skilled and +2 mod for +2 to any two ability scores)

Campaign intro:

After the run in with his Uncle, the Carrion King and the Gnoll Soldiers, Apollo has taken it upon himself to track down the Carrion King, to end his reign of terror and hopefully lessen the Gnoll issues in and around Katapesh.

Apollo's Background:

Born in the Evergrowth, on the outskirts of Katapesh, Apollo was a motherless and bastardised child.

When his mother fell pregnant with him, she thought she was ready to live life as a mother. Her boyfriend disapproved however, so when she gave birth to her little baby boy, she panicked, and in fear of losing the one she loved most, she chose to abandon her son, realising too late that she wasn't ready for a kid.

Apollo was birthed within a small forest, by a stream just on the outskirts of Katapesh, and it was this stream that would determine where Apollo would end up in life...if he was even fortunate enough to survive.

Upon birthing the child and after her recovery time, Apollo's mother (Wintara) padded out a picnic basket with some cloth, and placing baby Apollo in the basket, she said her goodbye, apologised and set him free down stream.

It was at this point, a group of fairly nice Barbarians found him and decided to take him in as their own, before relocating to the Sparadyn Jungle.

Apollo grew up with them and appreciated all that they had done for him, but when he hit the age of 15, he decided he wanted to do more with his life.

Having heard of how busy and exciting Katapesh was meant to be, he ventured from his home and found himself within the City, searching for a job so that he could start a living for himself. His first job was as a Duskwalker Agent.

He worked here for a while, often returning to the forest where his Barbarian foster family lived, and upon visiting them one day, he decided to take a different route back to what he classed as his home.

Stumbling across a strange, stone like looking object, Apollo curiously inspected it.

It was a large egg!

Deciding to keep it, Apollo obsessively waited, checking on it daily and leaving it in the safe care of his foster family while he worked the stalls of Katapesh.

When it eventually hatched, inside was a large lizard. It was a baby T-Rex!

Aware of the dangers in keeping this reptile, and expecting the mother to turn up to reclaim her baby at any given moment, Apollo was unsure on what to do with the beast, thinking it to have originally been a large bird egg.

The parent didn't turn up however, and little did Apollo know, this Lizard would grow to follow him, and later bond with him, to become his best friend and hunting buddy.

Apollo named his T-Rex Nom, due to the fact it ate pretty much anything Apollo allowed it to.

Leaving the stalls of Katapesh a little later than he had planned to one day, Apollo decided to walk the same way home as he did on that day when he discovered Nom's egg. He felt nostalgic until he saw a fully grown T-Rex being attacked by a pack of Gnoll's.

Could this be Nom's parent?, he thought to himself, knowing what it's like to not have your real parents around.

Acting fast, Apollo ran over to the troubled beast, but it was too late. There were too many Gnoll's and as a result, the T-Rex fell.

Noticing the man, the Gnoll's ran towards him.

These Gnoll's are brave to be picking a fight with a T-Rex out of pure hunger, but now I'm in trouble..., Apollo thought to himself.

As the Gnoll's chased the man, some decided to hang back, concerned more about their belly than a probably useless man. It was due to this that Apollo saw an opportunity to avenge the T-Rex (probably Nom's Mother), so turning around, he ran at them with his bare hands and beat them to death, if not by breaking their necks, then by the ferocity of his punches.

Apollo took a few hits, but nothing that would mortally wound him.

As he returned home, he found the small settlement he lived in, ablaze. It seemed that another group of Barbarians had decided to take up residence, and adding to this, where was Nom, and why was Apollo's home the target of an attack?

At closer inspection, Apollo noticed his Uncle standing next to a Gnoll Leader, in deep conversation with it.

It wasn't before long that a bunch of Gnoll's noticed Apollo, at which point so did his Uncle and the Gnoll Leader he was speaking with.

Apollo was dragged and shoved over to his Uncle by the Gnoll's, and noticed a fairly beaten Nom lying helplessly at his Uncles feet.

"I suppose you want your little friend back, don't you? Well, it isn't dead. I just let these Gnoll's have their cruel idea of fun with it and figured you'd be back for it, so waited here for your return, and now that you're here, I can tell you what it is exactly that's going on."

Apollo looked at the man he came to know as his Uncle, wondering where his family was and why his Uncle had done this.

WHAT HAVE YOU DONE!? screamed Apollo. WHERE'S OUR FAMILY? WHY DO GNOLL'S FOLLOW YOUR ORDER?

Apollo's uncle looked to him and spoke.

Because I made a deal with them. I promised them carnage and a good hunting ground and in return, they agreed to rebuild this settlement and have me as their leader. You always knew that my brother and I had our disagreements and it was because he sat in my rightful place.

Still angry, Apollo replied. Was all of this devastation truly worth a simple title? You could have just left and created your own opportunities.

His Uncle replied once more. I liked this place. Always have done, and it was rightfully mine, so I took it by force, killing your father in the process.

YOU DISHONOURABLE CURR!!! screamed Apollo!

The large Gnoll beside Apollo's Uncle began to laugh, while resting his hand on the hilt of his oversized Axe.

WHAT'S SO FUNNY? said Apollo, staring at the Gnoll with anger.

The Gnoll didn't respond, but Apollo's Uncle did.

I guess the Carrion King just takes delight in family feuds. Can't say I blame him really. Apollo's Uncle laughs.

You can join us if you'd like, but I suppose seeing your pet in this state, finding your home in ruins, your father dead and having no knowledge of your mothers whereabouts, you'll be wanting to exact revenge.

Am I right? laughs the Uncle.

Today you leave this world....BY MY HANDS!!! claimed Apollo.

His Uncle commanded the lesser Gnoll's to free Apollo, and simply said to his nephew calmly; Very well. Let's end this.

Apollo's Personality:

Apollo, not liking those who belittle others, and seeing stronger opponents as a challenge and not a threat, takes his pride and joy from smashing opponents heads in, wrestling with his pet T-Rex (and best bud) in his spare time, intimidating others who are hostile and intimidating towards him (just to see how they like it) and switches to Archery if an opponent thinks it can outrun or fly away from him.

The most trouble he's had has been with the Gnoll's around the region.

They raid and kill for the sake of it, and Apollo has had one too many run ins with their kind. He doesn't hate them as such. He just dislikes them, and his dislike has grown enough to make them his favourite enemies to kill.

Hobbies: Scouting, Collecting Arrows, spending time with certain animals, Dino-Riding, making friends, drinking and bashing unfriendly skulls in.

Attitude towards friend: Cocky, funny, friendly
Attitude towards foe: Cocky, sarcastic, annoying

Apollo's Stats:

HP: 35 (1d10 +1Con +1 Favoured Class)
AC: 21, Flat-Footed: 18, Touch: 13

Initiative: 2 (+2 in Deserts)
Speed: 20ft

Str: 18
Dex: 16 (advancement level 4)
Con: 12
Wis: 13
Int: 10
Cha: 12

Fort: 7 (+4 vs - see Endurance reference)
Ref: 7
Will: 2

BAB: 5
CMB: 9 (+1 to Sunder)
CMD: 22 (+1 vs Sunder)

Combat:

World Shaker +1 Earthbreaker: +10, 2d6+7 x3
Vs Gnolls: +12, 2d6+9 x3
FE Vs Gnolls: +14, 2d6+11 x3

With Power Attack:

World Shaker +1 Earthbreaker: +8, 2d6+13 x3
Vs Gnolls: +10, 2d6+15 x3
FE Vs Gnolls: +12, 2d6+17 x3

+4 Strength Masterwork Composite Longbow: +9, 1d8+4 x3 (110ft)
Vs Gnolls: +11, 1d8+6 x3 (110ft)
FE Vs Gnolls: +13, 1d8+8 x3 (110ft)

Spells:

Level 1 spells - 1

Feats:

1. Power Attack
2. Combat Style Feat: Precise Shot
3. Mounted Combat
4. Ride By Attack
5. Boon Companion - Nom

Traits:

1. Gnoll Killer (campaign)
3. Dusk Agent - Double starting gold, selling gains 10% profit of gp and buying lowers the cost by 10%. Also applies for starting equipment.

Skills (All Class Skills):

Climb*: 5 (class, 4 str, 1 rank, -3acp)
Escape Artist*: 3 (class, 2 dex, 1 rank, -3acp)
Handle Animal*: 9, 11* (class, 1 cha, 5 ranks) *+2 with Nom
Intimidate*: 9 (class, 1 cha, 5 rank)
Knowledge (Nature)*: 4 (class, 0 int, 1 rank)
Perception*: 7, +2 in desert, +2 when adjacent to Nom (class, 1 wis, 3 rank)
Ride*: 7 (class, 2 dex, 5 ranks, -3acp)
Sense Motive: 3, 5* (1 wis, 2 ranks) +2 when adjacent to Nom
Stealth*: 4, +2 in desert (class, 2 dex, 2 rank, -3acp)
Survival*: 6 (+2 in desert, +1 to Track) (class, 1 wis, 2 rank)

Favoured Enemy:

1st. Gnoll

Note - Ranger Animal Companion: Baby T-Rex (currently not combat ready, or even old enough to be considered level 1 in game. It just makes more sense to have him with Apollo from the start, so when Apollo reaches level 4 and is allowed the companion as a Class feature, he wouldn;t just turn up out of nowhere).

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Nom's Stats:

Nom: Level 4
Type: Bodyguard

Low-light vision, Scent

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Note - When below 0hp, staggered but gain +2 attack, saves and skill checks when adjacent to Apollo.
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HP: 23
AC: 19, Touch: 13, Flat-Footed: 16

Speed: 30ft, Initiative: +3

Str: 16 (+1, +1 ability increase)
Dex: 17 (+1)
Con: 10 (-14 to die when adjacent to Apollo)
Int: 2
Wis: 15
Cha: 10

BAB: 3
CMB: 6
CMD: 19

Fort: 4
Ref: 7
Will: 3

Combat:

Bite +6, 1d8+4

4 skill ranks:

Intimidate: 2 (2 ranks)
Perception: 7, 9* (2 ranks, 2 wis, 3 class) +2 when adjacent to Apollo

2 feats:

Combat Reflexes
Toughness

Tricks:

1. Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.

2. Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

3. Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)

Special - Bodyguard Companion Archetype

Some companions live lives of faithful devotion and steady vigilance, standing watch through long hours and always ready to leap into action to protect their master.

Animal Feats:

In addition to the standard animal companion feats, a bodyguard may select Bodyguard, Combat Patrol, Heroic Defiance, Heroic Recovery, and In Harm's Way.

Shared Vigilance (Ex)

A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells*.

Tenacious Guardian (Ex)

At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level. This ability replaces evasion.

Uncanny Dodge (Ex)

At 9th level, a bodyguard gains uncanny dodge, as the rogue class feature of the same name. This ability replaces Multiattack.

Greater Tenacity (Ex)

At 15th level, a bodyguard with fewer than 0 hit points gains a +4 morale bonus on attack rolls, saving throws, and skill checks; immunity to fear effects; and temporary hit points equal to its master's class level (maximum 20). It dies only if its hit points reach a negative total equal to twice its Constitution score + its master's class level. This ability replaces improved evasion.

::: L O O T :::

King Mokknokk Crown - Ring of Featherfall S O L D !!!
Ugruk's Masterwork Flindbar S O L D !!!

::: E Q U I P P E D :::

World Shaker: +1 Earthbreaker Hammer
Ugruk's Carapace: +1 Breastplate
Masterwork +4 Strength Composite Longbow
+1 Gnoll Tooth Amulet of Natural Armour

Gear:

250g to spend (doubled to 500 with Duskwalker Agent Trait):

World Shaker +1 Earthbreaker Hammer, +4 Str Composite Longbow 270gp, 90 arrows, Ugruk's Masterwork Breastplate, bedroll 9cp, waterskin 9sp, canvas 9cp.

Remaining = 609gp, 3sp, 2cp (10% discount on all items bought and sold within Katapesh).

Reference:
Endurance - Harsh conditions or long exertions do not easily tire you.

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Favoured Terrain - Desert (Sand and Wastelands)]At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Shattering Strike (Ex)] At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.

Level loadout:

1. Ranger
2. Ranger
3. Ranger
4. Fighter
5. Ranger

Experience Gained: Level 5
Loot: 329gp, 3sp, 2cp

Almah Roveshki:

Female Human
Fighter 1/Rogue 2 (Sanctified and Swashbuckler Rogue Archetypes)

HP: 23
AC: 16, Touch: 13, Flat-Footed: 13

Str: 12
Dex: 16
Con: 13
Wis: 10
Int: 14
Cha: 13

BAB: 2
CMB: 3
CMD: 16

Fort: 3
Ref: 6
Will: 2

Alternate Racial Trait - Dual Talent: +2 to any 2 ability scores, but lose skilled and bonus

feat from race.

Combat:

Scimitar +5, 1d6+1, 18-20x2

Skills:

Acrobatics: 7 (1 rank, 3 dex, 3 class)
Diplomacy: 7 (3 ranks, 1 cha, 3 class)
Disable Device: 9 (3 ranks, 3 dex, 3 class)
Escape Artist: 7 (1 rank, 3 dex, 3 class)
Knowledge Geography: 6 (3 ranks, 2 int, 1 feat)
Knowledge Local: 7 (1 rank, 2 int, 3 class, 1 feat)
Knowledge Nature: 6 (3 ranks, 2 int, 1 feat)
Knowledge Nobility: 11 (3 ranks, 2 int, 3 class, 3 feat)
Perception: 6 (3 ranks, 3 class)
Ride: 7 (1 rank, 3 class, 3 dex)
Stealth: 7 (1 rank, 3 class, 3 dex)
Survival: 5 (2 ranks, 3 class)

Feats:

1a. Noble Scion of Lore - +2 Kn.Nobility and +1 to any kn. skill that ranks are in.
b. Weapon Focus: Scimitar
3. Iron Will

Rogue Talents:

1. Esoteric Scholar (Ex): Once a day, a rogue with this talent may attempt a Knowledge check, even when she is not trained in that Knowledge skill.

Gear: Masterwork Scimitar (1d6, 18-20x2, s, 4lb's, 315gp), +1 Masterwork Studded Leather (1175gp, +3 AC, +5 Dex, -1 ACP, 20lb's), 3 rations (1gp, 5sp, 3lb's), waterskin (1gp, 4lb's).

Wealth: 157gp, 5sp remaining

Class Abilities:

Rogue

1d6 sneak attack
Evasion

Fighter - 2+int ranks per level
Rogue - 8+int ranks per level

HP Fighter - 1d10
HP Rogue - 1d8 (Favoured Class)