Kellid

Arnthoth Koortuskson's page

368 posts. Organized Play character for Hawkwen Agricola.


Full Name

Arnthoth Koortuskson

Race

Human (Kellid)

Classes/Levels

Barbarian (Mad Dog) 9

Gender

AC(21)23/T14/F21/CMD29||HP(141)114[114]|F+12 R+7(+8 vs traps) W+5(+7)|Init.+2|Percept.+12

Size

Med

Age

18

Alignment

CN

Strength 23
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 10
Charisma 13

About Arnthoth Koortuskson

Arnthoth Koortuskson
PFS# 65114-14
Human (Kellid) barbarian (mad dog) 9
CN Medium humanoid (human)
Init +2; Senses Perception +12
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Defense
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AC 23, touch 14, flat-footed 21 (+8 armor, +1 deflection, +2 Dex, +1 insight, +1 natural)
hp 114 (9d12+46)
Fort +12, Ref +7, Will +5
Defensive Abilities trap sense +3
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Offense
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Speed 40 ft.
Melee +1 adamantine greataxe +16/+11 (1d12+10/×3) or
. . +1 cold iron lucerne hammer +16/+11 (1d12+10) or
. . dagger +15/+10 (1d4+6/19-20)
Ranged +1 adaptive composite longbow +12/+7 (1d8+7/×3) or
. . javelin +11 (1d6+6)
Special Attacks rage (21 rounds/day), rage powers (elemental rage, elemental rage, lesser)
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Statistics
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Str 23, Dex 14, Con 18, Int 10, Wis 10, Cha 12
Base Atk +9; CMB +15; CMD 29
Feats Furious Focus[APG], Power Attack, Raging Vitality[APG], Tribal Scars, Vital Strike
Traits berserker of the society, mammoth master (belkzen or realm of the mammoth lords)
Skills Acrobatics +8 (+12 to jump), Climb +11, Diplomacy +2, Handle Animal +13 (+17 vs. mastodons, woolly rhinoceroses, and other animals frequently used as orc warbeasts), Intimidate +6, Knowledge (nature) +4, Perception +12, Ride +13, Survival +10 (+12 to avoid becoming lost), Swim +9
Languages Common, Hallit
SQ fast movement, ferocious fetch, pack tactics
Combat Gear cold iron arrows (50), oil of bless weapon, potion of darkvision, potion of enlarge person, potion of fly, potion of magic fang, wand of cure light wounds, alchemist's fire, antiplague, antitoxin; Other Gear +2 mithral agile breastplate, +1 adamantine greataxe, +1 adaptive composite longbow, +1 cold iron lucerne hammer, dagger, javelin (4), dusty rose prism ioun stone, amulet of natural armor +1, belt of physical might +2 (Str, Con), cloak of resistance +2, ioun torch ioun stone, ring of protection +1, wayfinder, bandolier, explorer's outfit, grappling hook, masterwork backpack, silk rope (50 ft.), spell component pouch, wrist sheath, spring loaded, 180 pp, 1,158 gp, 5 sp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Berserker of the Society +3 rounds of Rage a day.
Elemental Rage (-Choose-) (Su) Attacks deal +1d6 energy damage while raging.
Elemental Rage, Lesser (1/rage) (Su) Attacks deals +1d6 energy dam (your choice) for 1 rd.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocious Fetch (Ex) As a swift action, war beast attempts to drag a foe in 30 ft to you.
Mammoth Master (Belkzen or Realm of the Mammoth Lords) You gain a +4 trait bonus on Handle Animal checks related to orc warbeasts creatures.
Pack Tactics (Ex) Both master and war beast gain +4 when flanking with each other.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (21 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Vital Strike Standard action: x2 weapon damage dice.

Volfie:
Volfie
Wolf
N Large animal
Init +3; Senses low-light vision, scent; Perception +8
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Defense
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AC 23, touch 13, flat-footed 19 (+3 Dex, +1 dodge, +10 natural, -1 size)
hp 84 (+48)
Fort +11, Ref +9, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee bite +12 (2d6+10)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 24, Dex 17, Con 20, Int 2, Wis 12, Cha 6
Base Atk +6; CMB +14 (+16 drag); CMD 28 (30 vs. drag, 32 vs. trip)
Feats Dodge, Improved Drag, Improved Natural Attack (bite), Mobility, Toughness
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Fetch, Flank, Guard, Heel, Stay
Skills Acrobatics +7 (+15 to jump), Perception +8, Stealth +5; Racial Modifiers +4 to survival when tracking by scent
SQ attack, attack any target, come, defend, devotion, down, fetch, flank, guard, heel, multiattack / extra attack, stay
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flank [Trick] Attempts to attack and flank indicated enemy.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Improved Drag You Drag at +2 and don't cause an attack of opportunity.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Trip (Ex) You can make a trip attempt on a successful attack.