Count Strahd Von Zarvoich

Arnulf of Lambholt's page

10 posts. Alias of hallowsinder.


About Arnulf of Lambholt

Background:

"Innistrad is not big enough for you to hide from me."

Arnulf, in his younger days, was a first son like any other growing up in Lambholt. Trusting in the protection of Avacyn, being raised up by his parents to manage the farm, and taking pride in his budding seemingly natural talent with a bow in his free time. It has been a long time since then, and he has become a grimly aspected man of dark humors and vile secrets. A monster hunter who won't be found within the cathedrals of Thraben among the noble Gavony Riders, but beneath the twisted branches of Ulvenwald, winding through the muck of the Farbog, and even diving beneath the waves of Nephalia.

His first call to action was when his elder sister was given the curse, becoming a werewolf. She was one of the ones who hid their nature in fear, answering the call of the wild and leaving to join the packs. At first Arnulf sought vengeance, but even though through luck or talent, he slew many werewolves, he eventually realized it would not bring his sister peace. Far from it, it only brought the werewolves to attack Lambholt more in a vicious cycle. He had to do something else, perhaps find a cure. But if even Avacyn could not manage that, who could?

Seeking the secrets of the darkness, Arnulf learned the ways of stalking a new prey. He joined the ranks of Vampire Hunters, not only to kill the fiends, but also to seek to learn their secrets. Masters of blood, death, and the night, perhaps their knowledge could be turned to a worthy cause. Alas, even for his study of the arcane in the libraries of slain vampires, he could only glean so much.

Next he sought the secrets set deeper than any man could find. Perhaps between the tentacles of the kraken, answers could be hidden in the abyss. For in the remote corners of Kessig, secret powers are found, unknown to the Church of Avacyn, and Arnulf twisted and honed his natural talent of his youth into a powerful veil of protection that would let him seek mysteries on the ocean floor. But silence was all that was found, for the drowned told few tales.

Next Arnulf sought to trade favors with the Cathars, perhaps that they had lore hidden away not preached in the church pews. Arnulf learned much of monster slaying with a practiced blade and a fighting style suited to groups, what Arnulf sought was not here either. A thousand more tools to slay a beast was not what he sought, even if handy for one who travels in dark times.

Now Arnulf walks his own path, practicing his own path of mystic martial arts, time and elements bending to his will. He hopes that in time, perhaps he can find a way to reverse it's flow and break the curse.

Arnulf technically has a family home he could return to, if they are still there, but he has not returned in decades, and they could be dead for all he knows. Perhaps part of him is afraid to return and find out. Without his purpose, what would drive him, and what would become of all his years?

Relations:

Still looking.

Statblock:
Arnulf
Male Marksman 2 | Ranger (Woodland Skirmisher) 1 | Vampire Hunter 1 | Aegis (Trailblazer) 1 | Warder (Zweihander Sentinel) 1 | Warlord (Steelfist Commando) 1
TN Medium Humanoid (Human)
Init +4 [+4 in default stance]; Senses Perception +12, Darkvision 60 ft.
XP: N/A
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DEFENSE
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AC 24, touch 18, flat-footed 16 (10 Base +6 Armor +4 Dex +4 Dodge)
HP ???
Fort +10, Ref +12, Will +12 [+4 vs Mind-Affecting]
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OFFENSE
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Spd 40 ft. (Or
Melee
Masterwork Greatsword +11/6 (7 BaB +3 Str +1 Enhancement) 2d6+4 (2d6 base +4 Str) 19-20/x2 Slashing
Ranged
+1 Composite Longbow +13/8 (7 BaB +4 Dex +1 Enhancement +1 Competence) 1d8+3 (1d8 base +3 Str) 20/x3 Piercing
... +11/11/6 and first attack is two shots when using Rapid and MultiShot, +1 Hit/Damage within 30 ft., can expend Psionic Focus for another shot at full BaB (nonstacking with haste).
Psionics
ML 2, PP 5/5
1st: Inevitable Strike
Warder
IL 4, 3 Readied
1st:
2nd:
Stance: Running Hunter's Stance
Warlord
IL 6, 4 Readied
1st:
2nd: Degrade Resistance (R)
3rd:
Stance: Elemental Flux Stance
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STATISTICS
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Str 16, Dex 18, Con 13, Int 10, Wis 14, Cha 14
Base Atk +7; CMB +10; CMD 25
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Locked Will, Manyshot, Improved Unarmed Strike
Traits Practiced Initiator, Unorthodox Method
Skills Acrobatics +8, Autohypnosis +6, Bluff +6, Climb +7, Diplomacy +6, Handle Animal +6, Heal +6, Intimidate +6, Knowledge (Arcana, Geography, Local, Psionics, Nature, Religion) +4, Perception +9, Profession (Farmer) +6, Ride +8, Sense Motive +6, Spellcraft +4, Stealth +14, Survival +12[+3 when tracking], Swim +7, UMD +6
Languages Common
Combat Gear Masterwork Greatsword, +1 Composite Longbow
Gear Vigilante Kit
Coin:
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SPECIAL ABILITIES
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Race: Human
Stats +2 Dexterity
Bonus Feat: Gain a Bonus Feat
Skilled: +1 Skill point per level

Traits:
Practiced Initiator (Combat)- +2 IL for Warlord, up to maximum of HD.
Unorthodox Method (Regional)- Swap a Warlord thingie for Elemental Flux

Feats:
Point-Blank Shot +1 Hit and Damage within 30 ft with ranged weapons
Precise Shot Make ranged attacks without suffering the -4 engaged in melee penalty.
Rapid Shot When making a full-attack with a ranged weapon, fire one additional attack at highest bonus, all attacks take -2 to hit.
Locked Will +4 on saving throws to resist mind-affecting effects. After failing a saving throw against a mind-affecting effect, +10 bonus on saving throws against that same effect for the next 24 hours.
Manyshot During full attack, first attack fires two arrows, apply precision and critical based damage only once.
Improved Unarmed Strike Considered armed with unarmed attacks, do not provoke with them, fighty punch punch.

Class: Marksman
Bonus Feat Gains Point-Blank Shot at level 1
Combat Style Gain Volley Combat Style
Favored Weapon(Bows) +1 Competence bonus to ranged attack rolls with Bows
Wind Reader (Su) While psionically focused, can spend swift action to gain competence bonus equal to wis mod on ranged attacks until the end of the round, 5/day.
Evade Arrows (Ex) +1 Dodge AC vs ranged non-touch attacks.
Style Technique (Su) May expend psionic focus during a ranged full attack to get one more attack at highest BaB that does not stack with attacks from haste or similar effects.
Psionic Manifestation 2 Power Points, 2 extra based on Wisdom, Manifester Level 2, and one 1st level power known.

Class: Ranger (Woodland Skirmisher)
Favored Enemy (Humanoid(Shapechanger)) (Ex) +2 Bluff, Knowledge, Perception, Sense Motive, and Survival, +2 Weapon Attack/Damage against them.
Track (Ex) +1 to Survival skill checks made to follow tracks.
Forest Ghost (Ex) +1 Perception and Survival in Forest Terrain

Class: Vampire Hunter
Detect Undead (Ex) Can use Detect Undead at will. As a move action may concentrate on a single item or individual within 60 feet and see if it is undead, learning it's aura as if studied for 3 rounds, does not affect other objects or individuals within range when used this way.
Track (Ex) +1 to Survival skill checks made to follow tracks.
Technique Feat (Ex) Gain the Locked Will Technique Feat
Vampiric Focus (Su) Gain the Vampiric Resilience Vampiric Focus, once a day as a swift action, gain protection against negative energy for 1 minute, ignoring the first two negative levels gained.

Class: Aegis (Trailblazer)
Track (Ex) +1 to Survival skill checks made to follow tracks.
Rapid Adjustment As a swift action, may swap out a customization for another, from the list of Burrow, Chameleon, Climb, Darkvision, Flight, Speed, Swim, Underwater Breath
Astral Repair (Ps) Restore 2 hit points of damamage to a mundane touched item as a standard action usable at will. If heals an item above half hp, it's broken condition is removed. All peices must be present. Does not reverse transmutation.
Form Astral Suit (Su) As a swift action, form an Astral Skin, resembling a Psychoactive Skin. Gain +10 Speed and a +2 Enhancement bonus to Dex, Darkvision 60 ft., Breathing Underwater, and a Swim Speed equal to his base Land speed. These are Speed (2), Nimble, Darkvision, Swim, and Underwater Breath
Psionic (Su) 1 Power Point, 0 extra based on Intelligence.

Class: Warder (Zweihander Sentinel)
Aegis (Ex) Other allies within 10 ft gain +1 Morale Bonus to AC and Will saves.
Zweihander Training When wielding a two-handed weapon or a one-handed weapon in both hands, gain +1 Shield Bonus
Armament Shield (Ex) When wielding a one-handed weapon in two hands or a two-handed weapon, the weapon is treated as a light shield for the purposes of performing a shield bash attack on an opponent. The zweihander sentinel may always use her armament shield as an off-hand weapon, even if she has already attacked with her weapon in both hands.
Defensive Focus (Ex) Basically does nothing due to me having low int, but I can spend a full round action to recover 2 maneuvers, extend my reach by 5 feet, and take movement as part of these attacks of opportunity as long as total movement does not exceed my speed. Add 1 to CMD for purposes of enemies trying to use Acrobatics to prevent AoO.
Maneuvers Have Golden Lion, Iron Tortoise, Primal Fury, Piercing Thunder, and Scarlet Throne available, with Int as Initiation modifier. Knows 5 maneuvers, may ready 3, and get 1 stance. May recover 1 as a standard action.

Class: Warlord (Steelfist Commando)
Unarmed Combat Gain Improved Unarmed Strike, your unarmed strike is treated as botha manufactured weapon and a natural wepaon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Warlord's Gambit (Ex) As a swift action, gain a luck bonus of +1 (half initiation modifier) on a following action. If successful, regain 2 (Cha Mod min 2) maneuvers. If failed, regain only 1 maneuver, and take -2 penalty on all d20 rolls for 1 round. Chose Pinhole Gambit (ranged attack against an opponent adjacent to another ally, gain +Cha Mod to AC until start of next turn), and Unbreakable Gambit (make a fortitude or will save against a non-harmless extraoridnary, maneuver, power, spell, spell-like, or supernatural ability, as an Immediate action, heal HP equal to 3xCha Mod).
Maneuvers Have Broken Blade, Golden Lion, Riven Hourglass, Solar Wind, Steel Serpent, Thrashing Dragon available (X swapped for Elemental Flux), with Cha as Initation modifier. Knows 6 maneuvers, may ready 4, and get 1 stance. May recover 1 as a standard action.

Psionics:

ML 2, MM Wis +2 PP 5/5

Inevitable Strike (Lvl 1)
As a swift action, your next single attack roll (if made beofre the end of the next round) gains a +5 insight bonus to hit. Additionally, no miss chance for concealment.
Augment: Change to a standard action to increase bonus to +20. Spend additional power point to increase bonus by 2, to a maximum of +25.

Power Point Breakdown
2 Marksman +2 Wisdom +1 Aegis = 5

Path of War:

Will put Path of War details here

Statblock Construction, only here so you know where the numbers come from, see Statblock for the nicely formatted final product:

Stats:
Str 16 14 Base +2 Enhancement
Dex 18 14 Base +2 Enhancement +2 Racial
Con 13
Int 10
Wis 14 14 Base
Cha 14 12 Base +2 Enhancement

Basics:
BaB 7 (1 Ranger +1 Vampire Hunter +2 Marksman +1 Aegis +1 Warder +1 Warlord)
Fort: 10 (2 Ranger +2 Aegis +2 Warder +2 Warlord +1 Con +1 Resistance)
Ref: 12 (3 Marksman +2 Ranger +2 Vampire Hunter +4 Dex +1 Resistance)
Will: 12 (3 Marksman +2 Vampire Hunter +2 Aegis +2 Warder +2 Wis +1 Resistance)
HD: 5d10+1d8+1d12 (2d10 Marksman +1d10 Ranger +1d8 Vampire Hunter +1d10 Aegis +1d12 Warder +1d10 Warlord)
HP: ??
Favored Class Bonus: +2 Skill points

Race: Human
Stat: +2 Dexterity
Humanoid (Human)
Languages: Common
Bonus Feat: You gain a bonus feat.
Skilled: +1 Skill rank per level

Skills:
Class- Acrobatics, Autohypnosis, Bluff, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Intimidate, Knowledge (Arcana, Dungeoneering, Engineer, Geography, History, Local, Martial, Psionics, Nature, Nobility, Religion), Perception, Perform, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim, Use Magic Device
Other-

8 Marksman + 6 Ranger +6 Vampire Hunter +4 Aegis +4 Warder +4 Warlord +7 Human Skilled +2 FCB = 41 Ranks to be assigned

Acrobatics 1 rank +3 trained +4 Dex = +8
Autohynosis 1 rank +3 trained +2 Wis = +6
Bluff 1 rank +3 trained +2 Cha = +6
Climb 1 rank +3 trained +3 Str = +7
Diplomacy 1 rank +3 trained +2 Cha = +6
Handle Animal 1 rank +3 trained +2 Cha = +6
Heal 1 rank +3 trained +2 Wis = +6
Intimidate 1 rank +3 trained +2 Cha = +6
Knowledge (arcana) 1 rank +3 trained +0 Int = +4
Knowledge (geography) 1 rank +3 trained +0 Int = +4
Knowledge (local) 1 rank +3 trained +0 Int = +4
Knowledge (psionics) 1 rank +3 trained +0 Int = +4
Knowledge (nature) 1 rank +3 trained +0 Int = +4
Knowledge (religion) 1 rank +3 trained +0 Int = +4
Perception 7 ranks +3 trained + 2 Wis = +12
Profession (Farmer) 1 rank +3 trained + 2 Wis = +6
Ride 1 rank +3 trained +4 Dex = +8
Sense Motive 1 rank +3 trained +2 Wis = +6
Spellcraft 1 rank +3 trained +0 Int = +4
Stealth 7 rank +3 trained +4 Dex = +14
Survival 7 rank +3 trained +2 Wis = +12 [+3 to track]
Swim 1 rank +3 trained +3 Str = +7
UMD 1 rank +3 trained +2 Cha = +6
Spent: 20 + 7x3 = 41

Feats:
Lvl 1
(Base): Precise Shot
(Marksman: Point Blank Shot
(Human): Rapid Shot
Lvl 3
(Base):
Lvl 4
(Vampire Hunter): Locked Will
Lvl 5
(Base):
Lvl 7
(Base): Manyshot
(Warlord): Improved Unarmed Strike

Traits:
Practiced Initiator (Combat)- Treat Initiator level for Warlord as 2 higher than normal.
Unorthodox Method (Regional)- Swap a Warlord thingie for Elemental Flux

Marksman:
Lvl 1:
Proficiencies
All simple weapons, light, projectile, and thrown martial weapons, light armor, and bucklers.

Class Skills
Acrobatics, Autohypnosis, Climb, Craft, Escape Artist, Intimidate, Knowledge (Psionics), Perception, Perform, Profession,Sense Motive, Stealth, Survival, Use Magic Device

Ranger:
New Proficiencies
All martial weapons

New Class Skills
Handle Animal, Heal, Knowledge (Dungeoneering, Geography, Nature), Ride, Spellcraft, Swim

Vampire Hunter:
New Proficiencies
Medium armor, all shields (other than tower)

New Class Skills
Bluff, Knowledge (Arcana, Local, Religion)

Aegis (Trailblazer):
New Proficiencies
None

New Class Skills
None

Warder (Zweihander Sentinel):
New Proficiencies
Heavy Armor

New Class Skills
Diplomacy, Knowledge (History, Martial, Nobility)
vice

Warlord (Steelfist Commando):
New Proficiencies
Monk Weapons

New Class Skills
Knowledge (engineering)

Equipment:
1500 GP Budget

Automatic Bonus Progression:
Level 7 (7 Base)
Physical Prowess +2 Enhancement bonus to a mental stat
Mental Prowess +2 Enhancement bonus to a mental stat
Deflection +1 Deflection bonus to AC.
Resistance +1 Resistance bonus to Saves
Armor Attunement +1 Enhancement Bonus on armor or shield.
Weapon Attunement +1 Enhancement Bonus on a weapon