Harsk

Arvanon Vanach's page

37 posts. Alias of Kwak Attack.


Full Name

Arvanon Vanach

Race

Dwarf

Classes/Levels

Monk 1/Ranger 1

Gender

Male

Size

Medium

Age

50

Alignment

NG

Languages

Common, Dwarven

Strength 14
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 15
Charisma 8

About Arvanon Vanach

Statistics:
Male Dwarven Monk (Zen Archer) 1/Ranger (Skirmisher) 1
NG Medium Humanoid (Dwarf)
Init +6; Senses Perception +7; Darkvision
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DEFENSE
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AC 19, touch 16, flat-footed 15 (+4 Dex, +2 Wis, +3 Armor)
Max Hp 20 Current Hp 20
Fort +5, Ref +9, Will +4 (+2 vs. poison, spells, and spell-like abilities)
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OFFENSE
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Speed 20 ft.

Melee Unarmed Strike +3 (1d6+2)

Ranged Composite Longbow +6 (1d8+2)
Composite Longbow Flurry +5/+5 (1d8+2/1d8+2)

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STATISTICS
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Str 14, Dex 18, Con 12, Int 10, Wis 15, Cha 8
B.A.B. +1; CMB +3; CMD 19 (23 vs. Bull-Rush/Trip)
Traits Grounded, Reactionary
Feats Point-Blank Shot, Precise Shot, Perfect Strike, improved unarmed strike
Skills (11 points; 4 Monk, 6 Ranger, 1 Favored Class)
ACP -0
(1) Acrobatics* +8
(1) Climb* +6
(1) Escape Artist* +8
(1) Handle Animal +3
(1) Heal +6
(1) Knowledge(Nature) +4
(2) Perception +7
(2) Stealth* +9
(1) Survival +6
*ACP applies to these skills
Non-Standard Skill bonuses
+2 Appraise on Precious Metals/Gems (Racial)
+2 Perception Stonework (Racial)
+1/2 lv. Survival(Tracking) (Class)
+2 Acrobatics(Balance) (Trait)
Languages Common, Dwarven

Special Abilities:

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SPECIAL ABILITIES
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Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Darkvision Dwarves can see perfectly in the dark up to 60 feet.

Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Grounded You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

Reactionary You gain a +2 trait bonus on initiative checks.

Bonus Feats A zen archer’s bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot.

Flurry of Blows (-1/-1) Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer’s flurry of blows otherwise functions as normal for a monk of his level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Perfect Strike At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.

Unarmed Strike (1d6) At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Favored Enemy (Humanoid Orc) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

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

Wild Empathy A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 53.75 lb.

Money 160 GP 0 SP 0 CP
MWK Composite Longbow Rating 2 (600gp) (4lb.)
Studded Leather, Masterwork (175gp) (20 lb.)
100 Common Arrows (5gp) (15 lb.)
80 Blunt Arrows (8gp) (12 lb.)
20 Whistling Arrows (2gp) (3 lb.)
5 Smoke Arrows (50gp) (.75 lb.)

Cave fisher glands, (100gp)

Background:

Arvanon was born as the third son of a Dwarven Nobleman named Arech. His oldest brother, Arzo, was born to fight and loved to do just that. He was larger and stronger than any of his peers, meaning that no one could face him head on and hope to win, which caused him to think he was unbeatable. This led to him being a massive bully to anyone he viewed as weak. He was especially cruel to Arvanon and his other brother Akarsta the scholar. He viewed Akarsta’s “excessive” studying as a waste of time. However when Arvanon was born Arzo immediately took to him and became downright protective of him. Arzo was always there to stand up for his little brother no matter the risk involved. This led to Akarsta having a distinct disdain for Arvanon. Akarsta would constantly find ways to get Arvanon into as much trouble as possible, and sometimes even put his life at risk. This led to even more fighting between Arzo and Akarsta.

The constant fighting between his brothers led Arvanon to spend most of his time away from home. Even though his father specifically forbade him to leave the house when unnecessary, Arvanon would constantly sneak out. He usually found himself out in the wild hunting or simply exploring his surroundings. This all changed when the Taloth clan attacked and the citizens were forced to remain in the villages. Being a member of Nobleman’s family he and his brothers were exempt from going to war; this caused many people to hate his family and him. A few nights before the local militia was to march out against the orcs Arzo told his father that he intended on going with them. Their father told him to put the thought out of his mind because he was destined for greater things than a simple militia as the eldest son of Nobleman. Arzo seemed to accept this command from his father because he never brought it up again, however the night before the militia left Arvanon was awakened late at night by his brother who told him that he was going to join the militia. Arzo told his little brother that because the Nobles have the choice it was that much more important for them to serve. The brothers talked for a while and finally said their goodbyes, both knowing they would probably never see one another again. The next morning Arvanon was awakened by his father’s screams of anger and curses toward Arzo. With the confidence gained by Arzo’s speech, Arvanon was able to stand up for himself and tell his father what Arzo had done, thereby confirming the father’s suspicions.

With Arzo gone Akarsta was now unimpeded in his abuse of his younger brother. This combined with his father’s anger towards him over Arzo’s absence led Arvanon to spend even more time away from home. However he wasn’t able to escape into the wild nearly as often as before because of the war so he found himself wandering through the slums. In the slums Arvanon saw just how drastic the class difference between his family and them were. The people of the slums were already had it difficult and with the increased food shortage from the war they were all pretty much starving. Arvanon wanted to help but the people in the slums didn’t want anything to do with him because he was a Nobleman’s son. However Arvanon felt obligated to help them because of how privileged his life had been, and what his brother had told him. Arvanon started to smuggle food out of his house and would give it to whoever would take it in the slums. At first people didn’t trust him but eventually their hunger won out and they accepted the food.

After the initial onslaught the embargo made things even worse, such that even Arvanon’s family didn’t have enough food for him to be able to share with the people in the slums. With the people only having whatever they could smuggle in, Arvanon decided that he would join the militia and help smuggle as much as he could. While in the militia he tried to find out what had happened to his brother Arzo, but no one seemed to know where he was. What they were able to tell him was that he wasn’t found among the dead but that he never returned with the rest of the local militia. Arvanon’s skill with a bow rose him through the ranks, but still he was never chosen for any smuggling missions. Finally Arvanon used some of his father’s contacts to insure him a spot for the next smuggling mission.

Appearance and Personality:

Arvanon is thin for a dwarf but he is pretty much all muscle. He has long blonde hair that he keeps in a ponytail and a blonde beard that he keeps in two braids. His clothes tend to be cleaner and a little more showy because of his heritage.

He is pretty soft spoken but is trying to stand up for himself more. He is a very caring person who tries to help people when he can. He has a fondness for animals and a hatred for orcs and goblins. He has a very even temper, and prefers to leave a situation before he can be driven to anger.