Tsadok Goldtooth

Borris "The Butcher"'s page

No posts. Organized Play character for Validorn.


Full Name

Borris "The Butcher" (for Goodness)

Race

Half-Orc

Classes/Levels

Sacred Huntsmaster 3 / Daring Champion 1

Gender

Male

Size

Medium

Age

25

Special Abilities

Speak with heavy accent

Alignment

Chaotic Good

Deity

Serenrae

Location

Irrisen

Languages

Common, Orc, Goblin

Strength 12
Dexterity 19
Constitution 14
Intelligence 12
Wisdom 14
Charisma 7

About Borris "The Butcher"

About Borris

Borris earned his nickname, "The Butcher", during his time spent as a drunken murderous thug. He would take any mercenary contract or simply start fights on his downtime because he felt empty and bored but was talented with blades. The closer he came to realizing how empty he felt the more violent and brutal he would become. One day, exhausted and hungover from his usual exploits, a group of gnomes happened upon him. These gnomes were Dervishes of the Dawn. Borris was quickly fascinated with their peculiar dances and fluid movements with scimitars. The gnomes eventually befriended Borris, telling him of the Dawnflower and how he might be redeemed and finally know peace. So profound was his eventual transformation that he became an inquisitor of Serenrae; now, with his faithful therapy animal companion, Natasha, he seeks to help others find redemption as he has, ... even if it kills them.

Borris "The Butcher"
Sacred Huntsmaster 3 / Daring Champion 1
Chaotic Good Half-Orc Male
Init +6; Senses Perception +6, Darkvision 60ft
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Defense
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AC 20, touch 14, flat-footed 16 (+5 Armor, +1 Shield, +4 Dex)
hp 32 (3d8+1d10+8)
Fort +9, Ref +7, Will +7
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Offense
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Speed 30 ft. (20 ft with armor)
Melee Adamantine Elven Curved Blade +7 (1d10+1)
Inquisitor Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)— Bless, Divine Favor, Heightened Awareness, Shield of Faith
. . 0 (at will)— Detect Magic, Read Magic, Guidance, Sift, Detect Poison, Stabilize
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Statistics
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Str 12, Dex 19, Con 14, Int 12, Wis 14, Cha 7
Base Atk +3; CMB +4; CMD 18
Feats Champion's Finesse (Weapon Finesse), Combat Reflexes, Paired Opportunists (teamwork), Combat Expertise, Pack Flanking (teamwork)
Traits Group Fighter, Fate's Favored
Skills Bluff +6, Climb +5, Diplomacy +6, Disable Device +8, Handle Animal +7 (+13 vs. Natasha), Heal +6, Intimidate +11, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (nature) +7, Knowledge (planse) +7, Knowledge (religion) +7, Perception +6, Sense Motive +7, Spellcraft +5, Stealth +8, Survival +7, Swim +5; Racial Modifiers +2 Handle Animal, +2 Intimidate
Languages Common, Orc, Goblin
Combat Gear Grappling Hook, Silk Rope (50ft), Backpack, Training Harness, Spell Component Pouch, Handcarved Wooden Shotglass, Earplugs, Flint & Steel, Inkpen, Rice Paper x3, Chalk x2, Hot Weather Outfit, Alchemist's Fire x4, wand of cure light wounds (36 charges), wand of know the enemy (48 charges); Other Gear Cracked White Opalescant Pyramid (elven curved blade), Cold-Iron Rapier, Silver Cestus, Longspear, Sling, Sling Bullets x17, Kikko Armor, Masterwork Buckler,
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Special Abilities
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Animal Companion Link (Ex) +4 handle animal with animal companion
Share Spells May cast personal spells on animal companion
Domain: Inquisition - Charm of Wisdom, use Wis instead of Cha for Bluff, Diplomacy, and Intimidate
Monster Lore add wisdom to monster checks
Stern Gaze add half inquisitor level to intimidate and sense motive
Beastmaster +2 handle animal
Intimidating +2 intimidate
Order of the Seal must guard sworn charge, challenge 1/day, free trip attempt with full attack vs target of challenge
Sacred Tattoo +1 luck bonus on saves
Tactician Grant teamwork feat to allies within 30 feat as standard action for 3 rounds
Cunning Initiative add wisdom to initiative
Track add half level to survival
Detect Alignment at will
Hunter Tactics grant all teamwork feats to animal companion

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Natasha
Female Leopard
N small animal
Init +5; Senses low-light vision, scent; Perception +5
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Defense
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AC 19, touch 16, flat-footed 14 (+5 Dex, +3 natural, +1 size)
hp] 21 (3d8+3)
Fort +4, Ref +9, Will +2
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee bite +8 (1d4+1 plus trip), 2 claws +8 (1d2+1)
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Statistics
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Str 13, Dex 22, Con 13, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +2 (+4 trip); CMD 18
Feats Weapon Finesse, Combat Reflexes, Paired Opportunists (teamwork), Pack Flanking (teamwork)
Tricks Attack, Attack Any Target, Come, Defend, Fetch, Flank, Seek, Track
Skills Acrobatics +6, Climb +5, Escape Artist +6, Fly +6, Perception +5, Stealth +10
Other Gear training harness
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Special Abilities
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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.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick]