Jakardros Sovark

Brunwulf's page

308 posts. Organized Play character for roll4initiative.


Full Name

Brünwulf

Race

| HP 52/52 | AC 21 | F +9, R +12, W +10 | Perc +10 | Stealth +10 | Inc. Init. +2 |

Classes/Levels

speed 30' | Hero 1/3 | Arrows 20 | Exploration: Scout | Active Conditions: ---

Gender

Map | NG male human | Ranger (archer) 4

Size

Med

Age

24

Special Abilities

Scouting

Alignment

NG

Occupation

Emissary

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

About Brunwulf

PFS Number: 17148-2004
Faction: Vigilant Seal
Experience: 36
Reputation: 36
Training: Swords

Botting Me:
Brünwulf will shoot his bow or use weapons that best work in the situation.
Exploration Modes: Scout, Search, Avoid Notice.

Brünwulf:

Ethnicity: Varisian
Birthplace: Varisian frontier town.
Age: 23
Gender & Pronouns: Male, he/him
Height: 6'
Weight: 165 lbs
Physical Appearance: Big burly woodsman. Friendly with a wry sense of humor.

ancestry: Human
background: Emissary
class: Ranger Level: 4
size: Med traits: Med. Humanoid Human
alignment: NG
Languages: Common, Elven, Osiriani, Varisian
____________________
SENSES
[dice=Perception]1d20+10[/dice] [E]
Special Senses: Incredible Initiative +2
____________________
DEFENSES

HIT POINTS: 52/52

ARMOR CLASS
AC: 21
Shield: none

Unarmored: [T], Light: [T], Medium: [T], Heavy: [U]

SAVING THROWS
[dice=Fortitude:]1d20+9[/dice] [E]
[dice=Reflex:]1d20+12[/dice] [E]
[dice=Will:]1d20+10[/dice] [E]
Notes:
____________________
OFFENSE

Class DC: 20

Speed: 30' (fleet)
Movement Types: Stride

Melee Strikes:
[dice=rapier]1d20+10[/dice]
[dice=poke]1d6+1[/dice]
[dice=deadly?]1d8+1[/dice]

[dice=Lt Mace]1d20+10[/dice]
[dice=bludgeon]1d4+1[/dice]

[dice=Shortsword]1d20+10[/dice]
[dice=slashing]1d6+1[/dice]

[dice=Longspear]1d20+10[/dice]
[dice=piercing]1d8+1[/dice]

Ranged Strikes:
[dice=+1 Striking Comp. Longbow]1d20+11[/dice]
[dice=piercing]2d8+1[/dice]
[dice=deadly?]1d10[/dice]

Weapon Proficiencies
Simple: All[T], Martial: [T] Unarmed Strike: [T]
____________________
SKILLS

[dice=Acrobatics]1d20+12[/dice] [E]
[dice=Arcana]1d20+1[/dice]
[dice=Athletics]1d20+7[/dice]
[dice=Crafting]1d20+7[/dice]
[dice=Deception]1d20+0[/dice]
[dice=Diplomacy]1d20+0[/dice]
[dice=Intimidation]1d20+0[/dice]
[dice=Lore (Absalom)]1d20+7[/dice]
[dice=Lore (Scouting)]1d20+7[/dice]
[dice=Lore (PF Society)]1d20+7[/dice]
[dice=Medicine]1d20+8[/dice]
[dice=Nature]1d20+8[/dice]
[dice=Occultism]1d20+1[/dice]
[dice=Performance]1d20+0[/dice]
[dice=Religion]1d20+8[/dice]
[dice=Society]1d20+7[/dice]
[dice=Stealth]1d20+10[/dice]
[dice=Survival]1d20+8[/dice]
[dice=Thievery]1d20+10[/dice]

____________________
ABILITY SCORES:
STR 12, DEX 18, CON 12, INT 12, WIS 14, CHA 10
____________________

FEATS:

Ancestry Feats and Abilities:
Special 1st: Versatile
Heritage 1st: Natural Skill (2 extra skills)
1st: Inc. Initiative (+2)
Feature 3rd: Iron Will.

Skill Feats:
Background: Multilingual
2nd: Cat Fall
4th: Quick Jump

General Feats:
3rd: Fleet

Class Feats and Abilities
Feature 1st:

Hunt Prey:
Single action.
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.

You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.


Feature 1st: Flurry (+0/-3/-6)
Flurry:
You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.

1st. Hunted Shot:
Single Action; 1/rnd; You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

2nd: Quick Draw.
4th: Favored Enemy (Animals); Free action to hunt prey.

Bonus Feats:
1.
2.

____________________
EQUIPMENT

Combat Gear: Leather armor, +1 Striking Comp. Longbow, Rapier, shortsword, light mace, arrows x20.
Other Gear: backpack, bandolier, holly & mistletoe, 50' rope, grappling hook, Bedroll, Flint & Steel, Rations (1 Week), two belt pouches, swim fins, Waterskin, wayfinder & engraved lid, Healer's Kit.

Magic Items: potion of minor healing, lesser antiplague, potion/water breathing, feather token (ladder).

Bulk: 4 (Encumbered at: 6; Maximum at: 11)
____________________

CHRONICLES & BOONS

Rugged Navigator
[free-action] Frequency: Once per adventure; Effect: If your next action is to Step or Stride, you can ignore the effects of difficult terrain for that action (and treat greater difficult terrain as difficult terrain).

Infernal Detonations: [reaction] Frequency: Once per adventure;
Trigger: A creature within 30' of you targets you or an ally with an attack.
Effect: The creature takes fire damage equal to 1d6 + your level (basic reflex save). The DC of the save is equal to your spell or class DC, whichever is higher.

Tarnbreaker Champion (general):
When in Lands of Linnorm Kings, get 10% discount on non-magical goods & +1 Diplomacy to Make a Request.

Waters of Warlock’s Barrow:
You vanquished the spirits of Warlock’s Barrow, and now through some quirk of fate, you can call upon them to help you lay other undead to rest.

[◆◆] Uses [ ]; Effect: The purified waters of Warlock’s Barrow surround your weapons, now harming the undead instead of the living. You cast disrupting weapons as a 1st-level innate spell, except the spell also has the water trait.

---------------------------------

Promotional Accessory:

(promotional)
Prerequisites: Player is wearing or carrying an accessory that promotes Pathfinder Society (Grand Lodge Faction Pin).
Up to twice per adventure, you can spend an action to reduce the severity of your frightened or stupefied condition by 1.
Special: A PC can only benefit from one promotional boon per game.

Promotional Vestments:

(promotional)
Prerequisites: Player is wearing clothing that promotes Pathfinder Society, such as a volunteer shirt, a shirt for a Pathfinder Lodge, or Pathfinder-themed cosplay.
When you use a Hero Point to reroll a check, add a +1 cirumstance bonus to the reroll.
Special: A PC can only benefit from one promotional boon per game.

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Total Experience: 36

1. PFS2e Quest 1a: Sandstone Secret:

Boon: Sand Slide: step & drop prone, +2 to save. 3 uses [ ][ ][ ].
Reputation: +1 Vigilant Seal
Gold Earned: 3g 5s
Downtime: Earn Income: 1sp

2. PFS2e Quest 2: Port Peril Pub Crawl:

Boon: Fane's Friend
Reputation: +1 Vigilant Seal
Gold Earned: 3g 5s
Downtime: Earn Income: 1 sp

3. PFS2e #1-01 Absalom Initiation:

Boon: Engraved Wayfinder Lid; Society Connections
Reputation: +4 Vigilant Seal
Gold Earned: 14 gp
Downtime: Earn Income: 4 sp

4. PFS2e #1-06 Lost/Spirit Road:

Boon: Traveler o/t Spirit Road. When crit fail Hide, Sneak, Sense Dir, or Track in forest, fail instead. 3 uses [ ][ ][ ]
Reputation: +4 Vigilant Seal
Gold Earned: 14 gp
Downtime: Earn Income: 8 cp

5. PFS2e Quest #3 Grehunde's Gorget:

Boon: Legacy of the Gorget: Made close friends in The Lands of the Linnorm Kings. This boon has special benefts when slotted during Scenario #1-10: Tarnbreaker’s Trail, and may have other benefts in scenarios and quests that feature Grehunde’s descendants.
Reputation: +1 Vigilant Seal
Gold Earned: 3.5 gp
Downtime: Earn Income: 2cp

6. PFS2e Quest #10 The Broken Scales:

Boon: Sewer Dragon Recruit
Reputation: +1 Vigilant Seal
Gold Earned: 3.5 gp
Downtime: Earn Income: 3cp

7. #1-11: Flames of Rebellion:

Boon: Diggen the Liar; Infernal Detonation
Reputation: +4 Vigilant Seal
Gold Earned: 22 gp
Downtime: Earn Income: 4 sp

8. #1-10: Tarnbreaker's Trail:

Boon: 10% disc. & +1 Make a Request in Land of Linnorm Kings.
Reputation: +4 Vigilant Seal
Gold Earned: 22 gp
Downtime: Earn Income: 4 sp

9. One-Shot: Head-Shot the Rot:

Boon: Play pre-gen gunslinger.
Reputation: +4 Vigilant Seal
Gold Earned: 22 gp
Downtime: Earn Income: 4 sp

10. #2-19: Enter the Pallid Peak:

Boon: Play pre-gen gunslinger.
Reputation: +4 Vigilant Seal
Gold Earned: 19.8 gp
Downtime: Earn Income: 16 sp

11. #3-10: Delve the Pallid Depths:

Boon: none
Reputation: +4 Vigilant Seal
Gold Earned: 38 gp
Downtime: Earn Income: 4 sp

12. #3-19: Expedition Into Pallid Peril:

Boon: none
Reputation: +4 Vigilant Seal
Gold Earned: 38 gp
Downtime: Earn Income: 4 sp