Harsk

Carson Vannoch's page

2 posts. Alias of GM Grimtongue.


Full Name

Carson Vannoch

Race

NG dwarf fighter (martial master) 5 | Spd 20' | Senses Perc +9 (+11 stonecunning), darkvision 60'

Classes/Levels

52/52 HP | AC 26 TAC 12 FFAC 25 (+4 dodge vs giant subtype) | Fort +7 Ref +3 Will +4 (see profile for bonuses vs poison, spells, SLAs, illusions, fear)

About Carson Vannoch

Carson Vannoch
NG dwarf fighter (martial master) 5
HP: 52/52
Land speed: 20'
Init +1
Senses: Perception +9 (+11 for stonecunning), darkvision 60'
Languages: Common, Dwarven, Goblin, Orc

Limited Resources:

Martial Flexibility 5/5 (daily)
Potion of Expeditious Retreat 2/2
Potion of Protection From Evil 2/2

Defenses:

Armor Class
Armor 9, Shield 4, DEX 1, deflection 1, natural armor 1, dodge 4 vs giant subtype only

AC 26 (30 vs giant subtype)
Touch 12 (16 vs giant subtype)
Flat 25
CMD 19 (+4 racial bonus when resisting a bull rush or trip attempt while standing on the ground), (+5 against bull rush and trip attempts from 5 favored class bonuses)

Saves
Fort +7
Ref +3
Will +4

Conditional saves
Poison: +2 racial (Hardy racial feature)
Non-divine spells: +2 racial (Hardy racial feature)
Divine spells*: +2 racial, +1 trait, +2 feat (Hardy racial feature, History of Heresy trait, Divine Defiance feat)
Non-divine spell-like abilities: +2 racial (Hardy racial feature)
Divine spell-like abilities**: +2 racial, +2 feat (Hardy racial feature, Divine Defiance feat)
Illusion effects: +1 trait (Pattern Seeker trait)
Will vs. Fear: +1 untyped (Bravery class feature)
*At GM's discretion, spells from outsiders and other creatures strongly connected to deities
**Shorthand for SLAs granted by levels in a divine casting class, and at GM's discretion, SLAs of outsiders and other creatures strongly connected to deities

Stats:

STR 16 (15 starting, +1 level 4)
DEX 13 (13 starting)
CON 14 (12 starting, +2 racial)
INT 13 (13 starting)
WIS 10 (8 starting, +2 racial)
CHA 10 (12 starting, -2 racial)

Skills with ranks (bold) or situational bonuses:

Current armor check penalty: -6
Appraise +1 (+2 racial bonus to determine price of nonmagical goods containing precious metals or gemstones)
Climb +7 (1 rank)
Intimidate +8 (5 ranks)
Knowledge (dungeoneering) +5 (1 rank)
Knowledge (engineering) +5 (1 background skill rank)
Knowledge (geography) +4 (3 background skill ranks)
Knowledge (nobility) +2 (1 background skill rank)
Linguistics +2 (1 background skill rank)
Perception +9 (+2 racial bonus to notice unusual stonework (e.g. traps, hidden doors located in stone walls or floors) (5 ranks, +1 and class skill per Pattern Seeker trait)
Profession (soldier) +7 (4 background skill ranks)
Ride +5 (1 skill rank)
Survival +4 (1 rank)
Swim +7 (1 rank)

Attacks:

BAB +5, CMB +8
Dwarven double waraxe +1
Atk +10 (+2 bonus vs humanoid (goblin or orc))
Crit x3
Dmg 1d10+4 slashing

Mwk heavy pick
Atk +10 (+2 bonus vs humanoid (goblin or orc))
Crit x4
Dmg 1d6+3 piercing

Heavy steel shield +1
Atk +8 (+2 bonus vs humanoid (goblin or orc))
Crit x2
Dmg 1d4+1 bludgeoning

Throwing axe
Atk +7 (+2 bonus vs humanoid (goblin or orc))
Crit x2
Rng 10'
Dmg 1d6+3 slashing

Special Abilities:

Combat Expertise: When you make an attack or full-attack action with a melee weapon, you can take a -2 penalty on melee attack rolls and combat maneuver checks to gain a +2 dodge bonus to AC. The effects of this feat last until your next turn.
Martial Flexibility: 5 times per day, you can use a move action to gain the benefit of a combat feat you don't possess whose prerequisites you meet; this benefit lasts for 1 minute or until the feat is replaced by another use of this ability.

Equipment:

Weapons
Dwarven double waraxe +1
Mwk heavy pick
Throwing axe x2

Defenses
Agile half-plate +1 (Armor +9, mDEX +1, armor check -5)
Heavy steel shield +1 (Shield +4, no mDEX, armor check -1)
Cloak of Resistance +1 (+1 resistance bonus on all saves)
Ring of Protection +1 (+1 deflection bonus to AC)
Amulet of Natural Armor +1 (+1 natural armor bonus to AC)

Fighter's kit
Backpack, common
Bedroll
Belt pouch
Flint and steel
Mess kit
Pot, common
Rope, 50', hemp
Soap
Torches (10)
Trail rations (5 days)
Waterskin

Other equipment
Journal
Mug/tankard
Rope, silk, 50'
Soldier's uniform
Signal whistle: DC 5 Perform (wind instruments) check to signal the same sorts of situations as signal horns. Can be clearly heard (Perc DC 0) up to 1/4 mile away; for each 1/4 mile beyond, Perc checks to hear the whistle take a -2 penalty.
Blue book: Lists the brothels, burlesque houses, and gambling halls in Kintargo. Consult for 1 hour to gain a +2 circumstance bonus on Know (local), Bluff, and Diplomacy checks to gather or use information in Kintargo for 24 hrs. Subject to GM approval, can gain +1 bonus in settlements near Kintargo.
Whetstone: Takes 15 min to grant a nonmagical blade a +1 bonus to damage the first time you hit with it.
Potion of Expeditious Retreat x2: Base land speed +30' (treated as enh bonus) for 1 minute.
Potion of Protection From Evil: Grants a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks made, or effects created by, evil creatures. Prevents bodily contact by evil summoned creatures (though spell resistance may allow them to overcome this effect), causing their natural weapon attacks to fail and the creatures to recoil if such attacks require touching you; this protection against contact ends if you make an attack or try to force the barrier against the blocked creature. Grants immunity to any attempts to possess or exercise mental control over you (including enchantment [charm] effects and enchantment [compulsion] effects such as Charm Person, Command, and Dominate Person) from evil creatures or objects for 1 minute. If you are already subject to any such spells or effects from those sorts of creatures or objects, this also immediately grants you another saving throw (if one was allowed to begin with) with a +2 morale bonus; if successful, such effects are suppressed for 1 minute. This does not expel a controlling life force (such as a ghost or spellcaster using Magic Jar), but it does prevent them from controlling you.

Wealth
2011 gp
2 sp

-------------- Incorporated Above --------------

Racial Features:

Slow and Steady: Base speed of 20', but never modified by armor or encumbrance.
Darkvision 60'
Defensive Training: Gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hatred: Gain a +1 bonus to attack rolls against humanoid creatures of the orc or goblin subtypes.
Greed: Gain a +2 racial bonus to Appraise checks to determine the price of nonmagical goods containing precious metals or gemstones.
Hardy: Gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Gain a +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Gain a +2 bonus to Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Automatically receive a check to notice such features whenever passing within 10' of them.
Weapon Familiarity: Proficient with battleaxes, heavy picks, warhammers, and treat any weapon with "dwarven" in the name as a martial weapon.

Class Features:

Weapon Proficiency: All simple and martial weapons, battleaxes, heavy picks, warhammers, and any weapon with "dwarven" in the name
Armor Proficiency: All armor and shields (including tower shields)
Bonus Feats: Gain 3 combat feats for which you meet the prerequisites.
Bravery: Gain +1 on Will saves against fear.
Armor Training: Reduce armor check penalty by 1 and increase max DEX bonus by 1 for armor you are wearing.
Martial Flexibility: Up to (3 + fighter level/2) times per day, you can use a move action to gain the benefit of a combat feat you don't possess; this effect lasts for 1 minute. You must meet the chosen feat's prerequisites. You can use this ability again before the duration expires to replace your previously chosen combat feat with another choice. If a combat feat has a daily use limitation (e.g. Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At higher levels, when you gain multiple feats using this ability, you can use those feats to meet the prerequisites of other feats you gain with this ability. Doing so means you cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward your daily use of this ability. At 9th level, you can use this ability to gain the benefit of two combat feats at the same time; you can select one feat as a swift action, or two as a move action. At 14th level, you can use this ability to gain the benefit of three combat feats at the same time; you can select one feat as a free action, two as a swift action, or three as a move action. At 17th level, you can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. At 20th level, you can use this ability to gain the benefit of any number of combat feats as a swift action.
BAB +5
Base Fort +4
Base Ref +1
Base Will +1

Traits:

Pattern Seeker (Campaign: Hell's Rebels): Gain +1 trait bonus to Perception checks, and Perception is always a class skill for you. Increase the save DC of any illusion (pattern) spell you cast by 1, and gain a +1 trait bonus on all saving throws against illusion effects.
History of Heresy (Basic: Faith): Gain +1 trait bonus on all saving throws made against divine spells.

Feats:

Divine Defiance: Gain +2 on saving throws against divine spells and the spell-like abilities granted by levels in a divine casting class. In certain circumstances, some outsiders and creatures of other types may have a strong connection to a specific deity they work for as agents or servants. These creatures' spells and spell-like abilities should likewise be affected by this feat, regardless of the creature's planar origins or sources of magical power, subject to the GM's discretion.
Weapon Focus (axe): Gain +1 bonus on all attack rolls you make using weapons in the axe weapon group.
Iron Will: Will +2.
Shield Focus (heavy shield): Increase the AC bonus granted by any shield you are using by 1.
Combat Expertise: You can choose to take a (-1 - BAB/4) penalty on melee attack rolls and combat maneuver checks to gain a (+1 + BAB/4) dodge bonus to your AC. You can only choose to use this feat when you declare that you are making an attack or full-attack action with a melee weapon. The effects of this feat last until your next turn. Dodge bonuses stack with each other, unlike most types of bonuses.
Dwarven Hatred Style: Gain +2 bonus to attacks and weapon damage against humanoid (orc or goblin) creatures.

------------ Role-playing / Backstory ------------

Personality:
Carson is polite, though intense (he would readily admit this). He is a warrior first and foremost, carrying himself like a consummate professional - albeit one whose profession is the efficient execution of violence.

Although he is certainly imposing, he is not entirely unapproachable. He has a love of puzzles and games, a habit which began with hundreds of evenings and watches spent dicing (as soldiers often do). He soon became interested in games of chance of all kinds, then became aware of the predictability of such games, and ultimately found himself intrigued by visual and numerical patterns in general. He will often grow silent on long marches, until he pipes up with some revelation and you realize he's been working on some sort of puzzle the whole time.

As far as what he brings to the team, he is dedicated, seasoned, capable, and although he is not a native of Kintargo, the fervor with which he works to see Barzillai's tyrannical power grab overturned is overshadowed only by that of single-minded Hellknights. Yet you can tell it doesn't come from anger, exactly - he pursues it so diligently because it's just the right thing to do. With the GM's permission and cooperation, he also potentially brings a different set of NPCs and dynamics to the story as a new faction supporting Kintargo's rebellion presents itself.

Backstory:
Uploading...