White Grotto Student

Duke Vars's page

170 posts. Alias of drbuzzard.


Race

HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

About Duke Vars

background:

Son of a Taldan nobleman, he had his shot at the easy life squandered as
his father blew what was left of the estate on foolish business deals.
Vars was an adept duelist, and decided to turn his hobby into his
vocation as his family was forced to sell their last possession -their
title. Vars vowed to claim enough glory to get their title back. He
traveled to Absalom to join the Pathfinder society as a clear road to
riches and glory.
The choice has served him well as he was able to become one of the most
capable warriors on Golarion, and he was able to reclaim a noble title
in the Taldan empire. Of course he also got something of a lesson on
Taldan titles. Apparently they have multiplied over the years and the
values of some have become rather questionable. Vars is now Duke of
Shady Mountain. While that doesn't sound bad, the only habitation is
Shady Mountain estates, which is little more than a caravan camp. On the
plus side his longtime compatriot Duh Woo (the hillbilly) is from his
new demense.

He did serve notably while in the Pathfinder society, being a key figure
in keeping Nerosyan safe when the demons of the Worldwound tried to
overrun it. Before that highlight of his career, he traveled from one
end of Avistan to the other, doing the bidding of the Ten, leaders of
the Pathfinder Society. After rescuing, or failing to actually, a number
of the council of Ten, he got disillusioned with the society, and became
something of a Wastrel in Oppara, partying with the various lesser
nobilty. Sometimes he could even find a noble foolish enough to duel
him. Those were not fair fights, and barely diversions.

Eventually he got tired of the rich life as a court noble in Oppara and
moved back to his estate at Shady Mountain. Of course being a remote
estate which presided over a caravan camp, it was hard to find decent
retainers so Vars had to learn to do a lot of it himself. He spends much
of his time keeping up the manor house, and keeping his tenants in line.

His life of partying and a rather drafty Manor house have taken a toll
on his health, with his liver going on him. He's also losing his
eyesight. He mangaged to get some spectacles so he can still see in
close, but anything at a distance is a blur.

Somehow, his physique is about the same as always. Must be beating down
drunken caravan trash to keep the peace around Shady Mountain. He does
remember wistfully his adventuring days, but those are long past.
Most of the tenants are really tired of his old stories by now, and make excuses to run off as
soon as he starts telling them again.

appearance:

Vars is still an imposing figure, even at his advanced age. The balding pate, heavy wrinkles and liver spots might make one assume they can dismiss him as an old codger, but he's still able to whup some butt on whippersnappers who sass him. He manages to still stand erect at his full six feet of height, though his brown eyes are no longer as clear as they once here. He still wears his armor a lot of the time, since his tenants are quite ornery as a rule because of their over consumption of cheap ale.

Duke Vars
Human (Taldan) fighter 15
N Medium humanoid (human)
Init +1; Senses Perception +30
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Defense
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AC 45, touch 20, flat-footed 39 (+16 armor, +2 deflection, +5 Dex, +1 dodge, +1 insight, +2 natural, +7 shield, +1 trait)
hp 124 (15d10+30)
Fort +16, Ref +20, Will +22 (+4 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities evasion; DR 6/—
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Offense
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Speed 30 ft.
Melee +4 impervious adamantine falcata +33/+28/+23 (1d8+20/17-20/×3)
Special Attacks weapon trainings (fighter's reflexes, heavy blades +5, bows +4)
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Statistics
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Str 25, Dex 20, Con 14, Int 24, Wis 22, Cha 14
Base Atk +15; CMB +22 (+26 sunder); CMD 48 (63 vs. dirty trick, 52 vs. disarm, 63 vs. grapple, 54 vs. sunder)
Feats Advanced Armor Training, Advanced Armor Training, Advanced Weapon Training, Advanced Weapon Training, Armor Focus, Blind-fight, Blinded Blade Style, Blinded Competence, Blinded Master, Critical Focus, Dodge, Exotic Weapon Proficiency (falcata), Greater Blind-fight[APG], Greater Shield Focus, Greater Sunder, Greater Weapon Focus (falcata), Greater Weapon Specialization (falcata), Improved Armor Focus, Improved Blind-fight[APG], Improved Critical (falcata), Improved Shield Focus, Improved Sunder, Power Attack, Shield Focus, Staggering Critical, Weapon Focus (falcata), Weapon Specialization (falcata)
Traits defender of the society, seeker
Skills Climb +19, Craft (carpentry) +23, Craft (woodworking) +18, Handle Animal +12, Intimidate +20, Knowledge (dungeoneering) +25, Knowledge (engineering) +25, Knowledge (nobility) +17, Perception +30, Ride +22, Survival +24 (+26 to avoid becoming lost), Swim +19
Languages Abyssal, Azlanti, Common, Kelish, Thassilonian, Varisian
SQ armor training 4
Combat Gear potion of neutralize poison, unfettered shirt[UE], wand of cure moderate wounds, wand of delay poison; Other Gear +3 comfort adamantine full plate, +3 heavy steel shield, +4 impervious adamantine falcata[APG], clear spindle ioun stone, dusty rose prism ioun stone, eyes of the eagle, gloves of dueling[APG], handy haversack, ring of evasion, wayfinder[ISWG], winged boots, 5,712 gp
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery (+6/+12) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Specialization +3 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Armored Juggernaut 6 (Ex) Gain DR based on armor worn, stacks with adamantine armor.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blinded Blade Style You hold no fear of blindness, as your other senses improve without the distractions of sight.

Prerequisite: Blind-Fight, Perception 5 ranks.

Benefit: While you are using this style, you gain a number of benefits whenever you are
Blinded Competence Your lack of sight enables you to strike your foes with uncanny precision.

Prerequisite: Blinded Blade Style, Blind-Fight, Improved Blind-Fight[APG], Perception 10 ranks.

Benefit: While you are using Blinded Blade Sty
Blinded Master Your skill at arms while unable to see is astounding.

Prerequisite: Blind-Fight, Blinded Blade Precision, Blinded Blade Style, Greater Blind-Fight[APG], Improved Blind-Fight[APG], Perception 15 ranks.

Benefit
Combat Maneuver Defense (Weapon Training [Blades, Heavy] +5) (Ex) May apply weapon training bonus with chosen group to CMD.
Critical Focus +4 to confirm critical hits.
Damage Reduction (6/-) You have Damage Reduction against all attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fighter's Reflexes (Weapon Training [Blades, Heavy] +5) (Ex) While not denied Dex bonus to AC, add training bonus to Reflex saves.
Greater Blind-Fight Melee attacks treat total concealment as 20%, and invisible ranged attackers you have pinpointed gain no benefits against you.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Improved Blind-Fight Melee attacks ignore the miss chance for less than total concealment. Invisible attackers within 30' you have pinpointed gain no advantages to hit you with ranged attacks.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Staggering Critical (DC 25) Critical hit staggers target
Weapon Training (Blades, Heavy) +5 (Ex) +5 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +4 (Ex) +4 Attack, Damage, CMB, CMD with Bows
Clouded Eyes You can't see further than 60 feet. You take a -5 penalty to Perception checks for every 5 feet of distance beyond 30.
Ruined Liver You automatically fail saving throws against poison, nausea and sickness.
Slow Reactions You take a -4 penalty to initiative rolls and Perception rolls to avoid being surprised.