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Dukhal Vancaskerkin's page

No posts. Alias of RelicBlackOUT.


Full Name

Dukhal Vancaskerkin

Race

Half-Orc

Classes/Levels

Slayer 1

Gender

Male

Size

Medium

Alignment

Neutral Good

Location

Magnamar

Languages

Common, Orc, 1 more undecided

Occupation

Noble

Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 7

About Dukhal Vancaskerkin

Attacks:
TWF +3/+3 1d8+4/1d8+2
2-Handed +5 1d8+6

Fort 4 Ref 4 Will 1
12/12 HP
AC 17 Touch 12 Flat Footed 15

Skills:

8=6+1int+fav class
Acrobatics 2= 2 Dex
Climb 4= 4 Str
Intimidate 5 = 1 Ranks -2 Cha + 2 Racial +3 Class +1 Trait
K - Dungeoneering 5=1 Rank +1 Int +3 Class
K - Geography 5=1 Rank + 1 Int + 3 Class
K - Local 5=1 Rank + 1 Int + 3 Class
Perception 7=1 Rank + 1 Wis + 3 Class + 2 Racial
Ride 2= 2 Dex
Sense Motive 5 = 1 Rank + 1 Wis + 3 Class
Stealth 6=1 Rank + 2 Dex + 3 Class
Survival 5(6 Track)= 1 Rank + 1 Wis + 3 Class
Swim 4 = 4 Str

Class Features

Studied Target (Ex):

A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex):

A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Feats:

Two Weapon Fighting:
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Table: Two-Weapon Fighting Penalties
Circumstances Primary Hand Off Hand
Normal penalties –6 –10
Off-hand weapon is light –4 –8
Two-Weapon Fighting feat –4 –4
Off-hand weapon is light and Two-Weapon Fighting feat –2 –2

Traits:

Racial Traits:
• Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
• Size: Medium
• Base Speed: 30 feet.
• Languages: Common, Orc, and.
FEAT AND SKILL RACIAL TRAITS
• Intimidating: +2 racial bonus on Intimidate Checks
OFFENSE RACIAL TRAITS
• Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.

• Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Orc Double Axe
SENSES RACIAL TRAITS
• Darkvision: 60 feet.
OTHER RACIAL TRAITS
• Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.


Alabaster Outcast:

You are a member of one of Magnimar's wealthiest families… or rather, you used to be. A falling-out left you disowned and disinherited. Now you hope to get away from the city and find fortune enough to shame your former kinsfolk—goals which led you to the Pathfinder Society. Despite your exile, your name still carries considerable weight in Magnimar.
Benefit: You gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble's outfit, a signet ring, and a single additional non-magical item worth no more than 200 gp. Your last name Vancaskerkin

Equipment:

Carrying Capacity:
Light 100&less. Medium 101-200. Heavy 201-300
Current Weight 97.5 lbs

Wearing
Orc Double Axe 1d8/1d8 x3 Slashing
MW Scale Mail 5 AC 3 Max Dex -3 Armor Check
Signet Ring with Vancaskerkin Seal
Noble’s Outfit with Jewelry

On Belt
Belt Pouch
Cure Light Wounds Pot 1d8+1
Corn Purse: 80 GP 11 SP 10 CP
Waterskin

In Backpack
Flint & Steel
Box of Chalk 10 Pieces
Common Manacles
Mirror
Deck of Cards

Pony(Combat Trained) Bit and Bridle
In my saddlebags x2
Bedroll
Iron Pot
Mess Kit
50 ft Knotted Rope
10 Torches
5 Trail Rations
Crowbar +2 to pry things open
Grappling Hook
6 Pitons

Background:

I set out to answer the question; Why am I an outcast?

It could not just be that I am an inbred or a bastard. It had to be something where the patriarch would despise my existence, but not want me destroyed because I am a Vancaskerkin.

My mother was traveling home from visiting friends/family in Kaer Maga when her caravan was attacked by Orc raiders just south a Sirathu before the road splits. The Orcs took everything that was valuable and killed all the men, kept the children and woman as slaves and property.

Her father received word of this and send his men and paid mercenaries to track down these beast and kill them for the shame they brought to their name. They tracked them down to a small camp in the Mindspin Mountains where they surprised the Orcs. After a night of battle the Vancaskerkin came out victorious by slayed the Orc beast and retrieving his daughter.

They took the head and weapon of the Orc clan back to her father as proof. (Just for fun I figured this could be the Orc Double Axe that Dukhal has and uses.)

A few months down the road it quickly became apparent that his daughter was with child. There were arguments about whether to keep the child or discard it because it was half beast. The mother fought to keep the child to raise it as a Vancaskerkin. There are rumors that have spread that she had willingly became pregnant with the beast, and then there were rumors that the beast had soiled her innocence. The family could never press hard enough to find out the truth.

The patriarch honored his daughters wish but named the child Dukhal, which means bastard in Orc.

To this day Dukhal has trained with the weapon his mother gave him, the very Orcish Double Axe that was taken from the Chief of the Orc Clan. Not always feeling fully accepted, Dukhal spent many weeks and months in the wilds of the Mushfens and Sanos Forest. Here he was away from judgement and free to do his own will.

While in the wild Dukhal hides his true identity and dresses in hunters garb and guides people around the south west of Varisia