Umagro

Fafhrd "The Fallen"'s page

112 posts. Alias of Joshua Hirtz.


Full Name

Fafhrd

Gender

Male

Size

Medium

Age

25

Alignment

Chaotic Good

Languages

Common

Strength 20
Dexterity 17
Constitution 20
Intelligence 10
Wisdom 12
Charisma 16

About Fafhrd "The Fallen"

Advancement Choices:
1st: Bloodrager;
2nd: Bloodrager;
3rd: Bloodrager;
4th: Bloodrager;
5th: Bloodrager;
6th: Bloodrager;
7th: Bloodrager;
8th: Bloodrager;
9th: Bloodrager;
10th: Bloodrager;
11th: Bloodrager;
12th: Bloodrager;

Fafhrd

Male Human (Ulfen) Bloodrager 12 25

CN Medium Humanoid (Human)

Init +9; Senses ; Perception +16

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DEFENSE

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AC 28, touch 18, flat-footed 25 (+3 dex, +9 armor, +4 luck, +1 deflection, +1 natural armor)

HP 172 (12d10+96)

Fort +21, Ref +15, Will +13

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OFFENSE

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Speed 40 ft.

Melee +21/+16/+11 Greatsword, +3 Courageous Furious Keen Adamantine 2d6+10 (17-20/x2)

Ranged +16/+11/+6 Composite Longbow, +1 Adaptive 1d8+5 (20/x3) 110 ft

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES

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Bloodrager Class Abilities

  • Bloodline (Destined)
  • Bloodline Power - Destined Strike (+6 insight to att) 5/day
  • Bloodrage (+3 Morale to will, +6 Morale to str and con,-2 ac) 31 rounds/day
  • Fast Movement
  • Uncanny Dodge
  • Blood Sanctuary
  • Bloodcasting
  • Bloodline Power - Fated Bloodrager (+4 [Including Fate's Favored Trait] Luck to ac and saves)
  • Eschew Materials
  • Improved Uncanny Dodge
  • Bloodline Feat - Endurance
  • Bloodline Spell - Shield
  • Damage Reduction 2/-
  • Bloodline Power - Certian Strike
  • Bloodline Feat - Diehard
  • Bloodline Spell - Blur
  • Greater Rage
  • Bloodline Feat - Weapon Focus (Greatsword)
  • Bloodline Power - Fate's Intervention

Spells

  • Level - Per Day - Number Known - Known
  • 1st - 3 - 6 - Endure Elements [Mythic], Enlarge Person [Mythic], Expeditious Retreat [Mythic], Feather Fall [Mythic], Jump, Shield*, True Strike
  • 2nd - 3 - 5 - Bear's Endurance, Blur*, Bull's Strength, Resist Energy [Mythic], See Invisibility, Spider Climb
  • 3rd - 2 - 4 - Animal Aspect (Greater), Haste, Heroism [Mythic], Monstrous Physique

Champion Abilities

  • Hard to Kill
  • Mythic Power - 15/day
  • Surge - +1d8
  • Champion Strike - Sudden Strike
  • Legendary Item - Greatsword [Upgradable, Unyielding, Returning]
  • Amazing Initiative
  • Sleepless
  • Recuperation
  • Legendary Item - Greatsword [Eternal Bond, Foe-Biting, Rejuvenating]
  • Always a Chance
  • Mythic Saves
  • Mythic Spellcasting - Endure Elements, Enlarge Person, Expidtious Retreat, Feather Fall, Resist Energy, Heroism
  • Force of Will
  • Legendary Item - Greatsword [Unstoppable Strike, Returning, Powerful, Everlasting]

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STATISTICS

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Str 20, Dex 17, Con 20, Int 10, Wis 12, Cha 16

Base Atk +12; CMB 27; CMD 25

Drawback:

Traits:

Feats:

Mythic Feats:

Skills:

  • Climb +16 (6 rank, 5 str, 3 class, 2 comp)
  • Intimidate +18 (12 rank, 3 cha, 3 class)
  • Perception +16 (12 rank, 1 wis, 3 class)
  • Survival +16 (12 rank, 1 wis, 3 class)
  • Swim +14 (6 rank, 5 str, 3 class)

Racial Modifiers:

  • +2 Str, +2 Con

Languages: Common

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GEAR/POSSESSIONS

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Location:

  • Agile Breastplate, +3 Mithral - Body
  • Amulet of Natural Armor +1 - Neck
  • Arrows (60) - Efficient Quiver
  • Belt of Incredible Dexterity +4 - Waist
  • Boots of the Winterlands - Feet
  • Claws of the Ice Bear - Hands
  • Climber's Kit - Handy Haversack
  • Cloak of Resistance +4 - Shoulders
  • Cold-Weather Gear - Body
  • Composite Longbow, +1 Adaptive - Efficient Quiver
  • Efficient Quiver - Right Hip
  • Greatsword, +3 Courageous Furious Keen Adamantine - Back Sheath
  • Handy Haversak - Back
  • Hemp Rope (400 ft) - Handy Haversack
  • Mead (2 Gallons) - Handy Haversack
  • Ring of Protection +1 - Right Hand
  • Ring of Sustenance - Left Hand
  • Rod of Extend, Lesser - Handy Haversack

Carrying Capacity Light: 133 lbs. Medium: 266 lbs. Heavy: 400 lbs.

Money: 290 PP 45 GP 19 SP 10 CP

Total Weight: 41.5 lbs.

===================================================

Background:
To be determined.

Personality:
Brooding, distant, caring.;

Description:

Ht: 7'

Wt: 280 lbs

Age: 25

Hair: Blonde

Eyes: Blue

Skin: Tanned

In the process of finding one

Fafhrd is a huge man of Ulfen decent with flowing blonde hair and sparkling blue eyes. Throughout the year he keeps a braided beard which he maintains with care.

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Old

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Combat Details:

Current HP/Total HP 44/44

Experience Points /

Initiative +5 (+1 Dex, +4 Improved Initiative)

AC 15 (10, +4 Druk Hide Shirt, +1 Dex)
Flat-Footed AC 14 (10, +4 Druk Hide Shirt)
Touch AC 11 (10, +1 Dex)

Fort +7 (+4 Base, +3 Con)
Reflex +5 (+4 Base, +1 Dex)
Will +2 (+1 Base, +1 Wis)

CMB +9 (+4 BAB, +5 Str)
CMD 20 (+4 BAB, +5 Str, +1 Dex)

BAB +4
Melee +9 (+4 BAB, +5 Str) or +7 (+2 BAB, +5 Dex)
Ranged +5 (+4 BAB, +1 Dex)

Melee Weapon/s

  • Bite +10 1d8+5 (20/x2)
  • Claw x 2 +10 1d6+5 (20/x2)
  • Avari Maul, Juggernaut Bone +9 3d6+7 (19-20/x2)
  • Dagger +9 1d4+5 (19-20/x2)
  • War Razor +9 1d4+5 (19-20/x2)

Ranged Weapon/s

  • Dagger
+5 1d4+5 (19-20/x2)[/list]

Character Details:

Goal I personally would like to see Fafhrd grow into a well-respected warrior once more and perhaps gain his rightful spot as part of the Lion Calvary. Until that day, I would like to watch as he enhances his fighting capabilities as he unlocks more secrets of how to control his fury and body through rage and alchemy alike.

Description

  • Height 6'10"
  • Weight 235 lbs.
  • Eye Color Bronze
  • Hair Black
  • Skin Tone Tan

Fafhrd is a tall burly man whose body is covered in tattoos, marking himself as an Avari warrior.

Background With pride he served Virtus's army till the day he was discharged for his sometimes less than lawful actions. None the less, he serves his deity Gurzil as best he can.
Now-a-days, he fills his time making a living as a tattoo artist, gambling, and attempting to drink away his dishonor.

Despite his falling out with the military, he is still a respected warrior. His mix of untamed fury and alchemical concoctions has sealed the doom of many enemies.

Personality Fafhrd is a rather straightforward man. If he thinks something is wrong, he will tell you so. If one chooses to not take his advice, they might wish they had been he helps show them the error of their ways.
However, his gambling addiction has helped show him that sometimes a bit of a bluffing can go a long way and he is rather eager to show that he will do what it takes to reclaim his honor and protect his country.

Besides these traits, he can come off as a rather arrogant and rude man, but once some has gained his trust, he will put his life on the line for them.

Nationality Virtus

Ethnicity Avarian

Traits

  • Accelerated Drinker

    You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth.

    Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.

    Combat Trait - Pathfinder Companion: Cheliax, Empire of Devils

  • Optimistic Gambler

    You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your spirit.

    Benefit: Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.

    Campaign Trait - Second Darkness

Skills:

Max Ranks 4 (+24 Alchemist)

  • Craft (Alchemy) +9 (+4 Rank, +3 Class Skill, +2 Int)
  • Craft (Tattoo) +9 (+4 Rank, +3 Class Skill, +2 Int)
  • Intimidate +8 (+4 Rank, +3 Class Skill, -1 Cha, +2 Racial)
  • Knowledge (Nature) +7 (+4 Rank, +3 Class Skill, +2 Int)
  • Perception +10 (+4 Rank, +3 Class Skill, +1 Wis, +2 Racial)
  • Survival +8 (+4 Rank, +3 Class Skill, +1 Wis,)

Feats:

  • Endurance

    Harsh conditions or long exertions do not easily tire you.

    Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

    You may sleep in light or medium armor without becoming fatigued.

    Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

    Core Rulebook

  • Diehard

    You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.

    Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

    When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

    Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.

    Core Rulebook

  • Improved Initiative (Quick Reactions)

    Your quick reflexes allow you to react rapidly to danger.

    Benefit: You get a +4 bonus on initiative checks.

    Core Rulebook

Racial Features:

  • Hatred (Humanoid(Incto, Rium))
  • Blood Drinker
  • Dark Vision
  • Weapon Mastery
  • Weapon Proficiency
  • Warrior Insight
  • Quick Reactions
  • Blood Drain
  • Sanguis Furor

Class Features:

Alchemist
  • Alchemy
  • Sneak Attack +2d6
  • Brew Potion
  • Throw Anything
  • Discovery - Feral Mutagen (2nd), Lingering Spirit (4th)
  • Poison Resistance +2
  • Poison Use
  • Torturer's Eye
  • Cruel Anatomist
  • Swift Alchemy

Barbarian

  • Raging Drunk
  • Rage (13/rounds)
  • Rage Power - Beast Totem, Lesser (2nd), Hurling, Lesser(4th)
  • Invulnerability (DR 2/-)
  • Trap Sense +1

Extracts:

Extracts per Day
1st - 4 = 3 (4th) + 1 (Int)
2nd - 2 = 1 (4th) + 1 (Int)

Extracts
1st - Crafter's Fortune, Cure Light Wounds, Deathwatch (Torturer's Eye), Endure Elements, Enlarge Person, Identify, Shield
2nd - Bull's Strength

Equipment:

Gear
  • Item gp lbs. (Back)

Currency
Left breast pocket with his flint and stee

Avari Maul, Juggernaut Bone
Hide Shirt, Druk Hide
Ring of Sustenance
Bag of Holding Type III
Potion Belt, Masterwork
Backpack, Masterwork
Bedroll
2 x Spring Loaded Wrist Sheath
Alchemist's Lab
Artisan's Tools, Masterwork (Tattoos)
Thieves' Tools, Masterwork
2 x Dagger
War Razor
Whetstone
Silk Rope (100 ft.)
Alchemist's Kit
Shaving Kit
Grappling Hook
Flint and Steel
Climber's Kit
2 x Shield
4 x Cure Light Wounds
4 x Enlarge Person
Alchemical Supplies for Potions (1200 gp)

  • 5 pp
  • 9 gp
  • 4 sp
  • 8 cp

Carrying Capacity
Currently Carrying lbs.

  • Light Load lbs.
  • Medium Load lbs.
  • Heavy Load lbs

Level Log:

Expenditure Log: