Valeros

Farash's page

60 posts. Alias of Oceanshieldwolf.


Full Name

Farash de Zvir

Race

Human

Classes/Levels

Fighter (Physiomorph Marauder) 1; HP 17; AC 16; T 11, FF 15; CMB +3; CMD 14; Fort +5; Ref +1; Will -1; Init +2, Per -1; Spd 20ft.

Gender

Male

Size

Medium

Age

16

Special Abilities

Mutagenic form

Alignment

N

Deity

None

Languages

Common

Occupation

Orphan

Strength 15
Dexterity 13
Constitution 18
Intelligence 8
Wisdom 9
Charisma 10

About Farash

LINK to Physiomorph Marauder MCA

Quick View Stats for Combat:
Status: Healthy
HP: 15
AC:16, 11 touch, 15 flat-footed
Saves: Fort: +5 Reflex +1 Will -1
BAB +1
Speed 20 ft.
CMB +3 CMD 14

Initiative: +2
Conditions:
Spells in Effect:
Currently wearing: Scale Mail, Spiked Gauntlet
Items in Hand:
Halberd +3, 1d10+3, x3 (P,S) (Atk +2 str, +1 BAB; Dmg 1.5 x +2 from Str) Brace, trip

(During Mutagenic Form - Strength: +5, 1d10+6) (Atk +4 str, +1 BAB; Dmg 1.5 x +4 from Str)

(Power Attack +2, 1d10+6) (Atk +2 str, +1 BAB, -1 PA; Dmg 1.5 x +2, 1.5 x +2 from PA)

(Power attack during Mutagenic Form - Strength: +4, 1d10+9) (Atk +4 str, +1 BAB, -1 PA; Dmg 1.5 x +4 from Str, 1.5 x +2 from PA)

Farash's Tale:

Born in lands now lost to the Fog, Farash was early given to the Orphanage - whoever his family were his left only a scrap of paper with his first name, and two words "de Zvir" scrawled upon them in a shaky and uncertain script. He kept to himself, a hulking brute of a child, though never a bully or tormentor nor champion or savior of his fellows, rarely making friends with those who might also abandon him.

As he grew older, he was drawn to tales of heroes and great deeds, and noticing his interest in martial prowess, weaponry, armor and pugilism his keepers sent him for some training with weapon masters to see if he was fit for some gainful employ, perhaps as a guard, sentinel or monitor. He was dutiful if not gifted, his dull wit impressing none of the assembled trainers - his immense stamina, forceful strength and fair agility notwithstanding.

It was during one such session of training that his taint blossomed, his body pulsed grotesquely, strength flowing through his enhanced musculature, scaring many of his fellow pupils and himself greatly. His trainers tried to hide the fear in their eyes from him, to calm him, placate the roiling beast that came unbidden from within, but he read their faces and was scared anew. He was sent back to the Orphanage, ashamed, scared and bereft of hope for the future.

In time, he came to be able to control his unwanted gift, finding new ways to channel it's power through his physique, and returned to the training pits, only to weather renewed ridicule as "the Beast" - de Zvir. He soundly beat his tormentors into the pulp from which they spawned, gaining new enemies, a few admirers and no friends. He was de Zvir, and he knew not why.

The scholars, mendicant physics, sages that studied his transformations muttered and conferred and consulted, but none knew exactly where it sprang from nor what could cure it. They surmised it was an expression of the Fog, a canker given cruel life and vigor. Worse, they almost all agreed that it would only spread throughout his body, and grow stronger as he aged. His taint then has come to be a mixed blessing - the Fog calls to his very flesh, but also threatens his mind and coherence, and ultimately, may kill him as painfully and horrifyingly as all of those who suffer from its effect and finally rush to its mysterious embrace.

Aided by the Orphanage Master of the Sword Alark Coutran who took pity on him Farash only narrowly evaded being sent to laboratories in strange sounding locations for further Fog-related and necessarily gruesome studies - Alark has shown Farash considerable affection and taken time to answer Farash's myriad questions on martial acumen, stances, tactics and famous engagements of old. Under Alark's tutelage, Farash has learned that presence of mind is just as important as brute power, and that battles are sometimes won before the first blade had been drawn.

He gathered scraps of stories of warriors and champions, dreamed of great deeds, and saved his earnings from a life spent bent and scraping, cap in hand, amassing his small fortune with which to be the tools of his only trade. Battle. A halberd. A suit of battered but serviceable scale mail, replete with a spiked gauntlet. A small bow, some arrows, a shortspear. He cleaned, maintained and practiced with and in them all.

It mattered little what the world thought of him. He had his new friends, his retinue of war, his battle raiment and war-blade. He would carve a new story, cleave with the past and carry his head high. He would make his unknown mother proud, before making her pay.

STATS:

Ability Scores Score (bonus)
Str : 15 (+2)
Dex: 13 (+1)
Con: 18 (+4)
Int: 8 (-1)
Wis: 9 (-1)
Cha: 10 (+0)

DEFENSE:

AC: 16, touch 11, flat-footed 15 (+ 5 armor, + 1 Dex, + 0 natural, +0 size)

* During Mutagenic Form: Dexterity
AC: 20, touch 15, flat-footed 18 (+ 5 armor, + 3 Dex, + 2 natural, +0 size)

* During Mutagenic Form: Strength or Constitution
AC: 18, touch 13, flat-footed 17 (+ 5 armor, + 1 Dex, + 2 natural, +0 size)

HP: 15 (Full first level = 10, +1 Favored Class, +4 Con)
(* During Mutagenic Form - Constitution: HP: 17)

SAVES
Fort +4, Ref +1, Will -1
(* During Mutagenic Form - Dexterity: Fort +4, Ref +4, Will -2)
(* During Mutagenic Form - Constitution: Fort + 6, Ref +1, Will -1)

OFFENSE:

Initiative: + 2 (+1 Dex, +1 Trait)
(*During Mutagenic Form: Dexterity +4 (+3 Dex, +1 Trait))
Speed 20 ft
Melee:

Base Atk: +1

CMB: +3 (+1 BAB, +2 str) CMD: 14 (10, +1 BAB, +2 str, +1 dex)

*During Mutagenic Form: Strength
CMB: +5 (+1 BAB, +4 str)
CMD: 16 (10, +1 BAB, +4 str, +1 dex)

*During Mutagenic Form: Dexterity
CMB: +3 (+1 BAB, +2 str)
CMD: 16 (10, +1 BAB, +2 str, +3 dex)

Favored Class Bonus Physiomorph Marauder - Hit Points

FEATS:

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

TRAITS/DRAWBACKS:

DRAWBACK:
Doubt: Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.

TRAITS:
Tactician: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Hard to Kill: When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.

Grim Optimism: As a standard action, you can joke about a troublesome situation to lighten the load of dealing with it for yourself and others. You and all allies within 30 feet who can hear you gain a +2 morale bonus on saving throws against fear and pain effects for 1d4 rounds. A character cannot benefit from this effect more than once in 24 hours.

Languages: Common

CLASS ABILITIES:

Mutagenic Form (Su): At 1st level, a physiomorph marauder can heighten his physical prowess at the cost of his personality. As a standard action, the physiomorph marauder can attempt to force his body to mutate by making a successful Fortitude save (DC 10 + 1/2 his physiomorph marauder level). If he fails, he is nauseated for 1 minute. However, if he succeeds, the physiomorph marauder grows bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution) of his choice, for a number of minutes per day equal to 1 per physiomorph marauder level. These minutes do not need to be consecutive. In addition, while in this mutagenic form, the physiomorph marauder takes a –2 penalty to one of his mental ability scores. If the physiomorph marauder enhances his Strength, it applies a penalty to his Intelligence. If he enhances his Dexterity, it applies a penalty to his Wisdom. If he enhances his Constitution, it applies a penalty to his Charisma. This ability replaces bonus feat at 1st level.

SKILLS:

Skills: (1 rank – 2 Fighter, +1 Human, -1 Int)
Skill/Class/Ranks/Ability Modifier/Bonus
Acrobatics/No/0/+1 = +1
Appraise/No/0/-1 = -1
Bluff/No/0/0 = +0
Climb/Yes, +3/0/+2 = +2
Craft (armor)/Yes, +3/0/-1 = -1
Diplomacy/No/0/0 = +0
Disable Device/No/0/+1 = +1
Disguise/No/0/0 = +0
Escape Artist/No/0/+1 = +1
Fly/No/0/+1 = +1
Handle Animal/Yes, +3/0/0 = +0
Heal/No/0/-1 = -1
Intimidate/Yes, +3/1/+0 = +4
Knowledge (dungeoneering)/Yes, +3/0/-1 = -1
Knowledge (engineeering)/Yes, +3/0/-1 = -1
Knowledge (nature)/Yes, +3/0/-1 = -1
Linguistics/No/0/-1 = -1
Perception/Yes, +3/0/-1 = -1
Perform/No/0/0 = 0
Profession/No/0/-1= -1
Ride/Yes, +3/0/+1 = +1
Sense Motive/No/0/-1 = -1
Sleight of Hand/Yes, +3/0/+1 = +1
Spellcraft/No/0/-1= -1
Stealth/No/0/+1 = +1
Survival/Yes, +3/0/-1 = -1
Swim/Yes, +3/0/+2 = +2
Use Magic Device/No/0/0 = +0

GEAR:

Weapons
Halberd 1d10, x3, B,S, Wt: 12 lbs. Cost: 10gp
Shortbow 1d6, x3, 60 ft Range. Wt 2lbs. Cost: 30 gp.
40 arrows Wt 6 lbs. Cost: 2 gp
Shortspear 1d6, x2. Wt 3 lbs. Cost 1 gp.

Armor
Scale Mail ACB +5, MDB +3, ACP -4 20ft Speed, Wt 30lbs. Cost 50 gp.
Gauntlet, Spiked. Wt 1lb. Cost 5 gp.

Skill Equipment:

Miscellaneous
Peasant's Outfit Wt 2lbs, 1 sp
Bedroll Wt 5lbs, 1 sp
Candles (10) Wt n/a, 1 sp.
Flint and Tinder Wt n/a, 1 gp.
Common lamp Wt 1 lb, 1sp
Oil 1 pint 1 lb, 1 sp.

Total equipment cost: 99 gp, 5 sp.
Remaining gold: 5 sp

Weight:
53 lbs Capacity: 66 lbs. or less = light load. Load: Light