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Fenrir Fanglord's page

No posts. Organized Play character for PatheticWretch.


Full Name

Fenrir Fanglord

Race

Skinwalker

Classes/Levels

Brawler 2 | HP 24/24 | AC 17; Tch 12; FF 15 | F +6; R +5; W +2 | CMB+5; CMD 17 | Speed 30 ft | Init +2 | Unarmed Strike: +5 (1d6+4) | Perc +8

Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 7

About Fenrir Fanglord

Fenrir Fanglord
Male Skinwalker (Werewolf-Kin) Brawler 2 (Wild Child)
CG Medium Humanoid (Skinwalker, Shapeshifter)
Init +2; Senses Low-Light Vision; Perception +8
Languages Common
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DEFENSE
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AC 17, touch 12, flat-footed 15
    (+3 armor, +2 Dex, +2 shield)
hp 24 (2d10, +6 Con, +2 favored)
Fort +6, Ref +5, Will +2
Defensive Abilities
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OFFENSE
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Speed 30 ft. (6 squares)
Melee Unarmed Strike +5 (1d6+4)
Melee Unarmed Strike +3/+3 (1d6+4)
Ranged Javelin +4 (1d6+3)
Base Atk +2; CMB +5 (+7 dirty trick); CMD 17 (19 vs. dirty trick)
Special Attacks Brawler's Flurry
Spell-Like Ability magic fang (1/day), speak with animals (1/day)
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STATISTICS
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Abilities STR 16, DEX 14, CON 16, INT 10, WIS 12, CHA 7 
Feats Dirty Fighting
Traits Dirty Fighter, Heavy Hitter
Skills Acrobatics +3, Bluff -2, Climb +4, Diplomacy -2, Disguise -2, Escape Artist -1, Fly -1, Handle Animal +3, Heal +1, Intimidate +2, Perception +8, Ride -1, Sense Motive +1, Stealth -1, Survival +1, Swim +4 Armor Check Penalty -3
SQ Change Shape
Combat Gear acid flask (x3) Other Gear handaxe, spiked gauntlet (cold iron), wooden stake, dagger (cold iron), javelin (x4), sling, bullets (10), studded leather armor, heavy shield (wooden), cold-weather outfit, backpack, bandolier, bedroll, rope (hemp/50 ft.), rations (trail) (x3), waterskin, crowbar, grappling hook, sack, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), smokestick, earplugs, spring-loaded wrist sheath, 1,352 gp

ANIMAL COMPANION:

Amarok - Wolf (Link, share spells)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 Natural Armor)
hp 23 (3d8+6)
Fort +5, Ref +5, Will +2

OFFENSE
Speed 50 ft.
Melee bite +3 (1d6+1 plus trip)

STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception), Dirty Fighting
Skills Perception +8, Stealth +7, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

SPECIAL ABILITIES:

Ability Score Racial Traits: Skinwalkers are well attuned to the natural order of things and value passion above reason. Ability Modifiers +2 Con, –2 Int (+2 Wis while shapechanged)
Animal Companion (Ex): At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels.
Animal-Minded: Skinwalkers have a +2 racial bonus on Perception and wild empathy checks. Skinwalkers of specific heritages gain a +2 bonus to different checks as indicated.
Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Brawler’s Flurry (Ex): Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.
A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.
At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler’s flurry.
Change Shape (Su): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
Bite attack that deals 1d6 points of damage
2 claw attacks that each deal 1d4 points of damage
Darkvision 60 feet
+2 racial bonus on all saving throws

These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features.
Class Skills: A wild child gains Heal as a class skill.
Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Spell-Like Ability: Skinwalkers with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker's character level. Skinwalkers of specific heritages gain other spell-like abilities.
Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others
Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).

BACKGROUND:

The moon is full…time to hunt! Fenrir Fanglord is a skinwalker of the open field and quiet forest, almost human in his ingenuity and free spirits, yet carrying a seed of those most terrible and brutal monsters—the werewolf.

Fenrir’s parents were settlers in the Whisperwood Moor, to the south of Sandpoint.. They worked hard to establish a small homestead in the wild. Fenrir’s mother was afflicted with lycanthrope during her pregnancy with Fenrir, and she died in child birth.

Her grief-stricken husband tried to raise the child alone. Though he tried to balance the poverty-stricken homestead with rearing the child, Fenrir exhibited strange behavior from birth—moreso when the moon waxed and waned—and his father did what he could for the child. Eventually, Fenrir’s father was also killed by the same lycanthropes that had afflicted his mother.

Outwardly human, Fenrir was virtually indistinguishable from other humans, with the exception of prominent eyebrows, long index fingers, and wild hair that seemed impossible to tame. Still, sensing the child was different, the lycanthropes did not kill the young Fenrir, and brought him into their tribe. The lycanthropes dwelt in a small, isolated settlement that resounded with howls on the night of the full moon. The tribe of werewolves lived in a seminomadic band, acting as traders, mystics, and entertainers, allowing them to wreak havoc in remote settlements before slipping off into the darkness to escape the subsequent suspicion and hostility of townsfolk.

They regularly participated in lunar rituals and nocturnal pack hunting. On one such hunt, the pack attacked a settlement. Much blood was spilled on both sides, and Fenrir lost consciousness and was left for dead. In the morning, the townsfolk confused Fenrir with a traveler who had just arrived and did not kill him, but his pack had left him behind. Fenrir tried to weave himself into the society, hoping his peculiar talents would go unnoticed.

Finding himself a misfit in the town, Fenrir was drawn to a life of adventure. He had a great desire to prove himself, and had a desire to earn his place as a pack alpha and fight against the image that all lycanthropes were violent monsters. Eventually, the young warrior decided to venture back to the the place his parents once called home. He has bonded with a wolf, Amarok, who accompanies him everywhere.

PFS:

Boons and Vanities

PFS# 132076
XP 3
Prestige/Fame 4/6
Faction
-Faction Card [0 goals]
Scenarios Completed
*The Wounded Wisp [1 XP, 2 PP, 430 gp]
-Bought wand of cure light wounds [-2 PP]
*The Confirmation [1 XP, 2 PP, 430 gp]
*First Steps (In Service to Lore), [1 XP, 2 PP, 417 gp]

Level Progression:

Level 1:
Class Taken: Brawler
Class Feature Gained: brawler's cunning, martial flexibility, martial training, unarmed strike
Hit points Gained: 1d10, +3 Con, +1 favored
Skill Points (4): acrobatics (1), handle animal (1), intimidate (1), perception (1)
Feats: dirty fighting

Level 2:
Class Taken: Brawler
Class Feature Gained: bonus combat feat, brawler's flurry (two-weapon fighting)
Hit points Gained: 1d10, +3 Con, +1 favored
Skill Points (4): climb (1), handle animal (1), swim (1), perception (1)

Dice:

[dice=unarmed strike]1d20+5;1d6+3[/dice]

[dice=unarmed strike (brawler's flurry)]1d20+3;1d6+3[/dice]
[dice=unarmed strike (brawler's flurry)]1d20+3;1d6+3[/dice]