Orc Ranger

Garak Fon's page

No posts. Organized Play character for Sertaki.


Full Name

Garak Fon

Race

Half-Orc

Classes/Levels

Magus 2 (Kensai Magus) / Monk 1 (Master of many Styles)

Gender

male

Size

1,94 m

Age

25

Special Abilities

Arcane Pool, Spell Combat, Stunning Fist 1/day

Alignment

Lawful Neutral

Deity

Iori

Location

Riddleport

Languages

common, orc, tian, abyssal, draconic, giant, elven

Occupation

mercenary

Strength 15
Dexterity 14
Constitution 13
Intelligence 17
Wisdom 12
Charisma 7

About Garak Fon

PFS GM Information:
PFS # 93773-1
XP: 8 (normal advancement)
Faction: The Exchange
Starting Fame: 13 / Prestige: 11
Starting Wealth: 316 gp 9 sp
Prestige Spent: 2 - Wand of Cure Light Wounds

Chronicles:
29.07.2013 - 3-07 Echoes of the Overwatched
3.08.2013 - 2-15 Shades of Ice, Part I: Written in Blood
3.08.2013 - 2-17 Shades of Ice, Part II: Exiles of Winter
3.08.2013 - 2-19 Shades of Ice, Part III: Keep of the Huscarl King
12.08.2013 - Pathfinder Module: Feast of Ravenmoor
19.08.2013 - Year of the Risen Rune Boon Sheet
19.09.2013 - 4-07 Severing Ties


Garak Fon
Male Half-Orc Magus (Kensai) 2 / Monk (Master of Many Styles) 1
CN Medium Half Orc humanoid (Half Orc)
Init +2; Senses Perception +5, Darkvision
--------------------
Defense
--------------------
AC 16, Touch 16, Flat-Footed 11 (+2 Dex, +1 Wis, +3 Dodge)
HP 21 (3d8+3)
Fort +7, Ref +4, Will +6
Resisting the Gossamer King: +1 vs poisons and diseases
Armor none
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Cold Iron Nine-Ring Broadsword +5 (1d8+3 20/x3) one-handed, +1 dmg two-handed
Unarmed Strike +3 (1d6+2 29/x2)
Ranged Light Crossbow +3 (1d8 19-20/x2) 20 ammunition
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 13, Int 17, Wis 12, Cha 7
Base Atk +1; CMB +3; CMD +15
Feats: Weapon Proficiency (Simple, Monk, Nine-Ring Broadsword, Whip, Longsword), Dodge, Crane Style, Crane Wing, Weapon Focus (Nine-Ring Broadsword), Improved Unarmed Strike, Stunning Fist
Skills: Acrobatics +6, Climb +6, Intimidate +5, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Local) +6, Perception +5, Perform (Wind) +2, Ride +2, Sense Motives +5, Spellcraft +9, Stealth +6, Swim +6, Use Magical Device +2 Racial Modifiers: Intimidate +2
Special: Hero of Magnimar - while diplaying medal: +2 Bluff, Diplomacy, Intimidate in Magnimar and allied cities and towns
Kingpin's Pal (Szarni) - +2 Intimidate vs Varisians and Sczarni
SQ: Canny Defense (Nine-Ring Broadsword), Arcane Pool (4), Spell Combat, Spellstrike, Stunning Fist 1/day DC 12, Fuse Styles, Snowmask Induction (Permanent Endure Elements (cold)), Dragonkiller, Resisting the Gossamer King, Nemesis of the Aspis
Traits: Outcast (+1 Intimidate), Magical Knack: Magus (+2 CL)
Spells Prepared: Level 0 - Arcane Mark, Detect Magic, Mage Hand
Level 1 - Color Spray, Shocking Grasp
Languages: Common, Orc, Tian, Abyssal, Draconic, Giant
Combat Gear: Wand of Burning Hands, Wand of Cure Light Wounds, Pearl of Power (1st), Potion of Cure Moderate Wounds, Alchemist's Fire, Liquid Ice (2),
Other Gear: Traveler's Outfit, Backpack, Bedroll, Rations (3), Waterskin, Iron Pot, Hemp Rope (50ft), Sack (empty), Belt Pouch, Spellbook, Ink, Inkpen; GP 316, SP 9

Spells Known:
Level 0:
Acid Splash
Arcane Mark
Dancing Lights
Daze
Detect Magic
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Open / Close
Prestidigitation
Ray of Frost
Read Magic
Spark

Level 1:
Burning Hands
Color Spray
Enlarge Person
Frostbite
Shield
Shocking Grasp
Stone Fist


--------------------
Special Abilities
--------------------
Boons and Prestige Awards:
Snowmask Induction (Su): You allied with the Snowmask Clan and returned Jedrek’s Shard to its place of honor beside Ranulf’s body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat.

Dragonkiller: You defeated Aralantryx, the Shadow Lodge’s enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross ragonkiller off your Chronicle sheet.

Resisting the Gossamer King: Your body was subject to a barrage of oisons and diseases in Ravenmoor.
You had to either fight through those debilitating effects coursing hrough your veins or die. As a result your body has toughened, and you ave gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against poisons and diseases.

Heroes of Magnimar: Thanks to your actions in Ravenmoor, and the rotection of Magnimar’s interest in Varisia, you have received a medal nd public thanks from the authorities of the city. While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and ntimidate checks in Magnimar and in the cities and towns allied with it.

Kingpin's Pal (Szarni): You helped Guaril Karela take control of the Varisian Sczarni operation. You gain a +2 bonus on Intimidate checks against ethnic Varisians and members of Szarni families.

Nemesis of the Aspis: You are an expert at sabotaging the Aspis Consrtium's nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d2o and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Fuse Style (Ex): At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Crane Style: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.

Crane Wing: Once per round, when fighting defensively with at least one hand free, you can designate a single opponent you can see. You receive a +2 dodge bonus to AC against that opponent for one round. If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.

Stunning Fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.

Description - Ger:
Der äußere Schein trügt oftmals.
Wer Garak erblickt, hält ihn meist für einen simplen Schläger oder Räuber, doch hinter dem abschreckenden Äußeren steckt ein unerwartet aufmerksamer und reger Geist.

Der mächtig gebaute Halbork fällt schnell ins Auge, denn er überragt nicht nur mühelos die meisten Männer um einen Kopf, quer durch sein Gesicht sind zudem fremdartigen Zeichen in roter Farbe eintätowiert und auf seinem Kopf wuchern kompliziert geflochtene lange schwarze Locken, die bis über seine Schultern fallen.
Einige Tierknochen und Federn sind in seine Haare verflochten, was den Eindruck eines Wilden noch mehr verstärkt.

An seiner Hüfte trägt er ein gefährlich aussehendes gebogenes Breitschwert, an dessen stumpfer Seite mehrere Metallringe befestigt sind, was der Waffe ein exotisches Aussehen verleiht, die jedoch den vielen Kratzern und dem Zustand der Ringe nach schon bessere Tage gesehen hat.

Seine rechte Hand steckt in einem stachelbesetzten Lederhandschuh, den man sicherlich nicht in der Nähe des eigenen Gesichts sehen will.

Eine stark ramponierte Rüstung aus verbundenen Lederplatten bedeckt seinen Oberkörper und die Oberarme. Darüber trägt er einen dicken braunen Stoffumhang mit Kapuze. Eine einfache aber immerhin dicke Stoffhose bedeckt seine Beine, die an Knien und am Gesäß mit Lederflicken verstärkt ist.
Schwere Wanderstiefel runden das Bild ab.

Sein Rucksack ist mindestens so alt, wie seine Rüstung und Waffe, doch dank guter Verarbeitung immer noch im besten Zustand.
An seinen schweren ledernen Gürtel sind mehrere kleine Ledertaschen verschiedener Größe genäht, in denen er allerlei Krimskrams aufbewahrt.