Callous Rake

Garox's page

33 posts. Alias of Jolly Roger.


Classes/Levels

skills:
Acrobatics +7, Bluff +5, Disable Device +11, Disguise +5, Intimidate +7(9), Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +7(10), Sense Motive +6, Sleight of Hand +6, Stealth +11

Gender

AC 17 (T 12, FF 15). HP 32, Fort +5, Ref +6, Will +3. Init +2, CMB 7/CMD 19, Speed 30ft

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

About Garox

Crunch:

Fighter 1(lorewarden)/ Rogue 3(thug/scout)
CG Medium Aasimar / Outsider (Native)
Init +2; Senses Perception +8, Darkvision 60 ft
==DEFENSE==
AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex)
hp 32 (3d8+1d10+4)
ER Acid 5, Cold 5, Electricity 5 Fort +5, Ref +6, Will +3
Armor Chain Shirt +1
Defensive Abilities Aasimar Resistance (PFBty 7), Evasion (PFCR 68)
==OFFENSE==
Spd 30 ft/x4
Melee Alchemical Silver Earth Breaker +1 +8 (2d6+6) 20/x3 CM +1
Melee Cold Iron Greatsword +7 (2d6+6) 19-20/x2
Melee Quarterstaff +7 (1d6+6) 20/x2 monk, double
Ranged Masterwork Composite Longbow +6 (1d8+4) 20/x3 CM +1; SB [+4]
Special Attacks Sneak Attack [2d6] (PFCR 68), Offensive Defense ((PFAPG 131))
==STATISTICS==
Str 18, Dex 14, Con 12, Int 12, Wis 12, Cha 14
BAB +3, CMB +7, CMD +19
Feats Armor Proficiency (LIGHT) (PFCR 118), Bludgeoner (PFUC 90), Enforcer (PFAPG 159), Sap Adept (PFUC 116)
Skills Acrobatics +8, Climb +4, Diplomacy +8 Disable Device +10, Intimidate +9, Knowledge (local) +6, Linguistics +7, Perception +8 [Find Traps +10], Sense Motive +9, Stealth +10, Use Magic Device +9
MC Rogue Talent (PFCR 68-70)
Traits Armor Expert (Combat) (PFAPG 327), Trap Finder (Mummy's Mask campaign)
Languages Celestial, Common, Draconic
==Magic==
Traits Armor Expert (Combat) (PFAPG 327)
Languages Abyssal, Common, Goblin, Infernal
Inventory Masterwork Thief Tools, Masterwork Goggles to detect traps (+2 perception), Masterwork scary earthbreaker (+2 intimidate with earthbreaker attacks), Climbers kit, Bunt arrows, rations, backpack with standard rogues kit, Cloak of resistance +1, 2 potions of CLW.

Feats and Traits:

-- AASIMAR RACIAL TRAITS --
• Str: +2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• AASIMAR RESISTANCE: Resistance to acid 5, cold 5, and electricity 5.
• LANGUAGES: Aasimars begin play speaking Common and Celestial.
• DARKVISION 60 FT: Aasimar can see in the dark up to 60 ft.
• ANGELIC HERITAGE: Most aasimars do not know exactly where their celestial powers came from, however, some posses more unique traits and abilities inherited from their supernal forebears, attributes that hint at the precise type of celestial being that affected their ancestors. You've choosen Angelkin aasimar heritage modifiers.
• TRUESPEAKER: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics.
• ANGELKIN: Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take. An Angelkin can use alter self once per day as a caster of his class levels.
• Automatic Languages: Common, Celestial
• Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan

-- ARCHETYPES --
• You have selected the following Archetypes:
- Lore Warden (Fighter)
- Scout, and Thug (Rogue)

-- CLASS ABILITIES --
• FAVORED CLASS (Rogue) : You've gain the following bonuses: +3 Hit Point.
• BRUTAL BEATING: When you deal sneak attack damage, you can forgo 1d6 of sneak attack damage to make the target sickened for 2 rounds. Does not stack with itself. Only the most recent applies. (PFAPG 135).
• EVASION: You can avoid even magical and unusual attacks with great agility. A successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Must be in light armor or no armor and not helpless. (PFCR 68).
• FIGHTER BONUS FEATS: At 1st level, and at every even level, a you gain a bonus feat from the Combat Feats list. (PFCR 55).
• FRIGHTENING: When you successfully use intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. If the target is shaken for 4+ rounds, you can instead decide to make the target frightened instead for 1 round (PFAPG 135).
• SCHOLASTIC: Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class
skills for Lore Wardens. (PFSc: SFG).
• LORE WARDON WEAPONS AND ARMOR: Lore Wardon is proficient with all
simple and martial weapons as well as with Light armor. Not proficient with shields.
(PFSc: SFG).
• ROGUE TALENT: You have the following rogue talents:
- Offensive Defense: When a rogue with this talent hits a creature with a melee
attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each
sneak attack die rolled for one round. (PFAPG 131).
• SNEAK ATTACK: Deal +2d6 sneak attack damage in addition to weapon damage any
time the enemy is denied a dexterity bonus to AC or is flanked by you. Ranged attacks
must be within 30 ft to do sneak attack damage. (PFCR 68).
• WEAPONS AND ARMOR: You are skilled with all simple, all martial, hand
crossbow, weapons. You are proficient with light armor, and no shields. (PFCR).

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)
• BLUDGEONER: You take no penalty on attack rolls for using a lethal
bludgeoning weapon to deal nonlethal damage. (PFUC 90)
• ENFORCER: Dealing nonlethal damage in melee, make Intimidate to demoralize [PFCR
99] target as free action. Lasts damage in rounds. If crit, target also frightened for
1 round. (PFAPG 159)
• SAP ADEPT: Whenever you use a bludgeoning weapon to deal nonlethal sneak
attack damage, you gain a bonus on your damage roll equal to twice the number of sneak
attack damage dice you rolled. (PFUC 116)

-- TRAITS --
• ARMOR EXPERT (Combat): When you wear armor of any sort, reduce that
suit's armor check penalty by 1, to a minimum check penalty of 0. (PFAPG 327)

-- WEAPONS --
• MASTERWORK COMPOSITE LONGBOW: You need at least two hands to use a
bow, regardless of its size. You can use a composite longbow while mounted. If your
Strength bonus is less than the strength rating of the composite bow, you can't
effectively use it, so you take a –2 penalty on attacks with it. [Weapon 2 (PFCR)]

-- MAGIC ITEMS --
• CLOAK OF RESISTANCE +1: These garments offer magic protection in the form
of a resistance bonus on all saving throws (Fortitude, Reflex, and Will). [CL: 5th]
[Shoulder (PFCR)]

background:

Garox knows nothing of his parents, he was found in the woods by a guardsman who took the boy in and trained him accordingly. It quickly became apparent that Garox is more than just a normal boy. At a young age he found out he could turn himself into someone else for a short period of time. Something that was very useful when Garox was up to no good, he could place the blame on others.

Though his foster-father trained him as a guard, Garox thought it was way too boring. He wanted some excitement in his life and turned to trickery. He would do odd jobs for whoever payed for it, though he made sure he didn't do anything that would seriously harm others. Mostly it was protection money for guarding merchants through town or showing them the finer places in Karlsgard.

Though he is mostly well liked in the town, he made some enemies because of his own work. Also because he charmed more than one married woman into his bed. He has been looking for something even more adventurous outside of the city. In preference in the accompany beautiful young women.

appearance:

Garox is an Angelkin Aasimar which isn't that obvious. He might just naturally be that be pretty and charismatic. He wears a strappy outfit and has a nice mohawk. He always carries his silver earthbreaker over his should as that is his signature weapon.

personality:

He is a good hearted and friendly Angelkin Aasimar with a beaming smile on his face.
"Keep em alive, they might offer secrets and gold for their life after being caught!" Is his motto.
He is a jolly character and a romantic, so pretty ladies beware.