Valeros

Gorax's page

647 posts. Organized Play character for Deevor.


Full Name

Gorax

Race

Human(Shoanti)

Classes/Levels

Fighter 2 HPs 13/13 AC 15/T12/FF13

Gender

Male

Size

6' 0" weighs 182lbs

Age

22

Alignment

Neutral Good

Deity

Cayden Cailean

Languages

Common

Occupation

Butcher/Prize fighter

Strength 16
Dexterity 15
Constitution 14
Intelligence 8
Wisdom 13
Charisma 12

About Gorax

Deevor:

12784-3

PFS Brawler 1:

Gorax
Human (Shoanti) brawler 1 (Pathfinder RPG Advanced Class Guide 23)
NG Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . longspear +4 (1d8+4/×3) or
. . unarmed strike +4 (1d6+3)
Ranged light crossbow +3 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks martial flexibility 4/day
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 14, Int 8, Wis 13, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Combat Expertise, Combat Reflexes, Improved Unarmed Strike
Traits iron liver, unorthodox strategy
Skills Acrobatics +5 (+7 to move through an enemy's threatened squares), Knowledge (local) +3, Profession (butcher) +5, Sense Motive +5
Languages Common, Shoanti
SQ brawler's cunning, martial training
Other Gear studded leather, crossbow bolts (20), dagger, light crossbow, longspear, backpack, bedroll, belt pouch, fishhook (2), flint and steel, hemp rope (50 ft.), mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 70 gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.

Previous Incarnation of Gorax:

Favourite sayings:

'Drink is the evil that makes deamons of ordinary men'
'I'll look after you now, mother'
'How about you and me put down this steel and meet flesh to flesh outside'

Background:

His father had settled after a Kellid raid to retrieve resources from the peaceful lands around the northern River Kingdoms. He found a local woman, with whom he fell in love and gave up his Kellid ways. The man and woman married and he tried his hand at mining, where his great strength would be used to his advantage. Unfortunately, life in the mines and the loss of his Northlands, meant he drank more and more.
Gorax's father became an alcoholic and a drunkard and abusing his mother. Gorax killed his father after his father came home drunk one day and started up again on his mother. The abuse meant he rarely did much at school, but was renowned for his strength. He doesn't like taverns or people that drink, especially to excess. He is of course tea total. He only goes in Taverns if he really needs to, preferring to stay outside, or even stay in the stable rather than take a room at the Inn. He has grown to understand that people go to meet in taverns for business, so knows he must enter sometimes.

The huge brute of a boy, has always been good with his fists, since he needed to use them to keep his father from hitting him as well. His siblings a younger brother and 2 sisters grew to rely on Gorax for protection.

At school, several boys/girls befriended Gorax, as he would provide protection. For despite his strength and size Gorax was not a bully, and always seemed to want to protect the weaker folks.

He has found it difficult to keep a job with his views on alcohol. At the beginning, several tavern owners thought he would make a good bouncer, because he could be trusted not to drink. But more than one reveller has been severely injured after drinking too much and suffered at Gorax's hands. Drinkers started to stay away from Taverns where he was stationed.

He tried his hand at the city militia/guard, but even they thought his attitude too much to handle, so he was asked to leave. They did however managed to teach him the the way of the sword and shield. He is now proud of his skills handling weapons, but you can't beat a good punch-up.

He as had a go at prize fighting, where he started to do well, but he didn't loose when he was told to. Which meant several important men lost a lot of money in gambling on his fights.

Now all that seems left is to go off so seek work or adventure anywhere that can offer rewards he could share with his family. Gorax has heard that a team of explorers into the 'Stolen Lands' is in need of some muscle. With a warrant from the lords of Brevoy, he sees an opportunity to provide a new and stable home for his family, where he can be in a privileged position as a founder of a new kingdom.

Appearance:

Young, but large and brutish with a nose at an angle, typical of a boxer. He has large cauliflower ears, his black hair dirty and ragged is tied in a ponytail down to his shoulders. Under black bushy eyebrows, gray eyes peer out surrounded by scarred tissue. His hands in huge tarnished gauntlets look large and powerful. He wears a brown dirty, torn shirt over his chainmail. A longsword is hung by his side, it looks only slightly cleaner than the rest of him. On his back rests a shabby, but very study backpack. His head down, he lumbers across the courtyard, but at second glance, he seems much lighter on his feet than you would imagine.

Fighter 2 compatible with DM Tareth's game.:

Purse with 23 Gold 45 Silver (20Gp40Sp from goblins in camp fight, +3gp/5sp from spiders/goblins)
Gorax
Male Human (Kellid) Fighter 2
CG Medium Humanoid (human)
Init +2; Senses Perception -1
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +1 shield, +2 Dex)
hp 24 (2d10+6)
Fort +6, Ref +2, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1; Resist issian
--------------------
Offense
--------------------
Speed 20 ft.
Melee Light Shield Bash +6 (1d3+4/x2) and
Longsword +7 (1d8+4/19-20/x2) and
Unarmed strike +6 (1d3+4/x2)
Ranged Shortbow +4 (1d6/x3)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 16, Int 13, Wis 9, Cha 7
Base Atk +2; CMB +6; CMD 18
Feats Improved Unarmed Strike, Iron Will, Power Attack -1/+2, Weapon Focus (Longsword)
Traits Issian, Poverty-Stricken
Skills Acrobatics +0 (-4 jump), Climb +5, Escape Artist -2, Fly -2, Intimidate +2, Knowledge (engineering) +5, Ride +2, Stealth -2, Survival +4, Swim +0
Languages Common, Hallit, Orc
Other Gear Hide armor, Light wooden shield, Arrows (40), Longsword, Shortbow, Artisan's toolsCraft (weapons), Backpack (18 @ 38 lbs), Bedroll, Blanket, winter, Flint and steel, Rope, Torch (6), Trail rations (5), Waterskin (2), Whetstone, Rusty Spade,71 GP, 8 SP, 6 CP
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 Will save vs. Fear
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Issian +1 Will save vs. Mind-affecting.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

DM Kudos' Game compatible character:

GORAX CR 1/2
Male Human (Kellid) Fighter 1
CG Medium Humanoid (Human)
Init +2; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +1 shield, +2 Dex)
hp 14 (1d10+3)
Fort +5, Ref +2, Will +1
Resist Issian
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Light Shield Bash +5 (1d3+4/20/x2) and
Longsword +6 (1d8+4/19-20/x2) and
Unarmed Strike +5 (1d3+4/20/x2)
Ranged Shortbow +3 (1d6/20/x3)
--------------------
STATISTICS
--------------------
Str 18, Dex 15, Con 16, Int 13, Wis 9, Cha 7
Base Atk +1; CMB +5; CMD 17
Feats Improved Unarmed Strike, Iron Will, Weapon Focus: Longsword
Traits Issian, Poverty-Stricken
Skills Acrobatics -1, Escape Artist -2, Fly -2, Intimidate +2, Ride -2, Stealth -2, Survival +4, Swim +0
Languages Common, Hallit, Orc
Combat Gear Arrows (40), Hide, Longsword, Shield, Light Wooden, Shortbow; Other Gear Backpack (18 @ 38 lbs), Bedroll, Blanket, winter, Flint and steel, Rations, trail (per day) (5), Rope, hempen (50 ft.), Torch (6), Waterskin (2), Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Issian +1 Will save vs. Mind-affecting.

General Stats at Level 2:

HP 28 Speed 20ft Weight limits 43/86/130 Current HP 28
HP rolls 10,10 (+ 3 con per level) + 2 favoured class = 28
Money 25sp
Languages: Common
Initiative 2 = 2 + 0
Current XP = 3947 Next Level XP = 4000

Defense:

AC 21 = 10 + 6 + 2 + 2 + 0 + 0 + 0 + 1 (feat)
Touch(13) Flatfooted(18)
CMD 17 = 10 + 2 + 5 + 0 + 0
Scalemail+1 AC +6 Armour Check -3
Wooden Shield AC+2 Armour Check -2

Attack:

Base Attack +2
CMB 6 = 2 + 3 + 0

  • Cold Iron Longsword attack [dice]1d20+7[/dice] Damage [dice]1d8+3[/dice] Crit Longsword (19-20 x2) ignore Damage Reduction on Fey and Demons, Masterwork Quality. +2base,+3str,+1WepSpec,+1MstrWrk
  • Longsword attack [dice]1d20+6[/dice] Damage [dice]1d8+3[/dice] Crit Longsword (19-20 x2)
  • Longsword 2 handed attack [dice]1d20+6[/dice] Damage [dice]1d8+4[/dice] Crit Longsword (19-20 x2)
  • Gauntlet attack [dice]1d20+5[/dice] Damage [dice]1d3+3[/dice] Crit Gauntlet (20 x2)
  • Unarmed Strike [dice]1d20+5[/dice] Damage [dice]1d3+3[/dice] Crit Unarmed (20 x2)
  • Long Bow Attack [dice]1d20+4[/dice] Damage [dice]1d8[/dice] Crit Long Bow (20 x2) Range 100ft arrows 20

Saves:

  • 6 Fort(3+3)
  • 3 Reflex(0+3)
  • 2 Will(0-1+3) (+1 vs Mind Effects)
    +1 on saving throws against effects that cause him to be paralysed, slowed or entangled

Skills:

Fighter 2 points + Human 1pt + Int Mod 0pt = 3 pts per level
Total - Skill = Ability Mod + Ranks + Skill additions

  • -3 Acrobatics = 2 + 0 -5
  • 0 Appraise = 0 + 0 + 0
  • -1 Bluff = -1 + 0 + 0
  • 3 Climb = 3 + 1 + -1
  • -1 Diplomacy = -1 + 0 + 0
  • -1 Disguise = -1 + 0 + 0
  • -3 Escape Artist = 2 + 0 + -5
  • -3 Fly = 2 + 0 + -5
  • -1 Heal = -1 + 0 + 0
  • 5 Intimidate = -1 + 2 + 4
  • -1 Perception = -1 + 0 + 0
  • -3 Ride = 2 + 0 + -5
  • -1 Sense Motive = -1 + 0 + 0
  • 0 Spellcraft = 0 + 0 + 0
  • -3 Stealth = 2 + 0 + -5
  • 5 Survival = -1 + 2 + 4
  • 3 Swim = 3 + 1 + -1

Feats, Abilities and Talents:

Feats

  • Iron Will: You are more resistant to mental effects. Benefit: You get a +2 bonus on all Will saving throws.
  • Improved Unarmed Strike: You are skilled at fighting while unarmed. Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
  • Weapon Focus(Longsword): Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon Longsword.
  • Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. Prerequisite: Dex 13. Benefit: 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.

Class Abilities Fighter

  • +1 on saving throws against effects that cause him to be paralysed, slowed or entangled, increases by +1 every 4 levels. replaces bravery.

Traits

  • Combat - Deft Dodger (+1 reflex)
  • Social - Poverty Striken (+1 survival, survival class skill)
  • Campaign - Issian (+1 Will against mind affects)

Equipment:

Starting Gold 175gp
2 gp Backpack
0.75 gp Rations x 15 days
1 gp Bedroll + Blankets(winter)
3 gp Waterskin x 3
1 gp Travellers Outfit
6 cp Whetstone x3
----
7gp 75sp 6cp on mundane goods

2 gp Gauntlets
15 gp Longsword
150 gp chainmail
-------
174.75 gp mundane plus armor and weapons
-------
-------
24sp 94cp in purse.
-------

Treasure and Bought:

T1 Bow
T1 Arrowsx20
B1 Heavy Wooden Shield
B3 Potion CLW
B2 Protection Evil
T2 MWrk Cold Iron Longsword
T2 Scalemail+1

Notes:

Used 20 point creation, +2 to strength(1st Level Human)

Choose from traits:

Combat
* Courageous: Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you’d make it through. You gain a +2 trait bonus on saving throws against fear effects.
* Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
* Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to Initiative checks.

Faith
Indomitable Faith: You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.

Social
* Poverty-Stricken: Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus to Survival checks, and Survival is always a class skill for you.

Kingmaker
* Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged
wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
* Issian: You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for
your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing
to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.
* Rostlander: You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance
of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
* Sword Scion: You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their
members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Gorax has heard that the Pathfinders often require 'protectors' for the teams are given exacting tasks to accomplish. He thinks, a good fist can always help them on their way, so seeks his first engagement.

character progression:

HD = 1d5 + 5 ⇒ (5) + 5 = 10
Gorax takes mobile fighter archtype
+1 on saving throws against effects that cause him to be paralysed, slowed or entangled, increases by +1 every 4 levels. replaces bravery.
+1 BAB
+1 fort saves
Combat Feat - Dodge
Skills 3 - Intimidate, Climb, Survival
Favoured Class HP +1

Feat Progression...well possible...
2 - Dodge
3 - Dazzling Display
4 - Mobility
5 - Intimidating Prowess
6 - Combat Reflex
7 - Shatter defenses
8 - Improved Critical
9 - Critical Focus
0 - Combat Patrol
1 - Deadly Stroke
2 - Penetrating strike
3 - Bleeding Critical
4 - Crippling Critical
5 - Critical Mastery
6 - Greater Penetrating Strike
7 - Blinding Critical
8 - Weapon Spec
9 - Greater Weapon Focus
0 - Greater Weapon Spec