About GoraxDeevor:
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'
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
Saves:
Skills:
Fighter 2 points + Human 1pt + Int Mod 0pt = 3 pts per level Total - Skill = Ability Mod + Ranks + Skill additions
Feats, Abilities and Talents:
Feats
Class Abilities Fighter
Traits
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
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
Faith
Social
Kingmaker
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...
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