Harsk

Grumpy ol' Harsk's page

28 posts. Alias of Twigs.


Race

| killer trait | favored enemy giants +4, fey +2 | Ranger Spells Prepared: | 2nd | ironskin | 1st | gravity bow, gravity bow |

Classes/Levels

Skills:
Handle Animal +9, Heal +12, Knowledge (geography) +10, Knowledge (nature) +10, Perception +12 (+14 unusual stonework), Stealth +13, Survival +12 (+15 to follow tracks)

Gender

Pregen Dwarf Ranger/7 | Init +3 | Perc +12, darkvision, stonecunning | AC 19 T 13 FF 16 | HP 67/67 | F +11 R +10 W +8; +2 vs poison, spells, SLA's | +1 battlaxe +10/+5 (1d8+4/x3) or +2 heavy crossbow +12 (2d8+2/19-20)

Alignment

Lawful Neutral

Strength 14
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 14
Charisma 8

About Grumpy ol' Harsk

Init: +3, Senses: darkvision, stonecunning; Perception +12

DEFENSE
AC: 19; Touch 13, Flat-footed 16 (+5 armor, +3 dex, +1 natural) ; +4 dodge vs giants
HP: 67 (7d10+21)
Fort: +11, Ref: +10, Will: +6; +2 vs poison, spells and spell-like abilities

OFFENSE
Speed: 20ft
Melee: +1 battleaxe +10/+5 (1d8+4/x3)
Ranged: +2 heavy crossbow +12 (1d10+2/19-20)
Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, favored enemy (fey +2, giants +4)
Ranger Spells Prepared: (CL 4, Concentration +6)
2nd - ironskin
1st - gravity bow x2

ATTRIBUTES
STR: 14 DEX: 16 CON: 16 INT: 10 WIS: 14 CHA: 8
BAB: +7 CMB: +9 CMD: 22 (26 vs. bull rush, 26 vs trip)
Traits killer, resilient*
Skills: Appraise +0 (+2 to assess nonmagical metals or gemstones), Handle Animal +9, Heal +12, Knowledge (geography) +10,
Knowledge (nature) +10, Perception +12 (+14 to notice unusual stonework), Stealth +13, Survival +12 (+15 to follow tracks); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Feats: Endurance, Far Shot, Improved Precise Shot, Iron Will*, Point-Blank Shot, Precise Shot, Rapid Reload (heavy crossbow)
SQ: favored terrain (mountain +2), hunter’s bond (animal companion), track +3*, wild empathy +6, woodland stride
Combat Gear potions of cure moderate wounds (4), potions of pass without trace (2), +2 screaming bolts (DC 14) (4), smokestick, tanglefoot bag; Other Gear +2 studded leather, +1 battleaxe, +2 heavy crossbow with 30 bolts, amulet of natural armor +1, cloak of resistance +2, antitoxin, backpack, signal whistle, teapot, trail rations (4), 169 gp
* The effects of this ability are already calculated into Harsk’s statistics.

Biter (Animal Companion):

Biter,
possesses the following statistics: Size Medium; AC 17; hp 34;
Fort +7, Ref +7, Will +2; Speed 30 ft., burrow 10 ft., climb 10 ft.;
Melee bite +7 (1d6+3), 2 claws +6 (1d4+3); Special Attacks rage
6 rounds/day; Str 16, Dex 16, Con 17, Int 2, Wis 12, Cha 10; Feats
Toughness, Weapon Focus (bite); Skills Climb +11, Perception +8;
SQ link, low-light vision, scent, share spells, tricks (attack [all
creatures], come, defend, fetch, guard, heel, stay)

SPECIAL ABILITIES:

Favored Enemy Against giants, Harsk gets a +4 bonus on weapon
attack rolls and weapon damage rolls. He also gains a +2 bonus
on Bluff, Knowledge, Perception, Sense Motive, and Survival
skill checks against giants, and can make Knowledge skill checks
untrained when identifying giants. He gains similar benefits
against fey, but with only a +2 bonus.
Animal Companion Harsk’s badger animal companion, Biter,
possesses the following statistics: Size Medium; AC 17; hp 34;
Fort +7, Ref +7, Will +2; Speed 30 ft., burrow 10 ft., climb 10 ft.;
Melee bite +7 (1d6+3), 2 claws +6 (1d4+3); Special Attacks rage
6 rounds/day; Str 16, Dex 16, Con 17, Int 2, Wis 12, Cha 10; Feats
Toughness, Weapon Focus (bite); Skills Climb +11, Perception +8;
SQ link, low-light vision, scent, share spells, tricks (attack [all
creatures], come, defend, fetch, guard, heel, stay)
Endurance Harsk can sleep in light or medium armor without
becoming fatigued, and gets a +4 bonus on checks
related to his endurance, described in detail on page 122
of the Pathfinder RPG Core Rulebook.
Far Shot Harsk takes only a –1 penalty per range increment
between him and his target on ranged attacks.
Favored Terrain When in mountains, Harsk can’t be tracked and
gains a +2 bonus on initiative checks and Knowledge (geography),
Perception, Stealth, and Survival skill checks.
Improved Precise Shot Harsk’s ranged attacks ignore the AC bonus
targets get from anything less than total cover, and also ignore the
miss chance granted by anything less than total concealment.
Killer When Harsk confirms a critical hit, he deals an additional
amount of damage equal to his weapon’s critical modifier (+3 with
his battleaxe or +2 with his heavy crossbow). This additional
damage is added to the final total and is not multiplied by the
critical hit multiplier itself.
Point-Blank Shot Harsk gets a +1 bonus on attack and damage
rolls with ranged weapons at ranges up to 30 feet.
Precise Shot Harsk can make ranged weapon attacks against targets
engaged in melee without taking the normal –4 penalty to the
attack roll.
Rapid Reload Harsk can reload his heavy crossbow as a move action.
Wild Empathy Harsk can improve the attitude of an animal using
wild empathy (like using Diplomacy works with people). His bonus
for this check is +6. He can try influencing a magical beast with an
Intelligence of 1 or 2, but takes a –4 penalty.
Woodland Stride Harsk can move through nonmagical undergrowth
at normal speed and without taking damage.