Valeros

Guaire's page

1,576 posts. Alias of Chyrone.


Full Name

Guaire

Classes/Levels

Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Strength 14
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 14
Charisma 12

About Guaire

Statblock

Spoiler:

M Galvanic Saboteur 11/ Techslinger 1
NG
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DEFENSE
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Hp 111 (12d10+11FCB+24Con)
AC 24/17/20 (+4 Dex, 7 Armor, 3 deflection)
Armor: +1 Breastplate (+7 Ac, max dex +4)
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OFFENSE:
Speed 30ft

Melee:
-Adamantine Heavy flail +14 (1d10+2)

Ranged:
+1 Mechbane longbow +17(1d8+1)/+18 (1d8+2) within 30ft (+2d6 vs construct type foes) [19-20 x3]
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Initiative (+5), Perception +25
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Save rolls: Fort: +14, Ref +17, Will +10 (12)
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STATISTICS
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Str 14, Dex 18, Con 12, Int 14, Wis 13, Cha 12
Base Atk +12, CMB +14; CMD 29
Favored Class Bonus: Ranger (+1HP)
Languages: Androffan, Common, Hallit, Kellid

Feats:
Lvl 1 : Point blank shot
Lvl 1 Racial: Precise shot
Lvl 2 Style : Rapid Shot
Lvl 3 Class : Endurance
Lvl 3 : Weapon Focus (Longbow)
Lvl 5 : Boon Companion
Lvl 6 Style : Improved Precise Shot
Lvl 7 : Cluster shot
Lvl 9 : Manyshot
Lvl 10 Style: Point blank master
Lvl 11 PC : Improved critical [longbow]
Traits:

-Against the Technic League effects.
-Hunter's Knack (+1 to attack rolls vs favored enemies from readied attacks)

Skills:
-Acrobatics 9[+15]
-Climb 5[+10]
-Disable Device 3[+9]
-Handle Animal 4[+8]
-Heal 9[+13]
-Intimidate 12 [+16]
-Kn. Arcana 6 [+10]
-Kn. Nature 5 [+9]
-Linguistics 1 [+2]
-Perception 10 [+15]
-Stealth 11 [+17]
-Survival 5 [+9]
-Swim 2 [+7]

Skillpoints per lvl 8(6 +1int +1racial)

Favored enemy: Constructs (+6), Humans (+4), Aberrations (+2)

Archetype abilities:

Favored Enemy (Ex)
At 1st level, a galvanic saboteur must select construct creatures as his first favored enemy.

This ability alters favored enemy.

Reprogram (Ex)
At 1st level, a galvanic saboteur can improve the initial attitude of a mindless construct. This ability functions as wild empathy, except only against mindless constructs. The ranger can use this ability against constructs with an Intelligence score, but he takes a –4 penalty on the check.

This ability replaces wild empathy.

At 3rd level, a galvanic saboteur can dodge the precise attacks of even the most technologically advanced foes. The ranger gains a luck bonus to AC against attacks that target his touch AC as long as his opponent's type matches that of his first favored enemy. This luck bonus is equal to 1/2 the ranger's favored enemy bonus against that creature type. At 8th, 13th, and 18th levels, the ranger gains this luck bonus to AC against attacks that target touch his AC as long as his opponent's type matches his second, third, and fourth favored enemy, respectively. A galvanic saboteur's animal companion (if he chose one for his hunter's bond) also gains this luck bonus.

Combat Style: Archery

Gear
+1 Breastplate
Mechbane Longbow 75 gp, 3lbs
Adamantine Heavy flail
Cloak of resistance +5
Ring of protection +3
Dex of incredible dexterity +2

Background

Spoiler:

Guaire is a member of the Blades Aaramor by birth.
Despite that he gets restless being stuck in one place for too long, which is why the position of ranger fits him well.
With the ever present tensions with the Technic League, some of the tribe had made some precautions, paranoia in the eyes of some.
With constructs under the command of the Technic League, some special training was designed for a specialty named "Galvanic Saboteur".
To combat constructs better. While Guaire isn't a veteran, the tricks have helped on occasion.

Personality

Spoiler:

Guaire values the tribal traditions.
His mind is normally set on getting a job done, as efficiently as possible. This might sometimes make him appear blunt or indifferent, but it's the way that works for him.
He's suspicious of technology, unless it proves beneficial or friendly, in case of "special" individuals like the tattooed children of the stars.

Pilo companion. R.I.P.:

Small animal
Init +2
HP: 60/60, AC 21/14/19
BaB +5 F+8, R+7, W+5
Attacks: Gore +9(1d6+3+poison], Tail slap +9(1d4+3)

Scores: Str 17, Dex 15, Con 16, Int 3, Wis 14, Cha 7

Special Abilities
Poison (Ex) Quills—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Dex; cure 1 save.

Quills (Ex) Any creature attacking a pilo with natural weapons or an unarmed strike takes 1d6 points of piercing damage. A creature that grapples a pilo takes 2d6 points of piercing damage each round it is engaged in a grapple. A pilo can also use its quills to damage any opponent it successfully bull rushes. Any creature that takes damage from a pilo’s quills risks being poisoned.

Roll Up (Ex) As a move action, a pilo can tuck itself into a ball. This grants the pilo a +4 bonus to its natural armor, but its speed is reduced to 10 feet.

Skills:
Acrobatics 3(+8)
Perception 2(+9)
Stealth 2 (+10)

Feats:
Endurance.
Power attack.
Toughness
Dodge

Tricks:
Attack, Come, Down, Flank, Guard, Heel.
Bonus tricks: Stay, Track

Devotion
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.