Shoanti

Halcorg's page

249 posts. Alias of Tirion Jörðhár.


Full Name

Halcorg

Race

Human(Shoanti)

Classes/Levels

Ranger/7 [HP63/84; AC19,T11,FF18; F+6,R+6,W+4; Per+10/12/14; Init +2]

Gender

Male

Size

M - 6' 3", 240 lbs

Age

26

Alignment

CG

Deity

Desna

Languages

Common(Taldan), Shoanti,

Strength 22
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 13
Charisma 10

About Halcorg

___________________________________________________________
Offense:
___________________________________________________________
+2 Initiative (+1 Dex, +1 Trait) (+2 FT - Forest)
+7 BAB

+13 CMB (+7 BAB, +6 Str)
+24 CMD (+7 BAB, +6 Str, +1 Dex, +10)

+15/+10 Earthbreaker [(+6 BAB, +6 Str, +1 Enhancement, +1 WF) Damage: 2d6+7 (+10 if 2-handed)]
+16 Klar [(+6 BAB, +6 Str, +2 Enhancement (Shield Master), +1 WF) Damage: 1d4+5 (+6 Str/2 +2 Enhancement)]

+8/+3 Longbow, Composite, Masterwork [+6 BAB, +1 Dex) Damage: (1d8+6)]

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 63

Max hp: 84 (+10+10+10+10+10+10+10; +7 Con; +7 FC)
AC 19 [+1 Dex, +5 Armor, +3 Shield, +10]
Flatfoot AC 18 [+5 Armor, +3 Shield, +10]
Touch AC 11 [+1 Dex, +10]

+6 Fort (+5 base, +1 Con) (+5 Ranger)
+6 Ref (+5 base, +1 Dex)(+5 Ranger)
+4 Will (+2 base, +1 Wis, +1 Trait)(+2 Ranger)

Special Abilities
Hero Points - 1/3

Ranger Spells Memorized:

Level 1
-Aspect of the Falcon
-Lead Blades

Level 2

Skills:
+11 Acrobatics (Dex +1, Ranks 6, Trait +1, Class(trait) Skill +3)
+0 Appraise (Int +0, Ranks 0)
+0 Bluff (Cha +0, Ranks 0)
+12 Climb (Str +6, Ranks 3, Class Skill +3)
+* Craft (Int +0, Ranks 0, Class Skill +3)
+0 Diplomacy (Cha +0, Ranks 0)
+2 Disable Device (Dex +1, Ranks 1)
+0 Disguise (Cha +0, Ranks 0)
+4 Escape Artist (Dex +1, Ranks 3)
+* Fly (Dex +1, Ranks 0)
+7 Handle Animal (Cha +0, Ranks 4, Class Skill +3)
+5 Heal (Wis +1, Ranks 1, Class Skill +3)
+4 Intimidate (Cha +0, Ranks 1, Class Skill +3)
+* Knowledge, Arcana (Int +0, Ranks 0)
+* Knowledge, Dungeoneering (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Engineering (Int +0, Ranks 0)
+5/+7 Knowledge, Geography (Int +0, Ranks 2, Class Skill +3)(+2 FT - Forest)
+* Knowledge, History (Int +0, Ranks 0)
+* Knowledge, Local (Int +0, Ranks 0)
+4 Knowledge, Nature (Int +0, Ranks 1, Class Skill +3)
+* Knowledge, Nobility (Int +0, Ranks 0)
+* Knowledge, Planes (Int +0, Ranks 0)
+* Knowledge, Religion (Int +0, Ranks 0)
--> All Knowledge - +2 FE - Humanoid(giant)
+1 Linguistics (Int +0, Ranks 1)
+11/+13/+15 Perception (Wis +1, Ranks 7, Class Skill +3) (+2 FT - Forest) (+2 FE - Humanoid(giant))
+0 Perform, Untrained (Cha +0, Ranks 0)
+* Profession, Untrained (Wis +1, Ranks 0, Class Skill +3)
+9 Ride (Dex +1, Ranks 5, Class Skill +3)
+2/+4 Sense Motive (Wis +1, Ranks 1) (+2 FE - Humanoid(giant))
+* Sleight of Hand (Dex +1, Ranks 0)
+4 Spellcraft (Int +0, Ranks 1, Class Skill +3)
+10/+12 Stealth (Dex +1, Ranks 6, Class Skill +3) (+2 FT - Forest)
+8/+10/+12/+14 Survival (Wis +1, Ranks 4, Class Skill +3)(Track +2) (+2 FT - Forest) (+2 FE - Humanoid(giant))
+11 Swim (Str +6, Ranks 2, Class Skill +3)
+* Use Magic Device (Cha +0, Ranks 0)

Each level skill points gained = 7 (+6 Ranger, +0 Int, +1 Race) +FC

Traits/Feats/Drawbacks:

Traits
• Issian (+1 Will Saves)
• Reckless - +1 Acrobatics, Acrobatics is Class Skill
• Fey Protection
--> Benefit(s): You gain a +1 trait bonus to AC against attacks of opportunities made by fey and a +1 trait bonus on saving throws against the effects of fey creatures.

Feats


  • Weapon Focus(earthbreaker) (Human Bonus)
  • Weapon Focus(klar) (Level 1)
  • Two-Weapon Fighting (Ranger Combat Style - level 2)
  • Endurance (Ranger Bonus)
  • Thunder and Fang (level 3)
  • Boon Companion (level 5)
  • Shield Master (Ranger Level 6 Bonus)
  • Vital Strike (Level 7)

  • Simple Weapon Proficiency
  • Marital Weapon Proficiency

  • Light Armor Proficiency
  • Medium Armor Proficiency
  • Shield Proficiency (except Tower)

Story Feat --> Foeslayer
Your feud with your enemies can be quenched only with blood.

Prerequisite(s): You must have been defeated and robbed of at least half your possessions by a particular group of humanoids or monstrous humanoids, or have the An Eye for an Eye, Hated Foe, Raiders, or Vengeance background.

You may choose a specific race, such as duergar, or a broader group, such as goblinoids.

At the GM's discretion, you may instead choose residents of a particular country, settlement, or tribe.
Planning on Humanoid(giant/troll) or Orc, perhaps both.

Benefit(s): The save DCs for any of your spells or abilities increase by 1 when used against the chosen group, and you receive a +1 dodge bonus to AC against their attacks.

Goal: Slay an appropriate number of challenging foes.

Completion Benefit(s): You gain the benefits of the Improved Critical feat on attacks made against members of your chosen race. Your dodge bonus to AC against such foes increases to +2.

Drawback

Overprotective
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.

Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Racial:

+2 Str

Medium
Speed - 30'
Racial Skill Bonuses: +1 Skill/level
Bonus Feat at Level 1

Leveling Info:

Favored Class: Ranger
Lvl 1 (+1 HP)
Lvl 2 (+1 HP)
Lvl 3 (+1 HP)
Lvl 4 (+1 HP)
Lvl 5 (+1 HP)
Lvl 6 (+1 HP)
Lvl 7 (+1 HP)
_______________

Stats:
Str: 17 +2(Human Bonus) +1 (Level 4) +2 (Belt of Strength)
Dex: 12
Con: 12
Int: 10
Wis: 13
Cha: 10

+1 Str at level 4

Ranger:

Class Features

Weapon and Armor Proficiency:
Simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex)
--> +2 Humanoid(Giant) - (1st Level FE)
--> +4 Fey - (5th Level FE)

Ranger gains a bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex)

Combat Style Feat (Ex)

Sword and Board Fighting
If the Ranger selects weapon and shield style, he can choose from the following list whenever he gains a combat style feat:

Level 2 - Improved Shield Bash, Shield Focus, Shield Slam and Two-Weapon Fighting.
Level 6 - Add Saving Shield and Shield Master to the list.
Level 10 - Add Bashing Finish and Greater Shield Focus to the list.

Endurance
A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex)

--> Forest +2

The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Hunter's Bond (Ex)

Cat, Small

Spells

Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.

Animal Companion - Eraitar:

Cat, Small
Size Medium;
Speed 50 ft.;
HD/hp: 6HD - 60 hp
AC 20 - (+5 Dex, +5 natural armor) (+1 race, +4 NA bonus)
BAB - +3
Attack bite +8 (+4 BAB, +4 Str) (1d6+4 plus trip), 2 claws +8 (1d3+4);

Saves:
Fort: +7 (+5 race, +2 Con)
Ref: +10 (+5 race, +5 Dex)
Will: +3 (+2 race, +1 Wis)

Ability Scores
Str 19 (Base 12, +4 (level 4), +2 (Str/Dex Bonus), +1 (Ability Score Increase))
Dex 21 (Base 21, -2 (level 4), +2 (Str/Dex Bonus))
Con 15 (Base 13, +2 (level 4))
Int 2 (Base 2)
Wis 12 (Base 12)
Cha 6 (Base 6)

Feats:
Combat Reflexes
Dodge
Mobility

Skills:
+10 Acrobatics: (+5 Dex, Ranks 2, +3 Class Skill)
+8 Climb: (+4 Str, Ranks 1, +3 Class Skill)
+5 Escape Artist: (+5 Dex, Ranks 0)
** Fly: (+5 Dex, Ranks 0, +3 Class Skill)
-2 Intimidate: (-2 Cha, Ranks 0)
+5 Perception: (+1 Wis, Ranks 1, +3 Class Skill)
+9 Stealth: (+5 Dex, Ranks 1, +3 Class Skill)
+1 Survival: (+1 Wis, Ranks 0)
+8 Swim: (+4 Str, Ranks 1, +3 Class Skill)

Special Qualities low-light vision, scent, sprint

Sprint (Ex)
Once per hour, a small cat can move at 10 times its normal speed (500 feet) when it makes a charge.

Equipment:

Arms, Armor, and Clothing
(0) Explorer's Outfit, 8 lbs.
(0) Cold Weather Outfit, 7 lbs.
(0) Clothing, Furs, 5 lbs.

(2) Dagger, 1 lbs.
(1000) Longbow, Composite, Str 22, 2 lbs.
(1) 60 Arrows - 9 lbs. (3lbs/20)

(2000)Belt: Belt of Strength +2
Body:
Chest:
Eyes:
Feet:
Hand:
Head:
Headband:
Neck:
Shoulders:
Wrist:
(750)Armor: Chain Shirt +1
(1340)Weapons: Earthbreaker +1
(2162)Shield: Klar +2
Ring 1:
Ring 2

(375) Wand of Lead Blades (50 charges)
(375) Wand of Gravity Bow (50 charges)

67 lbs -- 7,252 cost

In Backpack

(2) Backpack, Masterwork 2 lbs
(0) Bedroll, 5 lbs.
(0) Oil, Flask, x10 1 lbs.
(10) Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Waterskin x4, 4 lbs
(2.5) Rations, Trail (x10), 5 lbs
Bear Traps x3
Torch x 5
Lantern, Bullseye

22 lbs

Belt Pouch

Chalk, 3 pieces
0 p.p.
13 g.p.
0 s.p.
0 c.p.

Carrying Capacity

Current Weight: 89 lbs

Light Load: x < 173 lbs.
Medium Load: 174 < x < 346 lbs.
Heavy Load: 347 < x < 520 lbs

Appearance:

Tall and tanned. Halcorg is the epitome of a Shoanti warrior. With his shaven head and tattoos adorning his arms and face, few in Varisia or anywhere else in the Inner Sea region would not immediately know the land from which he hails. Although preferring to travel shirtless wearing only his hunting breaches, Halcorg over the years has learned that there is little in the world more important than protecting oneself from harm. Thus, he is frequently seen searing a chain shirt over his jerkin, a chain shirt which he has also adorned with various Shoanti sayings written in the native tongue of his nomadic peoples.

In addition to his physical appearance, the other items of note which few would not see immediately is the huge hunting bow strung over his shoulder as well as the massive iron headed hammer which he carries loosely attached to his side ready to be drawn as quickly as needed.

Background:

Mile after mile after mile of scorched land, that was the land the Halcorg was born into. The Cinderlands are not a land for the weak, a land of fiery storms and long droughts. Yet, within this land some do live. Living among various fire resistant monsters is a great tribe of people, the Shoanti. This is land of the Lyrune-Quah, the Moon Clan, a tribe of great warriors who revere the moon and mountains and powerful beasts such as mountain lions, wolves and cave bears.

This was the world into which Halcorg was born. A land where the weak do not survive long, even with the love and care of a tribe. A land where young men and women learn to fight almost before they can walk, and continue to train in the martial arts until they are no longer able to walk.

Halcorg excelled at combat, first with clubs, then sticks used as swords. By the time he was ten, he was skilled with the use of swords and most other normal weapons, that is when he began to train with the most famous of Shoanti weapons, the earthbreaker and the klar. Once he became proficient in these iconic Shoanti tools, Halcorg began to learn to study the land, to detect the paths animals take, to hunt even the most illusive of creatures, for in the Cinderlands, a slight disturbance in the sand can be a sign of food, or death, and knowing which is the only way to survive.

For several years, Halcorg trained on the land, hunting and tracking creatures of all nature. While he was tied to the land, frequently, he would go to the edge of the Storval Rise and gaze over into the fertile green land below. Gaze down upon the land of Varisia, the land the elders spoke of as the land where the Shoanti forefathers lived before the Chelaxians forced the Shoanti out. Despite the warnings of his elders, Halcorg was determined to prove that reconciliation with the inhabitants of the low lands could be made. Thus, at the age of eighteen, he strapped his earthbreaker on his back, grasped his klar, and headed south determined to make peace with the inhabitants of Korvosa.

Korvosa, what is there to say. It is a city that is a bastion of law and order, yet simultaneously a chaotic nightmare. Well, Halcorg learned early that his hopes were naive and unlikely at best. Despite his huge size, Halcorg’s clear Shoanti heritage quickly made him an outcast. He would be hired as a guard, and then discharged, frequently without being paid. He would be bullied and insulted by local youth because of his skin color and tattoos.

Days became weeks became months and his hopes quickly became despair. Whereas at first, he believed he could change the world, soon he only hoped to make enough to be able to feed his huge body each day. It was after a long day of menial labor for some foppish local noble of Chelaxian decent that he went a small tavern frequented by those not descendent from the people from the land of the devils. There, nursing an ale which he could hardly afford, that he say her. A thin girl with hair so pale it was almost white. However, rather than dressing in the style of Korvosa, she was garbed in bright clothes with her midriff bared and a pair of baggy red pants.

Halcorg, figuring that a Varisian girl would have no interest in him, so he went back to slowly nursing his drink. However, a few minutes later, he suddenly realized someone was standing before him. Surprised, he raised his head and said hello in his native tongue. The girl, even more surprisingly, responded and said hello back in the same tongue of the nomads. The two talked much that night. Halcorg was concerned when he learned that she was in fact studying the arcane arts. Nonetheless, his interest in her kept him there for several hours. When the two left the tavern, they agreed to once again meet at the same place in one month’s time, the night after the full moon.

They continued to meet every month for several years. Although not the purpose for which he had come to Korvosa, his interest in this strange Varisian studying behind the mysterious walls of the Acadamae raised his spirits. Halcorg continued on his mission to find those who would seek to bind the rift between the native inhabitants of Varisia and those of Taldan and Chelaxian descent, but he was able to make little headway in this quest. Eventually, he returned to that which he was trained and left the city living off the land and serving as a guide for nobles and others who desired to hunt in the wilds outside the city walls.

While not what he had hoped for, living outside the walls helped mend his depressed soul, and knowing that each month he would be able to meet the white haired witch who dressed as a gypsy kept him living near the huge and corrupt city.

Finally, his twenty-first birthday approached and he knew that he must return to his tribe to face a test of manhood as all Shoanti men are required to do. Thus, with a heavy heart and a promise to return, he left his beloved to her studies and set forth north to find his tribe and face his test.

After several weeks travel, he found his tribe and on his birthday was given the quest to go north to find and slay a white bear in single combat. Well, this is not an easy task, but Halcorg accepted it as the only other option would be to decline the test resulting in either banishment from the tribe or a life as a laborer, not a warrior.

For four years, Halcorg sought this mysterious white bear. His travels took him north, into the land of the orcs where he fought many of the evil humanoids. From there he continued into the Realms of the Mammoth Lords. Finally, on the edge of land where the winter snow never melts, he found and, after a long hunt, slew a great white bear. He then took the pelt of the mighty beast along with its pelt and returned south, once again traveling across the land where strange giant animals live and then through the horrible and chaotic Belkzen lands. Finally, after nearly five years he found his tribe and was ceremoniously welcomed into the tribe as a man.

Although he always wondered what had happened to his beloved and desired more than anything to return to the lowlands of Varisia to find her once more, his tribe needed him. Several of the tribes hunters had been killed when the orcs and giants from Belkzen had attacked the tribe. Thus, he acquiesced and remained with the tribe. Unfortunately even with his huge size and skilled use of his father’s rune encrusted earthbreaker, it was not enough. Several months after returning to the Cinderlands that his tribe called home, the tribe was once more attacked, this time it was a huge raiding party of orcs, giants and even ogres.

Halcorg fought bravely, but their numbers were too great. Finally, he felt a great blow to his head and when he, much to his surprise, awoke, he found himself bound, hand and foot. For three days he was forced to march across the ash choked landscape, a spear prodding him in the back if he should slow or deviate from the path chosen by his captors.

On the night of the forth day of his capture, with the mountainous border to Belkzen but a few miles before him, he was suddenly awakened from what sufficed for rest being bound and gagged. Looking up, he saw an angel and knew that he must have finally died, for there before him, covered in ash, was the pale haired girl that he had seen in his dreams these past five years. However, it was not a dream, for she quickly and quietly sliced through the ropes binding him, and the two other Shoanti warriors who were also being kept as prisoners. Then, she gave them all weapons and without a second thought, the trio, with the help of the pale haired Varisian witch, slaughtered the enemy before they could awake and once more capture the warriors. Finally, as the last of the orcs was killed, he suddenly saw a huge troll looming above his beloved. Halcorg does not recall much, but the troll was eventually defeated through a combination of the Shoanti weapons and the magic of Kiritta.

Hoping that some in his small tribe had survived, Halcorg, Kiritta and the other two Shoanti returned to his tribe, but as Kiritta had foretold, none had survived. He and his companions were all that was left of their families. While he would have been welcomed into another tribe, Halcorg decided that this was a sign. Kiritta told him that she had read the prophecies and was to travel north and east. Thus, Halcorg bid his fellows and the other tribes farewell, and with the woman he loved, headed north and west, eventually reaching the farthest parts of the Inner Sea region, Brevoy.