Barbarian

Halfik Lelas's page

8 posts. Alias of Dave Herman.


Classes/Levels

Male Half-Orc Hunter 9; Hp 63/63; AC 20 (T 11, FF 19); CMD 20; Saves (F:8, R:7, W:6); Init +1; Perception +15; Sense Motive +3

About Halfik Lelas

Halfik Lelas

Male NG Half-Orc Hunter 9
Age: 25 / Height: 6' 1" / Weight: 195 lbs.
Hair: Black / Eyes: Blue

Theme: Sable Company Commando

Personality: Halfik is fiercely loyal to his companions, a trait gained from his military service. He is generally serious and reserved, though he tries not to be overbearingly so. That said, he has a passionate heart buried deep within, and does occasionally lose himself in the heat of the moment.

Appearance
Halfik is tall, lithe and muscular. His jet black hair is neatly cropped, military style, and his deep blue eyes hint at his human heritage. He carries himself like a true soldier, dignified and proper, but his movements often show a primal fierceness underneath the civilized exterior.

Abilities and Stats:

STR: 16 (+3) / DEX: 13 (+1)/ CON: 14 (+2)
INT: 13 (+1) / WIS: 16 (+3)/ CHA: 8 (-1)
HP: 63
Initiative: +1
Move Rate: 30 ft
AC: 20, Touch: 11 , Flat Footed: 19 (Armor +9, Dex +1)
BAB: +6/+1
CMB: +9
CMD: 20
Saves: Fort: +8, Reflex: +7, Will: +6
Senses: Darkvision, Perception +5

Combat:

Melee
+1 Menacing Adamantine Spiked Chain: +10/+5; 2d4+5; x2 (trip, disarm)
+1 Falchion: +10/+5; 2d4+5; 18-20 x2

Ranged
+1 Light Crossbow: +8/+3; 1d8+1; 19-20 x2;

Special
Power Attack: -2 to hit, +4 or +6 damage

Skills:

Acrobatics (1) +5
Athletics (9) +19/17
Handle Animal (5) +7
Heal (2) +8
Intimidate (2) +4
Knowledge (Dungeoneering) (2) +6
Knowledge (Geography) (5) +9
Knowledge (Local) (4) +9
Knowledge (Nature) (5) +9
Knowledge (Nobility) (1) +6
Perception (9) +15
Profession (Soldier) (9) +15
Spellcraft (1) +5
Stealth (9) +21/19
Survival (9) +15

Special: +4 to follow tracks, +4 to handle animal companion, ACP -2.
Languages: Common, Orc, Goblin

Racial Abilities:

Shaman's Apprentice: Half-orcs with this trait gain Endurance as a bonus feat.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Chain Fighter: Proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Character Traits:

Civilized: You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.
Ambush Training: You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Iron Control: Whenever you’re confused and roll to determine behavior in a given round, subtract 10 from the result.

Hunter Abilities:

Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on Table: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spell Casting: A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell. The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a hunter's spell is 10 + the spell's level + the hunter's Wisdom modifier.
A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score.
Unlike druids and rangers, a hunter's selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score.
In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.
At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature's ally spells.
Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
A hunter can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Animal Companion: A hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks.
If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends.

Animal Focus : A hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Training: A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy (+8): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Precise Companion: A hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.

Track (+4): A hunter adds 1/2 her level to Survival skill checks made to follow tracks.

Hunter Tactics: The hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.

Teamwork Feat: At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.
As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.

Improved Empathic Link: The hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

Woodland Stride: A hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.

Bonus Tricks At 7th level and every 6 levels thereafter, a hunter's animal companion learns a bonus trick (in addition to the bonus tricks gained from the hunter's effective druid level).

Second Animal Focus At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion's previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect.
If the hunter's animal companion is dead and the hunter has applied the companion's animal aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hunter can still apply only one of her dead companion's aspects to herself, not both.

Swift Tracker: At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Feats:

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Skill Focus (Stealth): +3 to Stealth
Power Attack: -2 attack, +4/6 damage
Furious Focus: Ignore power attack penalties on first attack when wielding two-handed
Combat Expertise: -2 to attack, +2 AC
Spirit's Gift: Augment companion with spirit animal ability for 24 hours

Teamwork Feats:
Outflank: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Stealth Synergy: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
Pack Flanking: When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are considered to be flanking that opponent, regardless of your actual positioning.
Precise Strike: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Spells:

Level 0 (-/day): Create Water, Detect Posion, Know Direction, Mending, Purify Food and Drink, Stabilize
Level 1 (6/day): Delay Poison, Endure Elements, Longstrider, Negate Aroma, Pass Without Trace, Remove Sickness, Summon Nature's Ally 1
Level 2 (5/day): Animal Aspect, Barkskin, Cure Moderate Wounds, Spider Climb, Summon Nature's Ally 2
Level 3 (4/day): Animal Aspect (Greater), Burrow, Chamelon Stride (Greater), Magic Fang (Greater), Summon Nature's Ally 3

Skylla, Constrictor Companion:

Snake, Constrictor
Size: Large (-1 AC & -1 Attack, +1 CMB & CMD);
Ability Scores: Str 26, Dex 18, Con 17, Int 3, Wis 12, Cha 2;
Speed: 20 ft., climb 20 ft., swim 20 ft.;
HP:
BAB: +6
CMB: +15 (+19 grapple)
CMD: 28
Saves: Fort +9; Reflex +10; Will +4 (+4 vs enchantments); Evasion
AC 27; FF 23; Touch 13 (+5 armor; +9 natural armor; +4 Dex, -1 size)
Attack: bite +12/+7 (1d4+12 plus grab);
Special Attacks: constrict 1d4+12
Senses: low-light vision, scent.
Skills: Athletic (1) +20; Stealth (6) +17; Perception (1) +5; Survival (1) +5;
Tricks: Aid, Attack, Chameleon Step, Come, Flank, Defend, Heel, Hunt, Maneuver (Grapple), Sneak, Tangling Attack
Feats: Blindfight, Final Embrace, Skill Focus (Stealth), Light Armor Proficiency
Default Animal Foci: Stag (+10 land speed); Falcon (+6 Perception)
Default Spirit: Stone (DR 5/Adamantine)

Gear and Property:

+1 Menacing Adamantine Spiked Chain 11025gp
+1 Falchion 2075gp
+1 Light Crossbow 2035gp
+2 Snakescale Armor (Scale mail) 12900gp
+2 Shadow Studded Leather Barding 7850gp
Boots of the Mire 3500gp
Handy Haversack 2000gp
Kits (Climber's, Deluxe Dungeoneer's, Hunter's ) 219gp
Ring of Ferocious Action
Lesser Metamagic Rod (Silent Spell) 3000gp
Wand (Produce Flame CL1) 750gp
Wand (Cure Light Wounds CL1) 750gp
Cash on Hand: 756 gp

Background:

Before AP Begins:
Halfik was born in blood. His mother was a Shoanti woman of the Hawk Clan, captured by Belkzen orcs in battle and taken as a war prize by the clan leader who fancied her blue eyes. Shortly after his birth, she managed to catch the orc unawares and killed him. She attempted to flee, abandoning her half-breed child, but was hunted down and slaughtered by the chieftan's enraged bodyguards. They returned to the tribe with intent to kill Halfik as well, but the tribe's Shaman, Olgar Boar-Face, intervened for reasons known only to himself. The orcs of the tribe were superstitious, and respected and feared Olgar enough that they left Halfik unmolested. Olgar gave Halfik his name and raised him to be his apprentice. Halfik's early years were grueling and painful, but the shaman insulated him from many of the tribes greatest cruelties. The child was cunning and strong, and had natural aptitude for the nature magic Olgar imparted to him.
This approximation of peace would not last though. When he was nine, another tribe of Shoanti barbarians attacked and destroyed the orcs. Olgar was able to flee with Halfik into the marshes, and left Halfik with one of offspring of his own snake companion. Before returning to the battle, Olgar said to Halfik, “Bond with this, he will be the key to your survival. Now stay hidden! And flee child, your apprenticeship is over! Claim your own destiny, Halfik.”

Halfik hid in the marshes for over a year, surviving by his wits and with the aid of his companion Skylla. Fortune saved him from a short feral life, when a young soldier stumbled upon him on a patrol. The human, Thorntin Lelas was able to lure Halfik out, and eventually brought him back to Korvosa. Thorntin and his wife took him in and adopted him as his son.

As an adult, Halfik joined the military service of Korvosa , using his skills and Constrictor companion Skylla as an amphibious commando in service to the Sable Guard.

During AP:
Halfik was sent on a mission to attempt to locate the missing Seneschal, and returned to find his military commission disbanded. Currently, he is lost, unsure what to do in the face of the madness growing in Korvosa

Three Contacts:
Thorntin Lelas: Adoptive Father. Halfik is fiercely loyal to Thorntin, a kind and generally joyful man who nurtured and protected him during his rough transition to civilization.
Borin Thomms: Commanding Officer. Borin is a pragmatic but friendly man, and Halfik's closest connection to the now defunct Sable Company
Rozaya: Bartender/Prostitute. A friend from Halfik's teenage years, he has a strong affection towards Rozaya. Though he knows her life makes a more romantic relationship unlikely if not impossible, Halfik still cares for her greatly