Fighter

Hallbjorn Ka-Varn's page

45 posts. Organized Play character for Tiger Claw.


Full Name

Hallbjorn Ka-Varn

Race

Human

Classes/Levels

Fighter Viking [L1] AC 20, T 12, FF 18 | F +4/R+2/W+1 | HP 12/12 | CMB +4, CMD 16 | Init +3 | Perception +5 | Condition: None

Gender

Male

Size

Medium

Age

24

Alignment

Chaotic Neutral

Deity

Gorum

Location

Hajoth Hakados

Languages

Common (Hallit)

Occupation

Soldier

Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 11

About Hallbjorn Ka-Varn

Fighter - Viking [L1]
1: Player name: Tiger Claw
2. Character name: Hallbjorn Ka-Varn
3. Class and Level: Fighter - Viking [L1]
4. PFS#: 194213-1
5. Faction: none
Init +3; Senses: Perception +5
[Move 20']

Background:

The Ka-Varn family was a big supporter of Kevoth-Kul's during campaign to become the Black Sovereign. After training for years with the Blades of Aaramor, Hallbjorn has decided to venture south to seek worthy battle and worthy trophies.

Statistics:

20 Points
Str [17][+3][15][07p][+2 Race]
Dex [14][+2][14][05p]
Con [14][+2][14][05p]
Int [10][+0][10][00p]
Wis [12][+1][12][02p]
Cha [11][+0][10][01p]

OFFENSE:

Base Atk +1;
RA +3 [+1BAB+2Dex]
MA +4 [+1BAB+3Str]
CMB +4; CMD 16
Melee Weapons
Battleaxe +4 [DMG1d8+3] x3
Bardiche +4 [DMG1d10+4] 19-20/x2
Gladius +4 [DMG1d6+3] 19-20/x2
Power Attack
Battleaxe +3 [DMG1d8+5] x3
Bardiche +3 [DMG1d10+6] 19-20/x2
Gladius +3 [DMG1d6+5] 19-20/x2
Ranged Weapons
Hurlbat +3 (1d6+3/x3) (10ft RI)

DEFENSE:

AC 20, touch 12, flat-footed 13
(10, +5 Armor +2Dex, +3shield)
HP 12/12 1x(1d10+con2)
Fort [+04][+2Class+2Con]
Ref [+02][+0Class+2Dex]
Will [+01][+0Class+1Wis]

Skills:

Skill Ranks per Level: 1x[2 + 0 Int modifier +1Skilled +1FC] = [4]
< [Class Skills] [* -7Armor Check Penalty]
-5 Acrobatics*(+2dex)
+0 Bluff(+0cha)
+0 Climb*(+3str, +1rank +3Class)<
+0 Diplomacy(+0cha)
+1 Heal (+1wis)
+4 Intimidate(+0cha, +1rank +3class)<
+6 Knowledge (Religion) {+1rank,+0Int +3class*,+2 trait}<
+5 Perception(+1wis, +1rank +3class)<
+1 Sense Motive(+1wis)<
-5 Stealth*(+2dex)<
+1 Survival(+1Wis)<
-4 Swim (+3 Str)<
Languages Known
Common (Hallit)

Traits:

1:Shield-Trained
You were trained to use shields as weapons.
Benefit: Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you.
2:Veteran of Battle
You have fought in several battles, and each time felt the presence of the divine guiding your sword-arm, making you ready to act at a moment’s notice.
Benefits: You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.

Race Information:

Human
Ability Score Racial Traits
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Type
Human are Humanoids with the human subtype.
Base Speed
Humans have a base speed of 30 feet.
Languages
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Piety (Gorum)
Humans place great trust in the gods to protect them. Humans with this trait receive a +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak. This racial trait replaces the bonus feat racial trait.
Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Information:

Fighter [viking] L1
viking-fighter-archetype
BAB+1
Saves F+2/R+0/W+0
Alignment: Any
Hit Die: d10
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
Skill Ranks per Level: 2 + Int modifier.
The fighter’s class skills are Climb, Craft, Handle Animal, Intimidate, Knowledge (dungeoneering), Knowledge (engineering), Profession, Ride, Survival, and Swim
Weapon and Armor Proficiency
A Viking fighter is proficient with all simple and martial weapons and with all light and medium armor and shields (not including tower shields).
Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats.

Feats:

Levels
1:Power Attack (Combat)
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Weapon and Armor Proficiency
A Viking fighter is proficient with all simple and martial weapons and with all light and medium armor and shields (not including tower shields).
Class
FB1: Shield Focus (Combat)
Benefit: Increase the AC bonus granted by any shield you are using by 1

Equipment:

Starting cash [175gp]
Clothing
Soldier’s Uniform 1gp 5lb
Weapons [33lb]:
-:Battleaxe 10gp 6lb
-:Gladius 15gp 3lb
-:Bardiche 13gp 14lb
-:Hurlbat 5/5 -40 gp 10lb
Armor [40lb]:
Scale mail 50gp 30lb
Heavy Wooden Shield 7gp 10lb
Backpack 2gp 2lb [56 lbs. full]
-:Tent small 10gp 20lb*
-:Bedroll 1sp 5lbs*
-:Rope, hemp (50 ft.) 1gp 10lb*
-:Pot, iron 8sp 4lb
-:Mess Kit 2sp 1lb
-:Torch (5) 5cp 5lb
-:10 days food rations 5gp 5lb
-:Waterskin 1gp 4lb
Pouch 1gp .5lb [1.5lb]
-:Small Money bag
-:Flint & Steel 1gp 0lb
-:Holy symbol, iron (Gorum) 5gp 1lb
-=Carrying Capacity=- 17STR
Light 0-86 lb. Medium 87–173 lbs Heavy 174–260 lbs
-=Current Load Carried=- 80lb [light] + backpack 56lb [med]
-=Money=-
14gp 8sp, 5cp

Rolls:

[dice=Initiative]1d20+3[/dice]
[dice=Perception]1d20+5[/dice]
[dice=Intimidate]1d20+4[/dice]
[dice=Battleaxe Attack]1d20+4; 1d8+3[/dice]
[dice=Battleaxe PAttack]1d20+3; 1d8+5[/dice]
[dice=HurlbatThrow]1d20+3; 1d6+3[/dice] (10ft RI)