Vale Temros

Harisko "Ko"'s page

335 posts. Alias of Rich McNutt.


Full Name

Harisko "Ko"

Race

Bekyar Mwangi (Human)

Classes/Levels

Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Gender

Male

Size

7'0", 225#

Age

24

Alignment

LN

Deity

Gozreh

Languages

Common, Infernal, Polyglot

Occupation

Pirate

Strength 16
Dexterity 16
Constitution 15
Intelligence 14
Wisdom 12
Charisma 12

About Harisko "Ko"

Harisko "Ko"
Male human (Mwangi) slayer (vanguard) 7 (Pathfinder RPG Advanced Class Guide 53, 121)
LN Medium humanoid (human)
Init +6; Senses Perception +11
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Defense
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AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield)
hp 65 (7d10+10)
Fort +7, Ref +8, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee
bayonet +10/+5 (1d6+4)
boarding pike +10/+5 (1d8+4/×3)
cutlass +10/+5 (1d6+3/18-20)
dagger +10/+5 (1d4+3/19-20)
tidewater cutlass +11/+6 (1d6+4/18-20)
Ranged Ranged light crossbow +10 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with boarding pike)
Special Attacks studied target +2 (2nd, move action), sneak attack +1d6,
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Statistics
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Str 16, Dex 16, Con 15, Int 14, Wis 12, Cha 12
Base Atk +6; CMB +10; CMD 23
Feats Feats Escape Route[UC], Intimidating Prowess, Killing Flourish[ACG], Nimble Moves, Power Attack, Precise Strike[APG]
Traits buccaneer's blood, freedom fighter
Skills Acrobatics +7 (+3 to jump), Bluff +11, Climb +7, Diplomacy +13, Disguise +5, Intimidate +15, Knowledge (geography) +7, Knowledge (local) +8, Perception +11, Profession (sailor) +10, Ride +3, Sense Motive +7, Stealth +10, Survival +5, Swim +7
Languages Common, Infernal, Polyglot
Magic: Pink Ioun Stone (+2 Con), Monkey Belt (+2 Dea)
Other Gear: chain shirt, bayonet[APG], boarding pike, cutlass, dagger (5), light crossbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), manacles, pot, torch (10), trail rations (5), waterskin, 105 gp
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Special Abilities
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Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Intimidating Prowess Add Str mod to Intimidate checks
Precise Strike When you and an ally have this feat, and flank an opponent, you deal additional d6 of precision damage.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & Bluff, Knowledge, Perception, Sense Motive, Survival vs. them.
Escape Route (Team work) You do not provoke attacks of opportunity when moving through spaces adjacent to allies with this same feat.
Tactician (1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft. Lasts for 3 rounds + level/2
Buccaneer's Blood +1 trait bonus Intimidate and Profession (sailor) checks. One-time +1 trait bonus to your Disrepute and Infamy scores.
Freedom Fighter +2 trait bonus to Diplomacy checks. Bonus is –2 penalty when dealing with slavers or those who support the slave trade. Diplomacy becomes a class skill for you.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Killing Flourish When red targ below 0 hp with mel atk, as swift act Intim to demoralize all with in 30'.
Vanguard’s Bond (2 rounds) (Ex) As a move action, grant half of studied target bonus vs. 1 foe to allies in 30 ft.
Power Attack take -2 to attack for +4 to damage.
Ever Ready a vanguard is never considered an unaware combatant and is always able to act in the surprise round. The vanguard is still flat-footed in the surprise round until he acts.

Monkey Belt- This furry brown belt resembles the tail of a monkey. The belt grants the wearer a +2 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not lose his Dexterity bonus to AC while climbing, and does not take a -5 penalty on Climb checks when climbing at half his speed. As a swift action the wearer can command the belt to animate, transforming it into a prehensile tail under the wearer’s control. The tail does not grant the wearer any additional attacks or actions per round, nor can it wield weapons, but it can make unarmed attacks and hold or manipulate objects about as well as the wearer’s normal limbs (though any activity requiring fingers is beyond the tail’s capabilities). The belt can function as a tail for 5 minutes per day. These minutes do not need to be consecutive.