Chained Spirit

Harper T Moris's page

16 posts. Alias of Metalchocobo.


Race

HP 113 | AC 21 | Fort +15; Ref +13; Will +13; | Perception +15 +2 initiative |

Classes/Levels

Speed 25 | Spell DC 15 | Exploration (Keep Watch)

Gender

Male human zombie fighter 7

About Harper T Moris

• I worked as a farmhand, untill the farm was attacked by a necromancer and I was killed in the attack. I still don't know why he wanted with us, or if we were just random people to turn into minions.

• I was then turned into a husk zombie, but I retained my memory and identity. At least for now.

• Shortly after, the necromancer was killed by the survivors of the farm attack, but me and possibly some others got away.

• After that I wandered from place to place, fighting when I had to. Using the practice I got from driving off theives and animals on the farm. However I crave to feed on flesh and when I do I feel like myself again, but it doesn't last.

◆ ◇ ↺

Ancestry, Background, Class:

Ancestry: Human
Heritage: skilled human
Background: Farmhand
Class: Fighter
Subclass: No subclass

Age: 20
Height: 6'6

Core Stats:

HP: 113

AC: 21
Fortitude: +15
Reflex: +13
Will: +13

Speed: 25 ft

Melee attack: 17
Ranged attack: 13
Spell DC: 15
Class DC: 23

Languages: common, halfling,

Attributes:
STR: +4
DEX: +2
CON: +4
INT: +0
WIS: +2
CHA: +1

Skills:

+ [b]Perception[/15] Master

+ [b]Acrobatics[/11] Trained
+ [b]Arcana[/7]
+ [b]Athletics[/17] Master
+ [b]Crafting[/9] Trained
+ [b]Deception[/8]
+ [b]Diplomacy[/12] Trained
+ [b]Intimidation[/12] Trained
+ [b]Medicine[/9]
+ [b]Nature[/9]
+ [b]Occultism[/7]
+ [b]Performance[/8]
+ [b]Religion[/9]
+ [b]Society[/7]
+ [b]Stealth[/9]
+ [b]Survival[/11] Trained
+ [b]Thievery[/9]

+ [b]Lore(Farming)[/9] Trained

Attacks and Maneuvers:

+1 Longsword Striking
+18
2D8+7 slashing

+1 returning Throwing knife
+16
1D4+6

◆ Combat grab: if you have a free hand and the target is in melee hand, make melee strike while keeping one hand free. if the strike hits, you grab the target. the creature remains grabbed untill the end of your next turn or untill it excapes, witchever comes first

crushing grab: when you grab a creature you can deal blugoning damage damage equal to str this can be made nonleathal

◆ Deuling parry: if holding a single one-handed melee weapon and holding nothing else in your hands, +2 circumstace bonus to ac untill your next turn as long as you continue to meet the requirments

↺ shield block: while your shield raised and fou would take phisical damage, your shield prevents you from taking damage up to your shield's hardness. you and the shield each take the remaining damage

↺ reactive strike: a creature within your ranged uses a manipulate action makes a ranged attack or leaves a square a during a move actions it's using, make a melee strike against the trigging creature

Feat and Ability Mechanics:

Diehard: Dies frome Dying 5 Rather Nhan Dying 4

Fleet: +5 movement Speed

Incredible inititive: +2 initive rolls

Toughness: increase hp by lv, reduce the dc of recovery checks by 1

Untrained inprovisation: proficency bonus to unrtained skill checks equals level -2, this improves to level -1 at 5th level, and full level at 7th

Clever improviser: gains ubtrained improviser, can attempt skill actions that require trained even if untrained

cooperative nature: +4 to aid

assurance (athletics): can forgo rolling athletics to instead get a result of 10 + proficency bonus

Hefty hauler: increase maximum and encumbered bulk limits by 2

Powerful leap: can jump 5 feet up without making a high jump, increase horizonal distance of leaps by 5 feet

Rapid mantle: when grab a edge can pull self onto that surface and stand, can use athletics instead of reflex to grab edge, if climbs of leaps within 5 feet of the top of a edge can pull self onto surface and stand as part of that action

Bravery: when gets sucess increase to crit sucess, when gets frightend condition reduce it by 1

weapon mastery (sword): Gets crit special of all weapons of expert

Spells:

No

Equipment and coins:

148gp 7sp

+1 Longsword striking 101gp

+1 returning throwing knife 80gp 3sp

aboreal boots 160gp

bracers of missle deflection 52gp

Build:

Ability Boosts
A str con
B con str
C str
1 str con wis dex
5 con dex wis cha

A1 natural ambition, snagging strike
AP1 genral training, fleet
B1 assurance (athletics)
C1 sudden charge

C2 Dueling parry
FA2 Zombie dedication
S2 hefty hauler

AP3 cooprative nature
G3 increadible initative

C4 Barreling charge
FA4 combat grab
s4 powerful leap

A5 clever improviser

C6 crushing grab
FA6 ravenus charge
S6 rapid mantle

AP7 Genral training, diehard
G7 toughness