Full Name |
Henrick the collector |
Race |
Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 |
Classes/Levels |
Fighter 7 |
Gender |
male |
Size |
Medium |
Age |
28 |
Alignment |
N |
Deity |
Abadar |
Location |
travels, based in Oppara |
Strength |
16 |
Dexterity |
18 |
Constitution |
14 |
Intelligence |
14 |
Wisdom |
10 |
Charisma |
8 |
About Henrick the collector
Henrick grew up son of a wealthy merchant in Oppara. While he didn't have a noble title, he did have rich parents and an inquiring mind. This enabled his to satisfy his thirst for knowledge and study at the great academies in the ancient city.
Then his father was lost with one of his caravans traveling through Varisia, and Henrick's world changed. He could no longer just be a scholar and live on his family money. It wasn't just his father that was lost, but all the goods, and most of the family fortune was made liquid to try and make a killing on that expedition. Thus he was out with little more than the contents of his head, some books, and a bow.
Henrick struck out to use his knowledge of history and languages to make a living by finding relics and curios of lost civilizations for sale to collectors. He spent his time across ruins in Varisia, Osirion, and Taldor. He found that safety was usually guarantee by shooting the the target in the leg so he could run.
Over time he came to be regarded as one of the foremost experts on Thasselonian and Azlanti lore. He was even offered a lecture position at a university in Oppara, but he turned it down as he found that he like the life of a rogue archeologist.
Henrick
Male human (Taldan) fighter (lore warden) 7 (Pathfinder Campaign Setting: Pathfinder Society Field Guide)
N Medium humanoid (human)
Init +4; Senses Perception +16
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 84 (7d10+14)
Fort +9, Ref +8, Will +4 (+1 vs. fear)
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Offense
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Speed 30 ft.
Ranged +1 adaptive seeking composite longbow +14/+9 (1d8+7/×3)
Special Attacks weapon training (bows +1)
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Statistics
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Str 16, Dex 18, Con 14, Int 14, Wis 10, Cha 8
Base Atk +7; CMB +14 (+18 trip); CMD 28 (30 vs. trip)
Feats Combat Expertise, Deadly Aim, Greater Trip, Improved Trip, Point-Blank Shot, Precise Shot, Ranged Trip, Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits seeker, trap finder
Skills Climb +10, Disable Device +13, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +6, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +6, Perception +16, Survival +10 (+12 to avoid becoming lost), Swim +10
Languages Ancient Osiriani, Azlanti, Common, Thassilonian
SQ know thy enemy
Combat Gear oil (5); Other Gear mithral chain shirt, +1 adaptive seeking composite longbow, clear spindle ioun stone, cloak of resistance +2, eyes of the eagle, handy haversack, wayfinder[ISWG], bedroll, belt pouch, candle (2), chalk, flint and steel, hammer, hemp rope (50 ft.), hooded lantern, mess kit[UE], piton (4), pot, sack (2), soap, tindertwig (4), torch (10), torch (2), trail rations (5), waterskin, 476 gp
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Special Abilities
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Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Trip You don't provoke attacks of opportunity when tripping.
Know Thy Enemy (Standard Action) (Ex) Knowledge check vs. 1 foe to gain +2 to att & weapon dam for encounter.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranged Trip As full-rd act, attempt to trip with ranged wep at -2 penalty.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows