About Horek VarshotCharacter Name: Horek Varshot
Gender: Male
Known Languages: Common, Orcish, Goblin, Elven, Gnomish -------------------------------------------------------------------- Ability Scores Strength: 18 (+4)
-------------------------------------------------------------------- Defense Hit Points: 74 Armor Class: 21 [BASE (10) + ARMOR (8) + DEX (2) + NATURAL (1)]
Combat Maneuver Defense: 23 [BASE (10) + BAB (7) + STR (4) + DEX (2)] Armor Type: Magical Mithral Breastplate Armor +2 Special Armor Class Notes: None Fortitude: +9 [BASE (5) + CON (3) + RESISTANCE (1)]
Special Save Notes: Gains a +2 bonus to Will saves (Iron Will feat); gain +1 resistance bonus to all saves (Cloak of Resistance +1) -------------------------------------------------------------------- Offense Initiative Modifier: +2 [DEX (2)] Base Attack Bonus: +7/+2 Melee Attack Bonus: +11/+6 [BAB (7/2) + STR (4)] Ranged Attack Bonus: +9/+4 [BAB (7/2) + DEX (2)] Combat Maneuver Bonus: +11 [BAB (7) + STR (4)] Magical ‘Swift Obsidian’ Greataxe +1 (M) \ +13/+8 melee attack \ 1d12 +7 damage \ 19-20 [x3] critical \ slashing damage
Masterwork Composite [+4 STR] Longbow (M) \ +10/+5 ranged attack \ 1d8 +4 damage \ [x3] critical \ 110’ range / piercing damage
Dagger (M) \ +11/+6 melee attack \ +9/+4 ranged attack \ 1d4 +4 damage \ 19-20 [x2] critical \ 10’ range \ piercing or slashing damage Special Combat Notes: +4 bonus to attack/damage rolls against Orcs and +2 against Humanoids [Goblinoid] (Favored Enemy ability); +1 to attack rolls when wielding a greataxe (Weapon Focus); may take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus [+6 for two-handed weapons] on all melee damage rolls (Power Attack feat); when using the Power Attack feat, the first attack roll is not penalized, though all subsequent attacks in that same round are penalized as usual (Furious Focus feat); may make a standard attack against a single foe at full BAB, on a successful hit may attempt further attacks against multiple foes adjacent to the previous target, taking a -2 penalty to AC (Great Cleave feat) -------------------------------------------------------------------- Skills Skill Points: 49 (+14 Background) Acrobatics = +13* (DEX) 7 Ranks +3 [Class Skill] +1 [Trait]
* Armor Check Penalty Applies -------------------------------------------------------------------- Feats Iron Will
Power Attack
Cleave
Endurance
Weapon Focus (Greataxe)
Great Cleave
Furious Focus
Boon Companion
-------------------------------------------------------------------- Traits Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0. Acrobat: You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb. -------------------------------------------------------------------- Racial Features and Class Abilities Racial Features: +2 to One Ability Score - Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Favored Class (Ranger): Whenever a character gains a level in his favored class, he receives either +1 hit point or +1 skill rank. (Levels 1, 2, 3, 4, 5, 6 & 7 - Extra hit point) Weapon and Armor Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor and shields (except tower shields). Favored Enemy (Ex) [Orcs +4; Humanoid (Goblinoid) +2]: A ranger gains a bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against his favored enemies. Likewise, he gets a bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter, the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy increases by +2. Track (Ex): A ranger adds half his level to Survival skill checks made to follow or identify tracks. Wild Empathy (Ex) [+6]: A ranger can improve the initial attitude of an animal with this ability, which functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his CHA bonus to determine the result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, though might take more or less time. The ranger can also use this ability to influence a magical beast with an INT score of 1 or 2, but takes a -4 penalty on the check. Combat Style Feat (Ex) [Two-Handed Weapon]: The ranger can select feats from the following list, even if he does not have the normal prerequisites: Cleave, Power Attack, Pushing Assault, and Shield of Swings. At 6th level, he adds Furious Focus and Great Cleave to the list. At 10th level, he adds Dreadful Carnage and Improved Sunder to the list. The benefits of the ranger’s chosen style feats apply only when he wears light, medium or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Favored Terrain (Ex) [Forest +2]: Gains a bonus on initiative checks and Knowledge (Geography), Perception, Stealth and Survival skill checks when he travels through this terrain, as well as leaving no trail and he cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. Hunter’s Bond (Ex) [Wolf]: The ranger forms a close bond with an animal companion. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level -3. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, 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. This ceremony can also replace an animal companion that has perished. Hunter’s Trick [4x/day]: At 5th level, a skirmisher ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
Woodland Strike (Ex): A ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed without taking damage or suffering any other impairment. Areas that are enchanted or magically manipulated to impede motion, however, still affect him. -------------------------------------------------------------------- Horek’s Animal Companion [as 7th Level Druid] Female Grey Wolf - “Whisper”
Animal Companion Bonuses and Base Statistics [as 7th Level Druid]: Hit Dice (6); Natural Armor Bonus (+4); STR/DEX bonus (+2); Bonus Tricks (3); BAB (+5); Fort (+5); Ref (+5); Will (+2); Skill Ranks (6 gained – Perception [2], Stealth [2], Survival; Feats (3). 7th Level Advancement - Size: Large; AC: +2 natural armor; Attack: Bite (1d8 + trip); Ability Scores: Str +8, Dex -2, Con +4.
-------------------------------------------------------------------- Equipment & Gear Traveler’s Outfit (0.0 lb.) Magical Mithral Breastplate Armor +2 (15.0 lb.) Magical Cloak of Resistance +1 (1.0 lb.) Magical Amulet of Natural Armor +1 (0.0 lb.) Magical ‘Swift Obsidian’ Greataxe +1 (12.0 lb.) Masterwork Composite [+4 STR] Longbow (3.0 lb.)
Dagger (1.0 lb.) Belt pouch (0.5 lb.)
Masterwork Backpack (4.0 lb.)
Total Weight Carried: 74.0 lb. Total Encumbrance: Light Load (Maximum 116 lb.) Overall AC Penalty: None
Movement: 30’/round -------------------------------------------------------------------- Character Appearance & History A dusky-skinned man of fierce countenance, with dark black hair he wears long and dark bands tattooed across his eyes and nose. His favored weapon is a magical, obsidian greataxe he carries with a few other assorted weapons. His animal companion, 'Whisper' is a large grey wolf he has raised since she was a mere pup, and together they make a formidable team. Born in the Dalelands, Horek's village, located in the foothills of the Thunder Peaks, fought for their survival against various tribes of orcs and goblinoids throughout his young life. Growing up in the mountains carved the young man into a fierce warrior over the years, and eventually he offered his services to the Dalelands as a scout for patrols that ranged across the kingdom to keep the townsfolk safe from the monstrous humanoids he had spent a lifetime fighting, as well as the marauding bandits of Zhentil Keep. Recently, Horek has joined with the forces of Cormyr, as their patrols have fought against incursions at Tilver's Gap and Daggerdale. Having made a name for himself among the Lord High Marshal's army for his skill and fighting prowess, Horek has found himself in Eveningstar, after hearing of an opportunity in that region to do battle against evil forces gathering there... |