Dashki

Horek Varshot's page

256 posts. Alias of Stiehle.


Race

Human Ranger (Skirmisher) 6 / Barbarian 1 | Init: +2 | Per: +11 | Fort: +11, Reflex: +8, Will: +6 | HP: 83 (of 83) | AC: 20, FF AC: 18, Touch AC: 12 | CMD: 20 | Conditions: None |

Classes/Levels

Animal Companion: 'Whisper' - Large Wolf (7 HD) | Init: +2 | Per: +6 | Fort: +9, Reflex: +7 (Evasion), Will: +3 | HP: 57 (of 57) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 24 (28 vs Trip) | Conditions: None

Special Abilities

Whisper is his faithful animal companion - a large female grey wolf trained for battle.

About Horek Varshot

Character Name: Horek Varshot
Character Race: Human (Flan)
Character Class: Ranger (Skirmisher Archetype) 6 / Barbarian 1
Character Level: 7
Alignment: Neutral Good
Deity: Respects Beory and Berei - in general by respecting the wilderness and doing what he can to protect the people that likewise show the proper respect to the land.

Gender: Male
Age: 21
Height: 6’5”
Weight: 235 lb.
Eyes: Black
Hair: Black

Known Languages: Common

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Ability Scores

Strength: 18 (+4) [22 (+6) when 'Raging']
Dexterity: 14 (+2)
Constitution: 16 (+3) [20 (+5) when 'Raging']
Intelligence: 10 (+0)
Wisdom: 13 (+1)
Charisma: 10 (+0)

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Defense

Hit Points: 83 [97 when 'Raging']

Armor Class: 20 [BASE (10) + ARMOR (8) + DEX (2)]
Flatfooted Armor Class: 18
Touch Armor Class: 12

Combat Maneuver Defense: 20 [BASE (10) + BAB (4) + STR (4) + DEX (2)]

Armor Type: Magical Mithral Breastplate Armor +2

Special Armor Class Notes: Armor check penalty reduced by 1 to a minimum of 0 (Trait); -2 to AC when 'Raging'

Fortitude: +11 [BASE (7) + CON (3) + RESISTANCE (1)]
Reflex: +8 [BASE (5) + DEX (2) + RESISTANCE (1)]
Will: +6 [BASE (2) + WIS (1) + FEAT (2) + 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); +2 to Will saves (morale bonus) and +2 to Fort saves (due to CON increase) when 'Raging'

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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 [+15/+10 when 'Raging'] melee attack \ 1d12 +7 [+10 when 'Raging'] damage \ 19-20 [x3] critical \ slashing damage
Two-handed weapon [x1.5 STR bonus to damage]; grants +10’ movement when taking a ‘charge’ action; 1x/day grants +10’ movement for 1 round to all allies within 30’

Masterwork Heavy Flail (M) \ +12/+7 [+14/+9 when 'Raging'] melee attack \ 1d10 +6 damage [+9 when 'Raging'] \ 19-20 [x2] critical \ bludgeoning damage
Two-handed weapon [x1.5 STR bonus to damage]; when used to disarm an opponent, gain a +2 to CMB; can use this weapon to make a trip attack

Masterwork Longspear (M) \ +12/+7 [+14/+9 when 'Raging'] melee attack \ 1d8 +6 [+9 when 'Raging'] damage \ [x3] critical \ piercing damage
Two-handed weapon [x1.5 STR bonus to damage]; ready action to brace against a charging foe deals double damage; reach allows weapon to strike opponents 10’ away, but not an adjacent foe

Masterwork Composite [+4 STR] Longbow (M) \ +10/+5 ranged attack \ 1d8 +4 damage \ [x3] critical \ 110’ range / piercing damage
20 Standard Arrows, 8 Magical ‘Giant Bane’ +1 Arrows

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 Humanoids [Giants] and +2 against Monstrous Humanoids (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)

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Skills

Skill Points: 47

Acrobatics = +8* (DEX) 2 Ranks +3 [Class Skill] +1 [Trait]
Appraise = +0 (INT)
Bluff = +0 (CHA)
Climb = +14* (STR) 7 Ranks +3 [Class Skill] (penalty of -2 [instead of -5] when attempting an accelerated climb)
Diplomacy = +0 (CHA)
Disguise = +0 (CHA)
Escape Artist = +2* (DEX)
Fly = +2* (DEX)
Handle Animal = +10 (CHA) 7 Ranks +3 [Class Skill]
Heal = +1 (WIS)
Intimidate = +5 (CHA) 2 Ranks +3 [Class Skill]
Knowledge (Dungeoneering) = +5 (INT) 2 Ranks +3 [Class Skill]
Knowledge (Geography) = +5 (INT) 2 Ranks +3 [Class Skill]
Knowledge (Nature) = +5 (INT) 2 Ranks +3 [Class Skill]
Perception = +11 (WIS) 7 Ranks +3 [Class Skill]
Ride = +6* (DEX) 1 Rank +3 [Class Skill]
Sense Motive = +1 (WIS)
Stealth = +10* (DEX) 3 Ranks +3 [Class Skill]
Survival = +11 (WIS) 7 Ranks +3 [Class Skill] (additional +3 to identify/follow tracks)
Swim = +10* (STR) 3 Ranks +3 [Class Skill]

* Armor Check Penalty Applies

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Feats

Iron Will
You get a +2 bonus on all Will saving throws. (Racial Bonus feat)

Power Attack
Can choose to take a -1 penalty to all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls (increased by 50% [+3] for two-handed weapons). At BAB +4 and every four thereafter, the penalty increases by -1 and the bonus to damage increases by +2. (1st Level feat)

Cleave
As a standard action, you can make a single attack at your full BAB against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full BAB) against a foe that is adjacent to the first and also within reach. You can only make on additional attack per round with this feat, and you take a -2 penalty to your AC until your next turn. (Combat Style feat)

Endurance
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; CON checks made to avoid nonlethal damage from a forced march; CON checks made to hold your breath; CON checks made to avoid nonlethal damage from starvation or thirst; Fort saves made to avoid nonlethal damage from hot or cold environments; and Fort saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. (Ranger Bonus feat)

Weapon Focus (Greataxe)
Gain a +1 bonus on all attack rolls when wielding this weapon. (3rd Level feat)

Great Cleave
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a -2 penalty to your Armor Class until your next turn. (5th Level feat)

Furious Focus
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. (Combat Style feat)

Boon Companion
The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature. (7th Level feat)

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Traits

Reactionary: 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.

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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.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans speak Common, with high INT scores allowing them to choose any additional languages they want.

Favored Class Ranger): Whenever a character gains a level in his favored class, he receives either +1 hit point or +1 skill rank. (Levels 2, 3, 4, 5, 6 & 7 - Extra hit point)

Weapon and Armor Proficiencies: A ranger/barbarian is proficient with all simple and martial weapons and with light armor, medium armor and shields (except tower shields).

Favored Enemy (Ex) [Monstrous Humanoid +2; Humanoid (Giant) +4]: 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) [Mountains +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.

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex) [7 rounds/day]: A barbarian can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death.

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.
Bolster Companion (Ex) - The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the ranger to benefit from this trick.

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Horek’s Animal Companion [as 7th Level Druid]

Female Grey Wolf - “Whisper”
Size / Type: Large Animal
Senses: Lowlight vision, scent
Hit Dice: 6d8+24
Hit Points: 57
Initiative: +2
Speed: 50’
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
BAB: +4
CMB: +12
CMD: 24 (28 vs trip)
Attack: Bite +11 (1d8 +7, plus trip)
Full Attack: Bite +11 (1d8 +7)
Space/Reach: 10 ft. / 5 ft.
Saves: Fort +9, Ref +7 (Evasion), Will +3
Abilities: Str 24, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Skills: Perception +6, Stealth +10, Survival +6
Feats: Skill Focus (Stealth), Weapon Focus (Bite), Power Attack [-2/+4]

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 (+4); Fort (+5); Ref (+5); Will (+2); Skill Ranks (6 gained - Perception [2], Stealth [2], Survival [2]); Feats (3). 7th Level Advancement - Size: Large; AC: +2 natural armor; Attack: Bite (1d8 + trip); Ability Scores: Str +8, Dex -2, Con +4.
Known Tricks: Attack, Attack (All), Flank, Defend, Down, Guard, Come, Stay, Track.
Link (Ex): A ranger can handle his animal companion as a free action, or push it as a move action, even if he doesn't have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The ranger may cast a spell with a target of “You” on his animal companion (as a spell with a range of touch) instead of on himself. A ranger may cast spells on his animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

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Equipment & Gear

Traveler’s Outfit [animal hide vest and leggings, fur cloak, primitive-looking necklace] (0.0 lb.)
Magical Cloak of Resistance +1 (1.0 lb.)
Magical Mithral Breastplate Armor +2 (15.0 lb.)
Magical ‘Swift Obsidian’ Greataxe +1 (12.0 lb.)
Masterwork Heavy Flail (10.0 lb.)
Masterwork Longspear (9.0 lb.)
Masterwork Composite [+4 STR] Longbow (3.0 lb.)
12 Standard Arrows & 8 Magical ‘Giant Bane’ +1 Arrows (3.0 lb.)
Dagger (1.0 lb.)

Belt pouch (0.5 lb.)
--Flint and Steel (0.0 lb.)
--Whetstone (0.0 lb.)
--Vial of antitoxin (0.0 lb.)
--Cloth bandages (0.0 lb.)
--Coins [60gp, 15sp, 43cp] (2.5 lb.)

Masterwork Backpack (4.0 lb.)
--Bedroll (5.0 lb.)
--Waterskin (4.0 lb.)
--5 Days of Rations (5.0 lb.)
--100’ of Silk Rope (10.0 lb.)
--Grappling Hook (4.0 lb.)
--20 Standard Arrows (3.0 lb.)
--5 Torches (5.0 lb.)
--Hooded Lantern (2.0 lb.)
--4 Flasks of Oil (4.0 lb.)
--4 Flasks of Alchemist’s Fire (4.0 lb.)

Total Weight Carried: 107.0 lb.

Total Encumbrance: Light Load (Maximum 116 lb.)

Overall AC Penalty: None
Overall Maximum DEX bonus: +5 (Armor)

Movement: 40’/round

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Character Appearance & History

Horek Varshot is a fine example of the Flan people, a giant of a man, lean and very strong, with dark hair and light brown skin tanned dark by constant exposure to the sun. His eyes are a very deep brown, nearly black in appearance, and his skin bears many scars from combat and the environment to which he is constantly exposed. Hailing from the fierce Winterwolf clan, Horek sports intricate tribal tattoos that cover a good deal of his face, as well as his arms, chest and back. Of all his weapons, the ranger favors the finely-crafted greatsword he carries strapped across his back - he is also well trained with the composite longbow, the heavy flail and the longspear and is usually armed with these as well.

Horek Varshot grew up in a small Flannish village west of Hochoch, near the Dim Forest in the lands of Geoff. Horek was trained in the ways of the hunt at a very young age, and during his formative years he often accompanied the older boys as the participated in these outings. Though scrawny as a youth, Horek showed signs of the giant he would become by the age of twelve and he began to practice daily with a variety of weapons, learning how to use them effectively as he participated in the Great Hunts enjoyed by the most able-bodied children of his clan. Amazingly adept with both axe and bow, the young plainsman also learned to call upon the wild beast that dwells within his heart to gain a nearly inhuman strength and endurance when there was dire need.

When the orcs and giants laid waste to much of the kingdom of Geoff some years ago, the skilled huntsmen of his clan were called upon to do battle with the invaders. Most of the destruction occurred in distant towns and villages, until the day his own village became a target of the raiding giants and their allies. Horek’s father, along with a group of other clansmen, held off the invaders for as long as they could while the women, children and older villagers fled toward Hochoch. A band of invaders managed to squeeze past the line of defense, and Horek’s mother fell in battle against the vile creatures as she and several other women fought to protect their children. None of the men survived their stand against the invaders, but their brave action bought many of their loved ones enough time to escape the terrible destruction.

Left only with his great uncle and a few others from the decimated village, the survivors bypassed Lochoch and fled north and east along with many other refugees from the lands of Geoff. Their small group settled down several miles east of the fortified town of Pellak in the kingdom of Bissel, living off the land as they had done for generations. But a thirst for vengeance burned within his body, and as the boy grew into a man, he swore to himself that he would find a way to make the giants and their evil allies pay for what they did not only to his parents, but also to his village...