Carousing Champion

Horgrym's page

372 posts. Organized Play character for Paul Byers.


Full Name

Horgrym of Mendev

Race

hp 63/63 | AC 19 (20 vs. M+) T 13 FF 18 | Per +10 (+12 traps/ug, +14 both) | F +8 R +5 W -0 (+4 vs fear) (addtl. +2 vs spells)| CMB +8 | CMD 19 | Spd 20' | Init +1 (+3 ug)

About Horgrym

Horgrym is the orphan son of crusaders that sought to stem the demonic tide from the Worldwound. Resentment for the fight and the young country of his birth grew in his heart and he left to become a Pathfinder, where he found himself drawn to the ancient glory of Osirion.

Horgrym of Mendev
Male Halfling Fighter 1/Slayer 5
Alignment CG
PFS# 69215-2
XP 17
Fame 20
Prestige 18
Small Humanoid (halfling)
Faction Scarab Sages
Init +1 (+3 underground); Senses Perception +10 (+12 traps or underground, +14 both)

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Defense
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AC
19, 20 vs. M+ or traps, touch 13, flat-footed 18 (+6 armor, +1 Dex, +1 size, +1 trait)
hp 63 (5d10+5+18)
Fort +8, Ref +5 (+6 vs trample or traps), Will +0 (+4 vs fear)
(+2 resistance bonus on saves vs. spells and spell-like abilities)

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Offense
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Speed
20 ft.
Ranged Small Sling +7 (1d3+3/x2, Range 50 ft.)
Melee Small +1 Adamantine Greatsword +12 (1d10+5/19-20/x2)
...Small Cold Iron Bec de Corbin +10 (1d8+4/x3, brace, reach)

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Statistics
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Str
16, Dex 12, Con 16, Int 10, Wis 8, Cha 10
Base Atk +6/+1; CMB +8; CMD 19
Feats Blind Fight (reroll miss chance, invis. Melee attacker gets no bonuses, move w/out acro. when blind), Furious Focus (w/2h weapon ignore PA -1 to attack on first/turn), Power Attack (-2 to attack, +4 to dmg or +6 to damage 2h), Weapon Focus: Greatsword (+1 to attack)
Traits Defender of the Society (+1 trait bonus on AC with med/hvy armor), Child of the Crusades (Mendev, +2 trait bonus to save vs. fear)
Skills Climb +9, Disable Device +12 (+14 w/tools), Knowledge (dungeoneering) +9, Linguistics +9, Perception +10 (+12 traps or underground), Survival +6 (+8 tracking or underground), Swim +8
Skill Ranks Climb 3, Disable Device 6, Knowledge (dungeoneering) 6, Linguistics 6, Perception 6, Survival 3, Swim 2
Languages Ancient Osiriani, Aklo, Azlanti, Common, Halfling, Goblin, Sphinx, Thassilonian
Gear Small +1 Adamantine Greatsword, Masterwork Noqual Breastplate, Small Cold Iron Bec de Corbin, Small Sling, (15/20) Sling Stones, Wand of Cure Light Wounds (39/50), Wayfinder, Pathfinder Chronicles - Volume 1, Masterwork Thieves’ Tools, 9050 gp, 3 sp

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Special Abilities
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Small:
Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Studied Target (Ex) At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +2 bonus on weapon attack and damage rolls against it, and a +2 bonus to DCs of slayer class abilities against that opponent. The bonuses can be maintained against two targets. These bonuses remain in effect until either the opponent is dead or the slayer studies a third target. If a slayer damages a target with sneak attack, they can study that target as an immediate action.
Track (Ex) A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Slayer Talents
Terrain Mastery (Ex) - Underground: The slayer gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain (underground). A slayer traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Trapfinding: The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level.
Trapfinding (Rogue): A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Trap Sense (Ex): +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Sneak Attack (+1d6): Extra damage when his target would be denied a Dexterity bonus to AC.
Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.

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Chronicles
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1 First Steps Part III: A Vision of Betrayal
2 Pathfinder Online: Thornkeep, The Accursed Halls
3 The Glass River Rescue (GM)
4 Pathfinder Online: Thornkeep, The Forgotten Laboratory
5 Pathfinder Online: Thornkeep, The Enigma Vaults
6 Rise of the Runelords Anniversary Edition, Chapter One: Burnt Offerings (Kyra pregen)
7 Pathfinder Online: Thornkeep, The Dark Menagerie

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Boons
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Image of Imminent Opportunity +2 on initiative check or attack roll (1/level of Thornkeep)
Kayle’s Blessing +1 luck bonus on save vs. dragon’s breath weapon (3/3 times remaining)
Lamashtu’s Bane +2 on attack and damage against targets displaying an unholy symbol of Lamashtu
News of the Diamond Sage A single item of 250 gp once when next in Rahadoum
Unidentified Unguent As a move action gain a short-lived mutation for 1d4+3 rounds (1/1 times remaining)