About Hoske BarraQuick View Stats for Combat:
Initiative: +9
Maneuvers Known: 5
Hoske Barra's Tale:
"The road from Matharyn to Daveryn
But grim Branderscar,
- Penny limerick/Traditional attributed to the minstrel Zayn Half-hand. "The Dorost plague,
- Gutter rhyme attributed to the darkchanter Xosef Hangue. ***** The creature awoke, or more truthfully, opened his eyes. His gleaming green orbs took in the cell just as his other senses welcomed other information. The dank atmosphere. The smell. Darkness. Ah. He knew his fate. Welcomed it. Anything was better than the time before. A squalid life of boredom and indentured servitude that had followed a short brutish existence as an arena slave. That had followed...vagrancy and orphanhood... Now he was…something. Something more than a mere man. Gone were the aches and pains of mere skin and flesh. Sadnesses sloughed off like so many unimportant motes of fragile human concerns - longing, hope, despair. Now he was pure. Bright, in his darkness. Strong in his will, his mind. His soul. He closed his eyes and wondered how his present condition, his fate and destiny came to pass…. Heretofore lost memories flooded back to his foggy mind. He swam in recollection momentarily…. ***** "Kthoo!" Taxos spat on the ground and rubbed his staff-end in the muck as if to impress the point on his truculent bodyguard. "A short trip. To Daveryn. We take the bolts of cloth to Daveryn, get our pay and return with wallets full of venison and pouches bursting with coin from every land and region. I have a colleague there who wishes to try my process out. And having successfully.... Are you listening slave?" The apothecary's wheedling tone set Hoske's teeth on edge, but the big man remained impassive. Taxos looked again with discontent at the hulking man decked out in mismatched, baroque armor and the countenance of boredom and lacklustre initiative. It wasn't Hoske's fault - Taxos was a penny pinching apothecary with a dark sense of humor and a decidedly twisted bent. The unclean linen in question smelled…unpleasant to say the least. Like the contents of the grave were boiled up and poured over it. Which is almost exactly what had happened. Hoske didn't want to think back to the moonlit night he and Taxos had rummaged around in the small cemetery plot on the outskirts of Dorost, a fishing hamlet north of Matharyn on the coast of the Cambrian Bay. Didn't want to think about the putrid gelatinous remains of the young woman's head and shoulders they had scoped into a bucket, the corpse's trunk sheared off at the midriff by, according to hysterical rumor, some kind of nightmarish aquatic beast. Nor the rumors that the beast was plague-ridden. He remembered the itching that assailed him almost constantly upon leaving Dorost, and that the nights of discomfort were only slightly alleviated by Taxos' surprisingly careful ministrations. Too soon on the road to Daveryn they were apprehended by the authorities and taken to Branderscar - their grim activities at the Dorost cemetery had been noticed, and investigated. Taxos was charged with grave robbery - the pretentious little upstart had the temerity to criticise his captor's protocol and cast aspersions on their intelligence, heritage, virility, sanity - anything and everything - a veritable smorgasbord of empty insults and vague threats of untimely demise and lingering death. Anything to forestall his own end and justify his own existence. All in vain. Hoske had sullenly watched the apothecary's execution, and with stolid determination had awaited his own - his sentence commuted for a period as his charges were of a lesser severity - as an indentured bondsman he was afforded less responsibility for his own actions. It mattered little. Hoske fell heavily sick with a strange malady that attacked every muscle, joint, nerve and organ in his body. His skin become translucent and finally, also gelatinous. He grew so ill the warders were frightened of him - suspecting quite rightly that he had the plague. And then, some months ago he had passed away completely. Or so he, and all others had thought. Soon he had risen again, much to the despair and horror of his captors. The Mitrans had pronounced him unclean, yet had kept him here for some unknown reason….. ***** The skeletal creature paused in thought - his eyes burned with dire consideration. He was not angry. Nor bitter. He was determined. And somewhat...unliving. But he would find a way out of this bondage, and forge his own destiny anew. And something else occurred to him - he remembered.... An appellation, designation….something. Ah, that was it. Hoske. His name… STATS:
Ability Scores Score (modifier) (point buy - 28 points on point for point basis) (racial bonus) Str : 18 (+4) (6) (+2 Obitu) Dex: 14 (+3) (2) (+2 Obitu) Con: 16 (+3) (6) Int: 12 (+1) (2) Wis: 14 (+2) (4) Cha: 16 (+3) (8) (- 2 Obitu) DEFENSE:
AC: 13, touch 13, flat-footed 10 (+0 armor, + 3 Dex, +0 shield, +0 size) HP: 15 (Full first lvl = 12, +3 Con, +1 Favored Class) Fort +5 (2 + 3 Con), Ref +2 (0 +2 Dex), Will +4 (2 + 2 Wis) OFFENSE:
Initiative: +9 (+3 Dex, +2 trait, +4 improved initiative) Speed 30 ft. Base Atk: +1 CMB: +5 (+1 BAB, +4 Str) CMD: 17 (10, +1 BAB, +4 Str, +2 Dex) Melee:
Ranged: N/A
Favored Class Bonus Fighter//Warder: Hit points Feats:
[6: 1 1st level, 1 Fighter, 1 campaign bonus, 1 Gladiator (Performance Weapon Mastery), ! Warder (Combat Reflexes), 1 Obitu (Improved Initiative)]
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 first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity (Intelligence) bonus. With this feat, you may also make attacks of opportunity while flat-footed. Improved Initiative: You gain +4 to Initiative rolls. Performance Weapon Mastery
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Weapon Focus (Heavy Flail): You gain a +1 bonus on all attack rolls you make using the selected weapon.
SKILLS:
The Fighter's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str). A gladiator gains Perform (act, comedy, and dance) (Cha) as class skills. The warder's class skills (and the key ability for each skill) are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (martial) (Int), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skills: (6 = 4 ranks x Fighter//Warder 1 = 4, + 1 Int, +1 campaign skill point) Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained) xxxxAcrobatics (Dex)/Yes, +3/1/+2 = +8 * # (+2 Obitu)
TRAITS :
Reactionary: Benefit: You gain a +2 trait bonus on initiative checks. Anatomist: Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits. Grave Robbery It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none. Punishment: Death by beheading Benefit: You receive a +1 trait bonus to confirm critical hits. Languages: Common. Obitu Racial Characteristics:
+2 Strength, +2 Dexterity, -2 Charisma: Obitu are supernaturally strong and quick, though often lack the self-confidence to be charismatic or charming. Medium Size: Obitus have no bonuses or penalties due to size. Normal Speed: Obitus move at base speed of 30 feet. Darkvision: Obitu can see in the dark up to 60 feet. Fossil Fortitude: Obitu gain a +4 racial bonus on saving throws against disease and poison. Improved Initiative: Obitu gain the Improved Initiative feat at first level as a racial bonus feat. Nimble Form: Due to a preternaturally thin and agile body, obitu gain a +2 racial bonus on Acrobatics, Escape Artist, and Sleight of Hand skill checks. Negative Energy Resistance: Obitu have negative energy resistance equal to 5 + ½ their character level. This resistance applies to damage from channeled negative energy and spells that harness negative energy to cause damage such as inflict light wounds and harm. Sleep Immunity: Rather than sleep, obitu enter a meditative state known as trance. They are fully aware of their surroundings while in this state. In addition, obitu are immune to magic sleep effects. Languages: Obitu begin play speaking Common. Obitu with high Intelligence scores can choose from the following: Dwarven, Elven, Halfling, Gnome, Goblin, or Orc. CLASS ABILITIES
Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). A gladiator is not proficient with heavy armor or tower shields. Instead he gains the Performance Weapon Mastery feat at 1st level as a bonus feat. This bonus feat is in addition to the bonus feat a fighter gains at 1st level. Furthermore, a gladiator using piecemeal armor is considered to be wearing a suit of armor as long as he wearing two or three armor pieces, gaining the +1 to armor bonus but still taking the +5% chance of arcane spell failure if the pieces are mixed. Warders are proficient with all simple and martial melee weapons, with all armor, and with shields (including tower shields). Maneuvers:
A warder begins her career with knowledge of five martial maneuvers. The disciplines available to her are Broken Blade, Golden Lion, Iron Tortoise, and Primal Fury. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by warders is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table: The Warder. The warder must meet a maneuver's prerequisites to learn it. See the Systems and Use chapter. Upon reaching 4th level, and at every even numbered warder level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the warder loses the old maneuver in exchange for the new one. The warder need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The warder can swap only a single maneuver at any given level. A warder's initiation modifier is Intelligence. Maneuvers Readied:
A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below). For a warder to recover expended maneuvers, she must take stock of her situation to plan for her next movement. By focusing entirely on a defensive position to prepare her next move, she is able to regain maneuvers expended to assist her to victory. By taking a full round action to plan her next move (activating her defensive focus class feature, see below), she recovers a number of expended maneuvers equal to her Intelligence modifier (minimum of 2). Alternately, she may take a brief pause in battle and recover a single maneuver of her choosing by spending a standard action on her turn. Stances Known:
Warders begin play with knowledge of one stance from any discipline open to warders. At the indicated levels (see class table), the warder selects an additional new stance. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warder cannot learn a new stance at higher levels in place of one she already knows. Defensive Focus (Ex):
At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her Intelligence modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round. When recovering maneuvers as a full round action, the warder sets up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 ft. for every 5 initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them. At 10th level, her defensive focus improves further, causing the ground within her melee reach to be treated as if it were difficult terrain, hampering her foes' movement around him. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity. Aegis (Ex):
At 1st level, the warder's defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder's position gain a +1 morale bonus to Armor Class and to Will saves under the warder's defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible). At 6th level, her aegis' range increases its effective area, growing to a 20 ft. radius. At 12th level, this increases again to 30 ft.. Maneuvers List:
Crushing Blow Discipline: Primal Fury (Strike); Level: 1
DESCRIPTION
Encouraging Roar Discipline: Golden Lion (Boost); Level: 1
DESCRIPTION
Flurry Strike Discipline: Broken Blade (Strike); Level: 1
DESCRIPTION
Hunting Party Discipline: Golden Lion (Strike); Level: 1
Description
Primal Wrath Discipline: Primal Fury (Strike); Level: 1
DESCRIPTION
Stances List:
Pride Leader's Stance Discipline: Golden Lion (Stance); Level: 1
DESCRIPTION
GEAR:
Weapons: xx (xx lbs., xx gp) Armor: (xx lbs, xx gp) Skill Equipment: Magic Miscellaneous: Mundane Miscellaneous
Total equipment cost: xx spent. (of xx starting funds)
Capacity: light: xx lbs. or less Medium: xx lbs. Heavy: xx0 lbs.
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