Senenmerek

Hoske Barra's page

16 posts. Alias of Oceanshieldwolf.


Full Name

Hoske Barra

Race

Obitu

Classes/Levels

Fighter (Gladiator)//Warder 1; HP 15/15, AC 13/T 13/ FF 10; Fort +5, Ref +2, Will +4; CMB +5, CMD 17; Per +3, Init +9; Spd 30 ft.;

Gender

(Male)

Special Abilities

Maneuvers, Stance, Defensive Focus, Aegis

Alignment

Lawful Evil

Strength 18
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 14
Charisma 16

About Hoske Barra

Quick View Stats for Combat:
Status:
HP: 15/15
AC:13, 13 touch, 10 flat-footed
Saves: Fort: +5, Reflex: +2, Will +4
BAB +1
CMB +5 CMD 17

Initiative: +9
Conditions:
Spells in Effect:
Currently wearing: Nothing
Items in Hand: Nothing

Maneuvers Known: 5
Maneuvers Readied: (3) Crushing Blow, Flurry Strike, Primal Wrath
Stances: (1) - Pride Leader's Stance

Hoske Barra's Tale:

"The road from Matharyn to Daveryn
lies for miles and miles
between the mountains and the azure sea.
Where south Talingarde lasses
curls and caresses
ease the journey's hardship for me.

But grim Branderscar,
lies often too far
from the road and my heart
is thus free.
If you tarry ere long
Too dark grows this song
And not a guest but a prisoner you'll be."

- Penny limerick/Traditional attributed to the minstrel Zayn Half-hand.

"The Dorost plague,
gives you pain after ague
and final rest is denied you.
If you wake after death
and are left quite bereft
It's surely Taxos' crime that's inside you."

- 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:
xx +xx, 1dxx +6, xx-xx xZZ [+1 BAB, +4 Str, +1 xx, +1 xx] [+6 THF Str]

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
Benefit: You treat all weapons you are proficient in as if they had the performance weapon quality.

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)
Appraise (Int)/No/xx/+xx = +xx
Bluff (Cha)/No/xx/+xx = +xx
Climb (Str)/Yes, +3/xx/+xx = +xx *
Craft (tattoo) (Int)/Yes, +3/xx/+xx = +xx
Diplomacy (Cha)/Yes, +3/xx/+xx = +xx
Disable Device (Dex)/No/xx/+xx = +xx * #
Disguise (Cha)/No/1/+xx = +xx
Escape Artist (Dex)/No/xx/+xx = +xx * (+2 Obitu)
Fly (Dex)/No/xx/+xx = +xx *
Handle Animal (Cha)/Yes, +3/xx/+xx = +xx #
xxxxHeal (Wis)/Yes, +3/1/+2= +6
xxxxIntimidate (Cha)/Yes, +3/1/+3 = +7
Knowledge (engineering)(Int)/Yes, +3/xx/+xx = +xx #
Knowledge (history) (Int)/Yes, +3/xx/+xx = +xx #
xxxxxKnowledge (martial) (Int)/Yes, +3/1/+1 = +5 #
Knowledge (nobility and royalty) (Int)/Yes, +3/xx/+xx = +xx #
Knowledge (religion)(Int)/Yes, +3/xx/+xx = +xx #
Knowledge (others) (Int)/No/xx/+xx = +xx #
Linguistics (Int)/No/xx/+xx = +x #
xxxxPerception (Wis)/No/1/+2 = +3
xxxxPerform (Cha) /Yes, +3/1/+3 = +7
Profession (Int) /Yes, +3/xx/+xx = +xx #
Ride (Dex)/Yes, +3/xx/+xx= +xx *
xxxxSense Motive (Wis)/Yes, +3/1/2 = +6
Sleight of Hand (Dex)/No/xx/+xx= +xx * # (+2 Obitu)
Spellcraft (Int)/Yes, +3/xx/+xx = +xx #
Stealth (Dex)/No/xx/+xx = +xx *
Survival (Wis)/Yes, +3/x/+2 = +xx
Swim (Str)/Yes, +3/xx/+xx = +xx
Use Magic Device (Cha)/No/xx/+xx = +xx #

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
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

DESCRIPTION
By bringing his weapon high and bringing it down with ferocious finality, the disciple's forceful blow is enough to weaken the defenses of his foe momentarily. The initiator makes an attack and if successful, the strike inflicts an additional 1d6 points of damage and may potentially render his foe flat-footed until its next turn on a failed Fortitude save (DC 11 + initiation modifier).

Encouraging Roar

Discipline: Golden Lion (Boost); Level: 1
Initiation Action: 1 swift action
Range: 30-ft.
Target: Allies
Duration: One round

DESCRIPTION
The disciple lets out shouts of encouragement to bolster his allies in battle. All allies within 30-ft. of the Golden Lion disciple gain a +2 morale bonus to attack and damage rolls for one round.

Flurry Strike

Discipline: Broken Blade (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION
The disciple of the Broken Blade learns to maximize openings in his opponent's defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.

Hunting Party

Discipline: Golden Lion (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature and one adjacent ally
Duration: 1 round

Description
When two or more soldiers converge on a single target, the odds of victory increase and the disciple with the knowledge of this strike can assist his comrade's potential lethality. When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an attack of opportunity against that target.

Primal Wrath

Discipline: Primal Fury (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION
A wild but powerful strike is better than a frail and accurate one, says the disciple of Primal Fury. By sacrificing accuracy for potency, the disciple achieves his desired result. The initiator inflicts an additional 4 points of damage upon a successful attack, or an additional 6 points of damage if the initiator is wielding the weapon in two hands.

Stances List:

Pride Leader's Stance

Discipline: Golden Lion (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION
By adopting the mannerisms of commanding lions of the great savannahs, the disciple inspires heroics by his presence. By adopting this stance, the initiator and all allies within 20-ft. of his position gain a +4 morale bonus to saves vs fear effects and demoralization effects. The radius of this effect increases by 10-ft. per five initiator levels starting at initiator level 6.

GEAR:

Weapons: xx

(xx lbs., xx gp)

Armor:

(xx lbs, xx gp)

Skill Equipment:

Magic Miscellaneous:

Mundane Miscellaneous
xx

Total equipment cost: xx spent. (of xx starting funds)
Weapons xx gp., Armor xx gp., Magic Misc. xx gp, Mundane Misc. xx gp.,
Remaining Gold
Weight: xx lbs
Weapons xx lbs., Armor xx lbs., Misc. xx lbs.,

Capacity: light: xx lbs. or less Medium: xx lbs. Heavy: xx0 lbs.