Valeros

Jack "Feral" Garrison's page

76 posts. Alias of Zayne Iwatani.


Strength 18
Dexterity 16
Constitution 15
Intelligence 15
Wisdom 13
Charisma 13

About Jack "Feral" Garrison

Jack "Feral" Garrison
Male Unchained Barbarian (Primal Disciple) 2
CN Medium humanoid (human)
Init +3; Perception +7
--------------------
Defense
--------------------
AC 17 (19 in Stance), touch 13, flat-footed 14 (16 in stance) (+4 armor +3 Dex)
hp 19 (2d12+4)
Fort +5, Ref +4, Will +2
+1 bonus on Reflex
--------------------
Offense
--------------------
Speed 30 ft.
MW Kukri +8 (1d4+4 18-20)
Silver Kukri +7 (1d4+3 18-20)
Cold Iron Kukri +7 (1d4+4 18-20)

Full Attack MW Kukri +6/+6 (1d4+4 18-20) and (1d4+2 18-20)
Full Attack Silver Kukri +5/+5 (1d4+3 18-20) and (1d4+1 18-20)
Full Attack Cold Iron Kukri +5/+5 (1d4+4 18-20) and (1d4+2 18-20)
--------------------
Statistics
--------------------
Str 18 (+2 Racial), Dex 16, Con 15, Int 13, Wis 15, Cha 13
Base Atk +2; CMB +6; CMD 19
Traits:: Civilized, Unhappy Childhood (Tortured)
Feats Two-Weapon Fighting (1), Weapon Focus (Kukri) (Human), Victorious Recovery (Combat) (free)
Languages Common, Varisian
SQ Ancestral Style (Ex) (Victorious Recovery), Maneuvers, rage, Rage power, uncanny dodge
--------------------

Skills:

(4 class + 1 int + 1 Human + 2 DM) x 2 = 14
(2)Acrobatics (Dex) +8
(2)Climb (Str) +9
()Craft (Int)
()Diplomacy (Cha)
(2)Intimidate (Cha) +6
(2)Knowledge (Local) +7
(2)Knowledge (Nobility) +7
()Linguistics (Int)
(2)Perception (Wis) +7
()Profession (Wis)
()Ride (Dex)
(2)Swim (Str) +9

Modifiers:
+1 trait bonus on Knowledge (nobility)
+1 trait bonus on Knowledge (local)


--------------------
Gear:

MW Kukri(2) 600
Cold Iron Kukri(2) 32
Silver Kukri(2) 56
Dagger (4) 8
Mithril Chainshirt 1100
Explorer's Outfit
--MW backpack-- 50
silk rope (100) 20
torches (10) 1
bedroll .1
Blanket .5
belt pouch 1
flint and steel 1
mess kit .2
soap.01
trail rations (7 days) 3.5
waterskin 1
grappling hook 1

124.7gp

Encumbrance:70lbs


--------------------
Racial Abilities, Traits and Feats:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

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.

--Traits--

Civilized:You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Unhappy Childhood (Tortured):You gain a +1 bonus on Reflex saves.

--Feats--

Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Weapon Focus (Kukri): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Victorious Recovery: Once per encounter, you may recover maneuvers equal to your initiator modifier (2) when you reduce an opponent to zero or less hit points.


--------------------
Special Abilities:

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

Maneuvers: A primal disciple begins her career with knowledge of three martial maneuvers. The disciplines available to her are Golden Lion, Primal Fury, and Thrashing Dragon. A primal disciple gains Diplomacy as a class skill.

Once the primal disciple knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by primal disciples is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A primal disciple’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.

The primal disciple learns additional maneuvers at higher levels, as indicated on Table: Archetype Maneuver Progression. The maximum level of maneuvers gained through primal disciple levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to his maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A primal disciple must meet a maneuver’s prerequisite to learn it. See the Systems and Use chapter in Path of War for more details on how maneuvers are used.

Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the primal disciple can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the primal disciple need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A primal disciple’s initiation modifier is Wisdom, and each primal disciple level is counted as a full initiator level.

Maneuvers Readied: A primal disciple can ready all three of her maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A primal disciple must always ready her maximum number of maneuvers readied. She readies her maneuvers by practicing weapon drills or communing with her ancestors for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The primal disciple does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in communion with her ancestors, she can change her readied maneuvers.

A primal disciple begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).

In order for the primal disciple to recover maneuvers, she must draw on the strength of her ancestors as a full- round action. When she does so, she recovers a number of expended maneuvers equal to her primal disciple initiation modifier (minimum 2), regains one round of rage, and if she is fatigued as a result of her rage class feature, she can make a Fortitude save (DC 10 + the number of rounds the fatigue would last). Alternately, the primal disciple may focus inward and recover a single maneuver as a standard action.

Stances Known: A primal disciple begins play with knowledge of one stance from any discipline open to primal disciples. At 4th, 7th, 11th, and 13th levels, she can select an additional stance to learn. The maximum level of stances gained through primal disciple levels is limited by those listed in Table: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended and the primal disciple 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 maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.

Unlike with maneuvers, a primal disciple cannot learn a new stance at higher levels in place of one she already knows.

This ability replaces the rage powers gained at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th levels.

Ancestral Style (Ex): Primal disciples draw their skill and strength from longstanding traditions of combat and skill in their tribes. At 1st level and again at 6th level, a primal disciple gains one of the following feats as a bonus feat: Enduring Protector, Martial Charge, Martial Power, Prodigious Two-Weapon Fighting, Seize the Opportunity, or Victorious Recovery. She must meet the prerequisites for these feats as normal.

This ability replaces fast movement and trap sense.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can't have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian's turn as a free action; otherwise, it lasts until the rage ends.

Intimidating Glare (Ex): The barbarian adds her Strength modifier in place of her Charisma modifier on all Intimidate checks to demoralize a foe. She can attempt an Intimidate check to demoralize an adjacent foe as a move action instead of a standard action. If the barbarian successfully demoralizes an adjacent foe, that foe is shaken for the remainder of the barbarian's current rage.

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.


-------------------
Maneuvers:

Initiator Level: (2 Primal Disciple) 2nd

--Stances (1)--
Inner Sphere Stance - When wielding two weapons, disciple gains +2 dodge bonus to AC and a +2 bonus to Will saves.

--Maneuvers Known (4)--
Thrashing Dragon: Swift Claws - Strike - Attack a single target with two wielded weapons.

Thrashing Dragon: Wyrmling's Fang - Strike - Thrown weapon inflicts an additional 1d6 points of damage.

Thrashing Dragon: Leaping Dragon - Boost - Make an Acrobatics check to jump as a swift action with a +10 bonus.

Golden Lion: Encouraging Roar - Boost - For one round, all allies gain a +2 morale bonus to all attacks and damage.

--Maneuvers Readied (3)--
Swift Claws, Wyrmling's Fang, Leaping Dragon


--------------------
Backstory:

The Shoanti are a hardy and tough people that wander the northern wilds of Varisia. On certain rare occasions they will find themselves within the settlements of Varisia, either for work or for pleasure. Jack Garrison is the product of the later. The son of a whore and a Shoanti barbarian, Jack Garrison grew up strong and resourceful. He managed to adapt well his ancestor's natural survivability to the mean streets of Riddleport where he grew up. Unfortunately he picked the worst possible group to run with. Thugs, thieves and brutes, all of them, him included. Such a life alone would have made for an angry youth but add in the Shoanti blood and you have a recipe for disaster. Which is why he was given the name "Feral".

Feral had always been the best fighter in his group. He had never met anyone he couldn't cow into submission or beat senseless. That is until a strange man wandered through town. He was an outsider even to Varisia but such people usually never made it this far inland. He had a quiet strength about him that kept most at bay. You could tell by the way he walked and carried himself that he was a real warrior. His weapon was a spear though he used it more often as a walking stick. While most left him be, Feral could not. He approached the man and goaded him into a fight. Feral ended up on the floor so fast he didn't even see the move that put him there. So he tried again, and again, and again, until he couldn't move muscle. Never had he met a man that moved with such fluid grace. He flowed, dodged and even tossed about the much larger youth like he was a sack of grain. His spear moved so fast it looked like a whip and his small body packed more punch than the biggest bouncers in Riddleport. Feral wanted to know how he was so strong but the man remained silent. So Feral followed him, watched him, and eventually learned from him.

The strange man saw in Feral an anger beyond what one would find in a youth raised on the streets. It was something primal and powerful. The child could grow up to be a very powerful evil in the world, or a very powerful force of good. It just depended on which direction he focused that anger. So since Jack wouldn't stop following him, he lead him all the way to the Crashing Tempest Academy. It was there he revealed himself to be Master Geoffrey, one of many instructors at the Academy. Seeing Jack's potential, he offered him a scholarship. One that would have to be earned. He'd have to make top ranks, maintain good grades, and good standing. No more bullying, stealing or any other unlawful act. If he failed or fell behind, he'd be kicked out with no chance of returning. Jack accepted immediately.

So Master Geoffrey taught the lad not just how to fight, but the art of war. He learned of the many fighting disciplines but took to the Thrashing Dragon Path immediately. It was a path designed for one such as him and the perfect means by which to focus his anger. And eventually, his rage was tempered with discipline. His martial strength was forged into an art. He also found out that, given the right environment, he was very intelligent for a street urchin. He still hated books but he absorbed knowledge easily and could apply it quickly. The man who once had none found honor and little bit of decency. He was still a long way from being a good person but he was at least headed in the right direction. Instead of fighting to live on the streets of Riddleport, he now lived to fight, to seek out more powerful foes. He no longer wanted to return to his old life of meaningless violence but he wasn't altruistic enough to start his own cause. So for his graduation challenge, he was told of the Korvosa, one of the largest cities in Varisia. If he thought Riddleport was difficult, Korvosa would gobble him whole. He'd find many challenging opponents there, and not just in strength or fighting skill. He'd have to worry about thieves, tricksters, magicians and more. Maybe the Sable Company or Korvosan guard would be a good fit. The choice was up to him.

Or so he thought. Within a week of arriving, Jack nearly lost all sense of self. He had discovered a Shoanti chew called barbarian chew that felt like it great him strength. But the first dose he tried was laced with the addictive substance. Once he was hooked, Gaedren Lamm was there to give him more. He wanted it. Needed it. And woe be to anyone that got in his way. Gaedren Lamm used his new body guard and muscle to great effect, taking out competitors or making more orphans for his business. Jack was lost in the haze for months until a cleric purged his mind with healing magic. He came to with his blades buried into the abdomen of a woman he'd never seen before. Her hands were on his temples. She smiled when she saw the light return to his eyes. Jack frantically ran through the streets, trying to find someone to heal her as she slowly bled out in his arms. Thankfully, by matching the symbol on her garb to a symbol on the wall, he managed to find her temple. They took care of her wounds and helped him move past his addiction. She had cleared his mind but the need was still there. It would be many more months before he could look at the drug without his hands shaking.

But once he was sane, Jack swore bloody vengeance on the man that put him through all that. Gaedren Lamm would pay.