Corsair

Kharg's page

110 posts. Organized Play character for Siriak.


Full Name

Kharg

Race

Half-orc

Classes/Levels

Fighter 2 | AC 19 (t 13) (ff 16) | F+5, R+4, W+1 (+4 vs fear) | CMB +6 CMD 19 |Darkvision 60', Init +3, Per +0 SM +0 | speed 30 ft | HP 19/19

Gender

Male

Size

Medium

Age

23

Special Abilities

Orc Double Ax wielder

Alignment

CN

Deity

Gorum, Besmara, Cayden Cailean, Pharasma, and Calistra

Location

Absalom

Languages

Common (Taldane), Orc

Occupation

Crewmember on an Andoran Privateer

Strength 18
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 10
Charisma 8

About Kharg

Kharg
PFS #: 12943-2
Faction: Liberty's Edge (previously Andoran)
Fame: 6
PP: 3
XP: 3

PFS Journal:

Chronicle #1: 2-15 Shades of Ice, Part 1; 1 xp, 2 pp, 500 gp
Chronicle #2: Special 6-97 Siege of Serpents; 1 xp, 2 pp, 500 gp
Chronicle #3: Ritual of Stardust 4714 AR Boon; 0 xp, 0 pp, 0 gp
Chronicle #4: The Confirmation;1 xp, 2 pp, 430 gp

Boons:

Pathfinder's Excellence (Combat)(2 boxes)(c2): Before making an attack, you may check one of the boxes preceding this boon in order to roll the attack dice twice and take the better result. If the attack is against a member of the Aspis Consortium or someone directly in the Consortium's employ, the critical threat range of the weapon doubles; this benefit doesn't stack with any other effect that expands the threat range of a weapon (such as the Improved Critical feat). Once you check the last box, cross the entire boon off your Chronicle sheet.

Pathfinder's Excellence (Resilience)(2 boxes)(c2): As a swift action, you can check one of the boxes preceding this boon to gain a number of temporary hit points equal to 1d8 plus twice your character level, These temporary hit points last for 10 minutes and do not stack with any other temporary hit points. So long as you have at least 1 of these temporary hit points remaining, you also have DR 2/-- against attacks made by members of the Aspis Consortium and anyone on their direct employ. Alternatively, as a standard action you can check a box in order to heal 1d2 points of ability damage to one ability score. Once you check the last box, cross the entire boon off your Chronicle sheet

Guiding Stars (c3): As a standard action, you can throw the handful of sand in the air, causing the air to sparkle faintly for 1 minute in a 40' radius centered on your space. All creatures in the area gain a +2 luck bonus on saving throws against any effects that would give them the confused condition, and any confused creature in the area that would act normally or babble incoherently on its turn receives a new saving throw against the confusion effect; if successful, the creature ends the effect for itself only.

Confirmed Field Agent (c4): Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum of 1).

Explore, Report, Cooperate (The Confirmation)(c4): You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off the Chronicle sheet.

Friend of Janira Gavix (c4): The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Half-Orc Fighter 2 (Archtype: Two-Weapon Fighter)
CN Medium humanoid (human, orc)
Init +3; Senses: Darkvision 60', Perception +0; Sense Motive +0

Defense
AC 18 (19 when dual wielding) touch 13, flat-footed 15 (16 when dual wielding) (+3 Dex) (+5 Chain Shirt) (+1 shield when dual wielding)
hp 19 (2d10+2+1) (+1 Con) (+1 favored class at 1st level)
Fort +5, Ref +4, Will +1 (+2 trait bonus vs. fear effects, +1 bonus vs fear effects due to Bravery 1))
Defensive Abilities: Sacred Tattoo

Offense
Speed 30 ft.
Melee Masterwork Orc Double Axe +6/+6 (1d8+4/20/x3)/(1d8+2/20/x3)(one axe normal masterwork steel, one axe cold iron)
Single Attack with Masterwork Orc Double Axe +8 (1d8+4(+6)/20/x3)
Morningstar +6 (1d8+4(+6)/20/x2)
Dagger +6 (1d4+4/19-20/x2)
Ranged Shortbow +5 (1d6/20/x3/60 ft.)

Statistics
Str 18, Dex 16, Con 12, Int 10, Wis 10, Cha 8
Base Atk +2; CMB +6; CMD 19

Feats
Weapon Focus (Orc Double Ax): +1 bonus on all attack rolls made with the Orc Double Ax.
Two Weapon Fighting: Fight with a weapon wielded in each hand; make one extra attack each round with the secondary weapon.
Two Weapon Defense: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Traits
Captain’s Blade (Faction): You were born on board a ship and learned to fight beside the sailing men and women of the Andoran fleet. While on board any vessel afloat on water, you gain a +1 trait bonus on Acrobatics and Climb checks. One of these skills (choice=Acrobatics) becomes a class skill for you.
Courageous (Basic-Combat): +2 trait bonus vs. fear effects.

Skills (-1 armor check penalty included in skill modifiers)
Acrobatics +7, Intimidate +6, Profession (Sailor) +4

Languages Common (Taldane), Orc

SQ Intimidating, Sacred Tattoos

Combat Gear +1 Chain Shirt, Masterwork Orc Double Ax (one axe normal masterwork steel, one axe cold iron), Morningstar, Dagger, Shortbow, 20 arrows

Magical Gear Oil of Magic Weapon, Potion of Cure Light Wounds

Other Gear Explorer's Outfit, bedroll, backpack, flint/steel, signal whistle, crowbar, chalk, whetstone, 50' silk rope, grappling hook, waterskin, trail rations (5 days), 118 gp, 7 cp

Class Features:

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats."

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Racial Traits:

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Sacred Tattoo (ARG p.52): Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.