Dwarf

Nitre Harsk's page

47 posts. Alias of Zin Z'arin.


Race

| HP: 52/52 | AC: 19 (15 Tch, 14 Fl) | CMB: +6, CMD: 21 (16 Fl) | F: +9, R: +10, W: +4 | Init: +8 | Perc: +9, SM +2

Classes/Levels

| Speed 20ft | Active conditions: none

Gender

Female LN Dwarven Ranger 4 / Marshall 3

About Nitre Harsk

CORE

Nitre (Mythic Harsk)
Female Dwarf Ranger 4 / Marshal 3
LN Medium Humanoid (dwarf)
Init +8; Senses Darkvision 60'; Perception +9
. . Favored Enemy (giants) +2 bonus to Perception checks vs. giants
. . Favored Terrain (mountain) +2 bonus to Initiative and Perception checks while in mountainous terrain
. . Stonecunning +2 racial bonus on Perception checks to notice unusual stonework

Str 14, Dex 20, Con 16, Int 10, Wis 14, Cha 8
. . Endurance +4 bonus on Constitution checks to continue running, to avoid nonlethal damage from a forced march, to hold your breath, or to avoid nonlethal damage from starvation/thirst
. . Surge 1d6 expend 1 mythic power to add 1d6 to any d20 roll

Animal Companion: Biter

Resources:

Rerolls
. . Cthulhu Brew t-shirt [ ]

Mythic
. . Mythic Power (11/day) [ ][ ][ ][ ][ ]-[ ][x][x][x][x]-[x]
. . Legendary Power (6/day) [ ][ ][ ][x][x]-[x]

Ranger Spells
1st level (1/day)
. . [ ] entangle

Ammunition
. . +2 screaming bolt (2) [ ][ ]
. . bolts (30) OO[ ][ ][ ][x][x]-[x][x][x][x][x]

Potions
. . cure light wounds (3) [ ][ ][ ]
. . pass without trace (2) [ ][ ]

Gear
. . antitoxin (1) [ ]
. . smokestick (1) [ ]
. . trail rations (4) [ ][ ][ ][ ]


Scenario Notes:

Mission Briefing

Purchases

Scenario Items

Faction Goal Priorities
9 - recruit a named NPC scholar, archaeologist, extraplanar authority or similar (Knowledge (local), Diplomacy)
9 - recover a gem
9 - participate vs. divs, followers of divs, or evil necromancers
9 - become possessed or permanently destroy a haunt


Boons:

Persistant
. . Reckless Revenge: You chose to undermine Torch's schemes in Oririon, but he easily identified your plans. You have developed a reputation as one who seeks Torch's downfall, even if you are not always successful.
. . Seeking the Sages (Osirion Scarab Sages Faction): You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to events later in the Destiny of Sands storyline and does not grant any benefits at this time.

Periodic

Limited


Defense:

AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex); CMD 21 (16 Fl), +4 vs. bull rush, trip
hp 52 (4d10 Ranger, 4/tier Marshal, +3 Con)
Fort +9, Ref +10, Will +4; +2 vs. poison, spells, spell-like abilities
Special Defenses
. . cloak of resistance +1 resistance bonus on all saving throws
. . Defensive Training +4 dodge bonus to AC vs monsters of the giant subtype
. . Endurance +4 bonus on Fortitude saves to avoid nonlethal damage from hot or cold environments or to resist damage from suffocation
. . Hard to Kill automatically stabilize below 0 hp; don't die until negative hp equal to twice Constitution score
. . Hardy +2 racial bonus on saving throws vs. poison, spells, and spell-like abilities
. . Recuperation heal fully after 8 hours of rest; expend 1 mythic power to heal hp equal to half full total and regain use of class abilities limited to a number of times per day (doesn't refresh mythic power or mythic abilities)
. . Stability +4 racial bonus on Combat Maneuver Defense to resist bull rush or trip attempts while standing on the ground
. . Surge 1d6 expend 1 mythic power to add 1d6 to any d20 roll

Offense:

BAB +4; CMB +6
Speed 20 ft.
Melee
. . mwk battleaxe +7 (1d8+2, x3, S)
. . unarmed strike +6 (1d3+2, B, nonlethal)
. . touch +6
Ranged
. . +1 heavy crossbow +10 (1d10+1, 19-20, P, 120')
. . ranged touch +9
Special Attacks
. . Favored Enemy (giant) +2 bonus on weapon attack and damage rolls against humanoids with the human subtype
. . Hatred +2 racial bonus on attacks against humanoids with the orc or goblin subtype
. . Killer gain trait bonus to damage on critical hits with a weapon; bonus equal to critical multiplier; damage is not multiplied
. . Point-Blank Shot +1 bonus on attack and weapon damage rolls with ranged weapons at ranges up to 30'
. . Precise Shot can shoot or throw ranged weapons at targets engaged in melee without the usual -4 penalty
. . Surge 1d6 expend 1 mythic power to add 1d6 to any d20 roll

Feats & Traits:

Feats
. . Endurance (bonus feat) +4 bonus on Swim checks to resist nonlethal damage from exhaustion; Constitution checks to continue running, to avoid nonlethal damage from a forced march, to hold your breath, or to avoid nonlethal damage from starvation/thirst; Fortitude saves to avoid nonlethal damage from hot or cold environments or to resist damage from suffocation; may sleep in light or medium armor without becoming fatigued
. . Point-Blank Shot (bonus feat) +1 bonus on attack and weapon damage rolls with ranged weapons at ranges up to 30'
. . Precise Shot can shoot or throw ranged weapons at targets engaged in melee without the usual -4 penalty
. . Rapid Reload (heavy crossbow) reload heavy crossbow as a move action

Traits
. . Killer gain trait bonus to damage on critical hits with a weapon; bonus equal to critical multiplier; damage is not multiplied
. . Reactionary +2 trait bonus on initiative checks

Proficiencies
. . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
. . Armor Proficiency, Medium No penalties on attack rolls while wearing medium armor
. . Dwarven Weapon Familiarity No penalties on attacks made with battleaxes, heavy picks, and warhammers; treat any weapon with the word "dwarven" in its name as a martial weapon
. . Martial Weapon Proficiency No penalty on attacks made with martial weapons
. . Shield Proficiency no penalties on attack rolls when using a shield (except tower shields)
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons


Skills:

Skill Points 28 (6/level Ranger, +4 fcb)
ACP -0 (-0 Armor, -0 Encumbrance)
* ACP applied to these skills

[ ] *Acrobatics +5 (-4 to jump)
[ ] Appraise +0 (+2 to determine the value of nonmetal objects containing metal or gemstones)
[ ] Bluff -1 (+2 vs giants)
[ ] *Climb +2
[ ] Diplomacy -1
[ ] Disguise -1
[ ] *Escape Artist +5
[ ] *Fly +5
[4] Handle Animal+6 (+4 with Biter)
[4] Heal +9
[ ] Intimidate -1
Knowledge (dungeoneering)
[4] Knowledge (geography) +7 (+2 in mountainous terrain)
[ ] Knowledge (local) n/a (+2 vs giants, may attempt untrained)
[4] Knowledge (nature) +7
[4] Perception +9 (+2 vs giants; +2 in mountainous terrain; +2 to notice unusual stonework)
[ ] *Ride +5
[ ] Sense Motive +2 (+2 vs giants)
Spellcraft
[4] *Stealth +12 (+2 in mountainous terrain)
[4] Survival +9 (+2 to track; +2 in mountainous terrain; +2 vs giants)
[ ] *Swim +2 (+4 to resist nonlethal damage from exhaustion)

Skill Modifiers
. . Animal Companion Link +4 bonus on Handle Animal checks regarding an animal companion
. . Endurance +4 bonus on Swim checks to resist nonlethal damage from exhaustion
. . Favored Enemy (giants) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type; may make Knowledge skill checks untrained when attempting to identify creatures of the selected type
. . Favored Terrain (mountains) +2 bonus on Knowledge (geography), Perception, Stealth, and Survival checks in mountainous terrain
. . Greed +2 racial bonus to Appraise checks to determine the value of nonmagical objects containing metal or gemstones
. . Stonecunning +2 racial bonus on Perception checks to notice unusual stonework; receive check when within 10' whether looking or not
. . Surge 1d6 expend 1 mythic power to add 1d6 to any d20 roll
. . Track +2 (Ex) add 1/2 level to Survival checks to track

Languages Common, Dwarven


Mythic Abilities:

Mythic Path Marshal Tier 3
. . Ability Score Increase +2 Dexterity
. . Amazing Initiative +3 bonus on Initiative checks equal to tier; expend 1 mythic point as a free action to gain an additional standard action; can't be used to cast a spell
. . Bonus Hit Points gain 4 bonus hit points per tier
. . Hard to Kill automatically stabilize below 0 hp; don't die until negative hp equal to twice Constitution score
. . Recuperation heal fully after 8 hours of rest; expend 1 mythic power to heal hp equal to half full total and regain use of class abilities limited to a number of times per day (doesn't refresh mythic power or mythic abilities)
. . Surge 1d6 expend 1 mythic power to add 1d6 to any d20 roll

Marshal's Orders
. . Decisive Strike +3 (swift) expend 1 mythic power to grant ally within 30' immediate single melee or ranged attack; add tier as bonus on attack roll; damage bypasses all DR

Path Abilities
. . Directed Assault +3 (3 rounds) expend 1 mythic power after confirming critical with a melee or ranged weapon; allies within 30' of that opponent add tier to confirm critical threats; bonus lasts number of rounds equal to tier; may expend 1 mythic power to convert allies successful attack into a critical threat; only one opponent may be focus of Directed Assault at a time
. . Enhanced Ability (Dexterity) +2 bonus to Dexterity
. . Legendary Item (+1 heavy crossbow) gain a legendary item with a number of abilities equal to your tier (max 3)
. . Legendary Item increase maximum number of abilities to 6; item is a lesser artifact

Mythic Feats
. . Extra Mythic Power gain two extra uses of mythic power per day
. . Extra Path Ability gain one extra path ability

+1 heavy crossbow Legendary Abilities
. . Foe-Biting expend 1 legendary power to double total damage amount of single attack; expend 2 legendary power to double total damage amount of single critical hit; damage from special abilities and precision damage are doubled along with normal damage; must be lesser artifact
. . Legendary Surge 1d8 expend 1 legendary power to add 1d6 to attack rolls and combat maneuver checks made with weapon; increase die to 1d8 if bonded with weapon
. . Mythic Bond legendary item is bonded to single mythic character; non-bonded creatures can only use item's non-Legendary abilities
. . Powerful gain two additional uses of legendary power per day
. . Powerful gain two additional uses of legendary power per day; must be lesser artifact


Special Abilities:

Dwarven Abilities
+2 Constitution, +2 Wisdom, –2 Charisma
. . Darkvision 60'
. . Defensive Training +4 dodge bonus to AC vs monsters of the giant subtype
. . Greed +2 racial bonus to Appraise checks to determine the value of nonmagical objects containing metal or gemstones
. . Hardy +2 racial bonus on saving throws vs. poison, spells, and spell-like abilities
. . Hatred +2 racial bonus on attacks against humanoids with the orc or goblin subtype
. . Slow and Steady base speed is never modified by armor or encumbrance
. . Stability +4 racial bonus on Combat Maneuver Defense to resist bull rush or trip attempts while standing on the ground
. . Stonecunning +2 racial bonus on Perception checks to notice unusual stonework; receive check when within 10' whether looking or not

Ranger Abilities
. . Animal Companion Link gain +4 bonus on Handle Animal and Wild Empathy checks with companion; free action to handle and move action to push
. . Endurance gain Endurance as a bonus feat
. . Favored Enemy (humans) +2 (Ex) bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type; gain a bonus on weapon attack and damage rolls against the selected type; may make Knowledge skill checks untrained when attempting to identify creatures of the selected type
. . Favored Terrain (mountains) +2 bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks in mountainous terrain; leave no trail in mountainous terrain (can't be tracked except by choice)
. . Hunter's Bond gain animal companion as effective druid level equal to ranger levels -3
. . Share Spells may cast spells with target "you" on companion, even if normally don't affect companion's creature type; spells must come from class that grants companion
. . Track +2 (Ex) add 1/2 level to Survival checks to track
. . Wild Empathy +4 (Ex) can improve the initial attitude of an animal like a Diplomacy check to improve the attitude of a person; roll 1d20 adding ranger level and Charisma bonus to determine the wild empathy check result; typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly; ranger and the animal must be within 30 feet of one another under normal visibility conditions; influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time; can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but at a –4 penalty


Gear:

Light up to 58 lbs. Medium up to 116 lbs. Heavy up to 175 lbs.
Current Load Carried 48.8 lbs. (Light)
Money 36 gp 0 sp 0 cp

Containers
Backpack

Slots
Explorer's Outfit
Head:
Headband:
Eyes:
Shoulders: cloak of resistance +1
Neck:
Chest:
Body:
Armor: +1 studded leather (+4 AC, +5 Max Dex, -0 ACP)
Belt:
Wrists:
Hands:
Ring:
Ring:
Feet:

Weapons
+1 heavy crossbow
. . +2 screaming bolts (2)
. . crossbow bolts (30)
battleaxe, masterwork

Backpack
potion of cure light wounds (3)
potion of pass without trace (2)
antitoxin
signal whistle
smokestick
teapot
trail rations (4)


Mythic Harst, Ranger 4 / Marshall 3:

Dwarf ranger 4/Marshal 3
LN Medium humanoid (dwarf)
Init +8; Senses darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework)
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 52 (4d10+24)
Fort +9, Ref +10, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, hard to kill
--------------------
Offense
--------------------
Speed 20 ft.
Melee mwk battleaxe +7 (1d8+2/×3)
Ranged +1 Legendary heavy crossbow +10 (1d10+1/19-20)
Special Attacks combat style (archery), decisive strike[MA], favored enemy (giants +2), hatred, mythic power (11/day, surge +1d6)
Ranger Spells Prepared (CL 1st; concentration +3)
. . 1st—entangle (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 16, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +6; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Endurance, Extra Mythic Power[M], Extra Path Ability[M], Point-Blank Shot, Precise Shot, Rapid Reload
Traits killer, resilient
Skills Acrobatics +5 (+1 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Handle Animal +6, Heal +9, Knowledge (geography) +7, Knowledge (nature) +7, Perception +9 (+11 to notice unusual stonework), Stealth +12, Survival +9; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ amazing initiative, directed assault[MA], favored terrain (mountainous +2), hunter's bond (badger named Biter), legendary item[MA], legendary item[MA], recuperation, track +2, wild empathy +4
Combat Gear potion of cure light wounds (3), potion of pass without trace (2), screaming bolt (3), antitoxin, smokestick; Other Gear +1 studded leather, +1 Legendary heavy crossbow with 30 bolts, mwk battleaxe, cloak of resistance +1, backpack, signal whistle, teapot (worth 0.8 gp, 4 lb), trail rations (4), 35 gp, 10 sp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Decisive Strike (Su) As a swift action, use 1 power to grant an ally in 30 ft an att with a +3 bonus that bypasses all DR.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Directed Assault (3 rnds.) (Ex) After confirming critical, spend 1 power to have allies add your tier to confirm crits vs. target.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs. giants foes.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in mountainous terrain.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +2 Add the listed bonus to Survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Harsk, Ranger Level 4:

Dwarf ranger 4
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 40 (4d10+12)
Fort +9, Ref +8, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee mwk battleaxe +7 (1d8+2/×3)
Ranged +1 heavy crossbow +8 (1d10+1/19-20)
Special Attacks combat style (archery), favored enemy (giants +2), hatred
Ranger Spells Prepared (CL 1st; concentration +3)
. . 1st—entangle (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 16, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +6; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Reload
Traits killer, resilient
Skills Acrobatics +3 (-1 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Handle Animal +6, Heal +9, Knowledge (geography) +7, Knowledge (nature) +7, Perception +9 (+11 to notice unusual stonework), Stealth +10, Survival +9; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ favored terrain (mountainous +2), hunter's bond (badger named Animal Companion), track +2, wild empathy +4
Combat Gear potion of cure light wounds (3), potion of pass without trace (2), screaming bolt (3), antitoxin, smokestick; Other Gear +1 studded leather, +1 heavy crossbow with 30 bolts, mwk battleaxe, cloak of resistance +1, backpack, signal whistle, teapot (worth 0.8 gp, 4 lb), trail rations (4), 35 gp, 10 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs. giants foes.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in mountainous terrain.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +2 Add the listed bonus to Survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.