Lord Glorio Arkona

Pedrow Boar's page

No posts. Alias of Dinuci.


Full Name

Pedrow

Race

M Skingwalker Alchemist/3 (HP 13/13 | AC:19 | T:12 | FF:17 | CMB:+5 | CMD:16 | Fort:+2 | Ref:+1 | Will:+1 | Init:+2 | Perc:+5 | Speed 30)

Strength 18
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 7

About Pedrow Boar

Character sheet:

CN Medium humanoid (Ragebred wereboar)
Init +3 (+3 Dex +1 Trait)

Defense
AC 19 (10 +5 Armor Bonus +2 Shield +2 Dex); Touch 12 (10 +2 Dex); Flat-Footed 17 (10 +5 Armor Bonus +2 shield)
HP 13 (10 +1x2 Con +1 Class)
Fort Save +2 (+2 Class); Ref Save +1 (+1 Dex +0 Class); Will Save +1 (+1 Wis +0 Class)

Offense
Speed: Medium (30 ft) 30 ft. with armor

Melee: Claw x2
Damage: 1d6 +4 (+2d6 sneak)
Attack roll: +5 (+1 Base Atk +4 Str)
Crit: x3

Melee: Gore
Damage: 1d6 +4 (+2d6 sneak)
Attack roll: +5 (+1 Base Atk +4 Str)
Crit: x3

Melee: Bite
Damage: 1d8 +4 (+2d6 sneak)
Attack roll: +5 (+1 Base Atk +4 Str)
Crit: x3

Melee: Hoof x2
Damage: 1d4 +4 (+2d6 sneak)
Attack roll: +5 (+1 Base Atk +4 Str)
Crit: x3

Statistics
Str 18 (16 + 2), Dex 16, Con 14, Int 10, Wis 10, Cha 7
Base Atk +1; CMB +5 (+4 Str +1 BAB); CMD 16 (10 +4 Str +1 Dex +1 BAB)

Feats (Other):
Extra feature (hooves)
Step up

Traits (Racial):
Animal-Minded: Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks. Skinwalkers of specific heritages gain a +2 bonus to different checks as indicated.
Change Shape (Ragebred, gore): A skinwalker can change shape to and from a bestial form as a standard action. These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features.
Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.

Traits (Other):
Accelerated Drinker: You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Defensive Strategist: You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get to act at the start of a battle.

Skills (Untrained):
Acrobatics -2 (-4 Armor Penalty +2 Dex)
Bluff +1 (+1 Cha)
Climb 0 (+4 str -4 ACP)
Ride -2 (-4 Armor Penalty +2 Dex)
Sense Motive 0 (0 Wis)
Swim 0 (+4 str -4 ACP)
Diplomacy +1 (+1 Cha)
Heal 0 (0 Wis)
Stealth -2 (-4 Armor Penalty +2 Dex)

Skills (Trained):
Craft (Varies) +5 (+1 Rank +3 Class -1 Int +2 tool)
Perception +4 (+1 Rank +3 Class)
Intimidate +2 (+1 Rank +3 Class +1 cha)
Survival +4 (+1 Rank +3 Class +0 Wis)

Languages: Common

Equipment:
Combat gear:
Hooked axe (20gp, 6lbs.);
Heavy wooden shield [+2|-|-2] (7gp, 10lbs.);
Axe, throwing [x2] (8gp, 2lbs.)
Dagger [19-20/x2 | 1d4 | 10ft. | P or S] (2gp, 1lbs.)

Wearing:
Scale mail [+5|+3|-4] (50gp, 30lbs.)
Cold-weather outfit (8gp, 7lbs.)

Inventory:
Backpack (2gp, 2lbs.)
Bedroll (1sp, 5lbs.)
Chalk [x10] (each 1cp, -)
Flint and steel (1gp, -)
sack (empty) (1sp, 0.5lbs.)
Rations [5x] (0.5gp, 1lbs.)
Torch [x10] (1cp, 1lbs.)
Rope (50ft) (1gp, 10lbs.)
Waterskin (1gp, 4lbs.)
Mead [x8] (5cp, 0.5lbs.)
Alchemist's fire [x2] (20gp, 1lbs.)

Encumbrance: 86.5lbs.; Light load, (Light Load up to 100lbs., Medium up to 200lbs., Heavy up to 300lbs.)
Money: 6gp 7sp 4cp

Class Info
Favored class: Alchemist (Beastmorph & Vivisectionist)
Favored class bonus: +1x1 hp

Sneak Attack:
At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level.

Torturer’s Eye:
At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.

Cruel Anatomist:
At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

Brew Potion (Ex):
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Discoveries:
- Feral mutagen

Spells prepared:

Cantrips:
-

Level 1 spells:
-

Background:

In the northern lands Dagki was raised in a small city called Bildt, on one of the islands in the steaming sea. He spend most of his time in the shipyards, looking at how ships were built and learning to fight with the raiders. From his early years people always told him he was destined to raid the southern lands with his comrades, and he practiced for it day and night. One day he decided he was ready to build his own ship, he recruited some men from the docks and started working on it. Nearly a year later he set out.

The ship was finished, but poorly. Near the end of the journey the ship gave in a huge storm and only he and his mate Bjarke made it through by swimming to the storm. To be able to get back he joined the society, not caring which he walked to the closest building and put his name on the list.

Personality & appearance:

A crazy grin paints Dagki's face. His hands wring any moment they have nothing in them. A large round shield on his back and several axes at his belt, he looks the proper viking. Blood drives him over the edge, losing all his boundaries he goes on a killing spree like no other.

If this picture hasn't made him half mad his 'creature' finishes any doubt about his sanity. he turns his back and from his shoulder 'grows' a sickly piece of flesh, forming into the likes of a hawk. He seems to not sleep at night, working on small projects and talking to his bird.

Plans:

With steph:
- Shield wall

Level two:
-

Extra rage