Asnaan Sharoosh

Ranveer Singh's page

43 posts. Alias of Black Dow.


Race

Male Sikh

Classes/Levels

Fighter 3 (VMC Rogue) | HP 28/28 | AC 20/T12/FF18 | F+5, R+3, W+5 (+6 vs Fear) | CMB +5 CMD +14 | Perc +4 | Init +2 | Move: 30ft. | Heroforge: Ranveer Singh

About Ranveer Singh

“The children of the mountains are too free and independent to bear with any patience the restraints of civilisation. But the Sikh is always the same ; in peace, in war, in barracks or in the field, ever genial, good-tempered and uncomplaining: a fair horseman, a stubborn infantry soldier, as steady under fire as he is eager for a charge.”
― Lepel H. Griffin

Nischay Kar Apni Jeet Karon (With determination, I will be triumphant).
― Sikh Regimental Motto.

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Male Human Fighter (VMC Rogue) 3

Lawful Good Medium Humanoid (Human)

Favoured Class: Fighter

Favoured Class Options:

+1 HP (Selected @ Level -)
+1 Skill Point (Selected @ Levels 1-3)
+1 to the fighter’s CMD when resisting two combat manoeuvres of the character’s choice. (Selected @ Level -)

MOVEMENT & SENSES:

Speed: 30ft. Unarmoured/30ft. Armoured (Light/Medium)/20ft. Armoured (Heavy)
Senses: Perception +4

DEFENCE:

AC 20 (10 Base, +2 DEX, +1 Dodge Feat, +6 Agile Breastplate Armour, +1 MW Dhal Buckler)
Touch AC 12 (10 Base, +2 DEX)
Flat Footed AC 18 (10 Base, +1 Dodge Feat, +6 Agile Breastplate Armour, +1 Dhal MW Buckler)

HP 28 (1d10HD [10+6+6]; +6 Con)

SAVES: Fort +5 Ref +3 Will +5*/**

*Iron Will (Feat): +2 bonus to Will saves.
** Bravery (Fighter Class Feature): +1 bonus on Will saves against fear.

CMD: 14 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

OFFENSE:

BAB +3
Melee: MW Cold Iron Katar, tri-bladed +6 [1d4+2P/x4] or MW Silvered Kirpan (Kukri) +6 [1d4S+1/18-20] or Bayonet* +5 [1d6+2P/x2]
Ranged: Chakram +5 [1d8+2S/x2], Range: 30ft.
Touch Attack: +5
Ranged Touch Attack: Rifle +5 [1d10B&P/x4], Range: 60ft. Misfire: 1 (Standard Bullet/Cold Iron or Silvered**)
CMB: +5 (BAB+STRMod+SizeMod)

*Bayonets allow you to make melee attacks with these weapons but render them temporarily useless as ranged weapons. Attaching or removing a bayonet is a move action.
**Silver Bullets take -1 penalty to damage but automatically confirm critical vs lycanthropes.

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STATS: STR 14 (+2); DEX 15 (+2); CON 14 (+2); INT 12 (+1); WIS 14 (+2); CHA 13 (+1)

STAT BUILD (23 POINTS):

23 point buy (20+1 build point per level in addition to the flat +1 every 4 levels)
3 Points (3/20) - STR (13) = 13
2 Points (5/20) - DEX (12) +2 = 14
5 Points (10/20) - CON (14) = 14
2 Points (12/20) - INT (12) = 12
5 Points (17/20) - WIS (14) = 14
3 Point (20/20) - CHA (13) = 13

5 (3+2) Points (5/23) - STR (13+1) = 14
3 (2+1) Points (8/23) - DEX (12+1) +2 = 15
5 Points (13/23) - CON (14) = 14
2 Points (15/23) - INT (12) = 12
5 Points (20/23) - WIS (14) = 14
3 Point (23/23) - CHA (13) = 13

+2 Racial Bonuses to DEX

RACE ABILITIES:

Ability Score Racial Traits: Human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (WIS chosen)
Size: Humans are Medium creatures and have 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).
FEAT AND SKILL RACIAL TRAITS

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.

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FIGHTER CLASS:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armour (heavy, light, and medium) and shields (including tower shields).

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.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

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.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more manoeuvrable while wearing armour. Whenever he is wearing armour, he reduces the armour check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armour by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armour. At 7th level, a fighter can move at his normal speed while wearing heavy armour.

VARIANT MULTICLASSING - ROGUE:

A character who chooses rogue as her secondary class gains the following secondary class features.

Trapfinding: At 3rd level, she gains the trapfinding class feature.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Sneak Attack: At 7th level, she gains the sneak attack class feature. She can deal 1d6 points of extra damage. This extra damage increases by 1d6 for every 4 levels beyond 7th, to a maximum of 4d6 at 19th level.

Evasion: At 11th level, she gains evasion.

Uncanny Dodge: At 15th level, she gains uncanny dodge.

Improved Uncanny Dodge: At 19th level, she gains improved uncanny dodge, treating her character level as her effective rogue level.

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FEATS:

Additional Traits (General) - 1st Level Character Feat
You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Iron Will (General) - Bonus Racial Feat
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

Dodge (Combat)- 1st Level Fighter Bonus Combat Feat
Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Inspiring Bravery (Combat) - 2nd Level Fighter Bonus Combat Feat
Your bravery inspires bravery in others.
Prerequisites: Cha 13, bravery class feature.
Benefit: As long as you are conscious and not stunned, dazed, or confused, allies within 30 feet who can see and hear you gain your bravery bonus on saving throws against fear. If you have Improved Bravery, they gain your bravery bonus on saving throws against all mind-affecting effects. If you have Social Bravery, your bravery bonus is added to the DC of checks to demoralize them, feint against them, change their attitude, or convince them to perform a request.

Stealth Synergy - 1st Level Bonus Teamwork Feat
Working closely with an ally, you are able to move like twin shadows.
Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

TRAITS:

Child of the Temple (Faith)
You have long served at a temple in a city, where you picked up on many of the nobility’s customs in addition to spending much time in the temple libraries studying your faith.
Benefit(s): You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you. [KNOWLEDGE (RELIGION) SELECTED]

Pride of the Diamond Sikh Empire (Race)
Requirement(s): Human - Keleshite Sikh
Your pride is so strong and your confidence so sure that you can shake off magical attempts to shatter your resolve.
Benefit: If you succeed at a Will saving throw against a fear effect that would result in a lesser effect on a successful save (such as causing you to become shaken instead of panicked), you are instead unaffected.

Reckless (Combat)
You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield.
Benefit(s): You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Vagabond Child (Region)
Requirement(s): Urban
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.
Benefit(s): Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. [DISABLE DEVICE SELECTED]

SKILLS & LANGUAGES:

The Fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Acrobatics, Disable Device and Knowledge (Religion) gained though Traits.

Fighter: 4* (2 +1 Int +1 Race) Adventuring Skill (AS) Ranks per level & 2 Background Skill (BS) Ranks per level.

*LVL 1-3: +1 Skill Point from Favoured Class bonus.

Acrobatics +8: 1 AS Rank; +3 DEX; +3 Class; +1 Trait
Climb +6: 2 AS Ranks; +1 STR; +3 Class
Disable Device +9: 2 AS Ranks; +3 DEX; +3 Class; +1 Trait
Handle Animal +7: 1 BS Rank; +3 WIS; +3 Class
Intimidate +5: 1 AS Rank; +1 CHA; +3 Class
Lore (Masala Chai) +5: 1 BS Rank; +1 INT; +3 Class
Lore (Sikh Regiments) +5: 1 BS Rank; +1 INT; +3 Class
Knowledge (Dungeoneering) +5: 1 AS Rank; +1 INT; +3 Class
Knowledge (Engineering) +5: 2 AS Ranks; +1 INT; +3 Class
Knowledge (History) +2: 1 BS Rank; +1 INT
Knowledge (Religion) +7: 2 AS Ranks; +1 INT; +3 Class; +1 Trait
Perception +4: 1 AS Rank; +3 WIS
Profession (Soldier) +8: 2 BS Ranks; +3 WIS; +3 Class
Ride +7: 1 AS Rank; +3 DEX; +3 Class
Stealth +4: 1 AS Rank; +3 DEX
Survival +7: 1 AS Rank; +3 WIS; +3 Class

Languages: British Imperial Common & Punjabi

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GEAR/EQUIPMENT:

Combat Equipment: Kirpan (Alchemical Silver Kukri); Masterwork Cold Iron Katar, tri-bladed; Cold Iron Chakram; .577 Snider Enfield Rifle; Bayonet; 80 Metal Cartridges (45 with standard bullets, 25 with Cold Iron bullets & 10 with Silver Bullets); Agile Breastplate & Dhal (Masterwork Buckler).

Magic Items: Traveling Master's Turban [HEAD SLOT]

Mundane Equipment: Soldier's Uniform (Sturdy [Fire-Resistant] boots, breeches, puttees, belt, a shirt, tunic & Regimental buttons; Kara (iron bracelets); Filter Scarf; Earplugs; Bandolier; Masterwork Backpack; Sikh Flag; Whetstone; Teapot; Pot, Common (Iron); Grooming Kit; Canteen (Gourd); Guru Granth Sahib (Holy Text); Thieves Tools; Flint and Steel; Mess Kit; Blanket; Trail Rations (5 Days); Soap; Smokestick (1); Sunrod (4).

WEALTH:

Gold Coins (British Sovereigns, Indian Mohurs): 216
Silver Coins (British Shillings, Indian Rupees): 8
Copper Coins(British Pennies, Indian Paisas): 8
Treasure: Saffron 2lbs. (worth 30gp)

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BACKGROUND (LONG!):

Ranveer Singh was born 1935 in the Pakistan city of Lahore, the bustling capital of Punjab province. Orphaned early, he was raised within a gurdwara - an open place of worship and community for Sikhs. There the young Ranveer’s spiritual well-being was nurtured by the faithful and learned who resided and visited the gurdwara, while the city’s murky streets were his playground.

As an orphan and low caste Mazhabi Sikh, Ranveer oft found himself in the company of Lahore’s more iniquitous denizens in his youth. However, he was always drawn back to the path of the righteous by his mentor and self appointed guardian - Gundeep Singh; a hoary old loon who claimed to have been one of the famed Nihang holy warriors.

When composed and cogent Gundeep taught the wayward youth the importance of discipline through the Khalsa martial tradition and its tenets: honesty, equality, fidelity, faith and to forcefully resist tyranny and oppression. Held in awe, the Nihang were renowned for their bravery and ruthlessness in the battlefield, so aspiring to his cantankerous mentor’s lofty standards was a welcome challenge to the lad.

Under Gundeep’s tutelage Ranveer learned of his country’s history and how the Nihang were once elite troops in the Sikh Empire’s armies. As the lad’s knowledge grew, so too did his pride in country and its culture. He trained with horse, musket and the traditional weapons of the Nihang: Chakram, Katar, Dhal and Tulwar.

Ironically his growth as a patriot came through a tumultuous period of the Punjab’s chequered history. In 1839 the first Maharaja; Ranjit Singh had died. While its people mourned their leader, internal strife and politics fractured the Empire, and by the early 1840s, the British East India Company began to build up its military strength on the regions borders.

Eventually, weak and treacherous leadership under a cabal of powerful Rakshasa saw the Sikh army manipulated into invading British territory. The resulting years of conflict, from 1845 to 1849, saw the Anglo-Sikh wars fought at great cost to both sides. Ranveer had been too young to fight, despite attempting several times to enlist. Each time stymied by Gundeep, who forcibly returned the lad to his studies and the safety of the gurdwara.

After the conclusion of the two Anglo-Sikh wars, the Sikh Empire fell further into disarray; its armies broken and its Rakasha leadership exposed and defeated. The British East India Company seized control of Lahore and the Punjab was then annexed to the British Indian Empire in 1849.

What had come out of the warfare been the nations was respect. The Sikhs recognised that modern warfare, artillery and blackpowder had been pivotal in their glorious defeat. The British recognised the qualities of the Sikhs as a martial culture; defiant, resilient and courageous and saw them as great assets to their own forces and began to be recruit them into the Bengal Army of the British East India Company.

So it was that when Ranveer was of age, he enlisted to the Bengal Army as a Sepoy (Trooper). As one of the lower caste Mazhabis, he was assigned as an “assault pioneer” - combat sappers responsible for pathfinding against traps and threats both arcane and mundane.

Ranveer excelled in the army - finally a purpose for the credo he had learned under old Gundeep. He lead by example and rose to rank of Lance Naik (Lance Corporal). When the Bengal Army rebelled against their British employers, Ranveer’s Punjab Sappers unit remained loyal and he was assigned to support the fabled Scottish regiment of The Black Watch during their suppression of the rebels of the Sindh region.

During the joint operations Ranveer struck up an unsightly friendship with a young lieutenant Angus Elphinstone. The Scotsman was of noble stock, but enjoyed the company of the rank-and-file. He was respected, but also gave due respect, something oft lacking in the privileged Briṭiśahib.

Under Commander Dumphee a joint force of two hundred troops drawn from British, Scots, Ghurka and Sikh units travelled by rail into the Thar Desert in pursuit of unknown separatist assailants. The British forces were armed with modern military equipment with a well supplied wagon train…but after six weeks of chaos, one wagon returned out of the desert with twenty one men, only three of them uninjured. The only officer left alive was Angus and he was severely wounded in the shoulder, side and leg. Eyewitness reports stated he had been carried back to the last wagon by Ranveer when the troops had engaged monsters and horrors from Hindu myth and legend.

As the only surviving officer Angus was debriefed, and while he confirmed the reports of the “Lucky 21”, he was returned to Great Britain on medical leave and the other survivors redeployed to units across the colonial theatres.

Ranveer was awarded for his bravery and promoted to Havildar (Sergeant) and given unit assignment with the newly formed Punjab Irregular Force (PIF) under British governance. He continued to serve with distinction, until recently when his old friend Lieutenant Elphinstone wrote to summon him to Britain on behalf of Her Royal Majesty’s Wardens of the Wyrd, where he promised a very unique assignment awaited…

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ADVANCEMENT NOTES:

Equipment

Far-Reaching Sight

Feats
Blood for the Empire (Teamwork) - 4th Level Bonus Teamwork Feat
When fighting alongside your allies, the sight of a bloodied foe inspires you to greatness, while a martyred comrade compels you to vengeance.
Prerequisites: Base attack bonus +4.
Benefit(s): You gain a +2 morale bonus on attack and damage rolls against a target that was damaged by an ally with this feat within the last round. When an ally with this feat dies within 30 feet of you, you gain the effects of haste for 1 round.

HOUSE RULES:

Firearm level: Due to industrialization, prices are as guns everywhere, but proficiencies are as commonplace guns. As government employees, you'll be allowed to have guns, but remember that the average citizen both wouldn't have access to the mass produced revolvers, and wouldn't have the proficiency.
Combat Maneuvers only provoke if they fail.
+1 teamwork feat at 1st, 4th, and every 4 levels after.
Detection spells based on power source: IE a fey sourced version of detect poison would detect cold iron, but probably not poison berries.
Infernal healing removed, replaced with Blood Healing (See spoiler below)
Spoiler:
Blood healing(Replaces Infernal Healing):
School: Necromancy Level 1
Casting time: Standard action
Target: Creature touched
Components: V/S/M (Blood from the caster or other source)
Duration: 5 rounds/see text
Range: Touch
Saving throw: Fort negates (harmless) Spell resistance yes: Harmless
Effect: The subject gains fast healing 1 for the duration of this spell. If a non-human blood is used, the caster may make a DC 20+CR heal check during the casting of this spell to attempt to augment the effect. This augmented effect is subject to DM approval. If the heal check fails, the spell behaves normally.

HISTORICAL REFERENCE & FLAVOUR NOTES:

Male Sikhs generally have Singh ('lion') as their middle or last name, though not all Singhs are necessarily Sikhs; likewise, female Sikhs have Kaur ('princess') as their middle or last name. Sikhs who have undergone the Khanḍe-kī-Pahul ('baptism by Khanda'), which is an initiation ceremony known as Amrit, are from the day of their initiation known as Khalsa Amritdhari Sikhs, and they must at all times have on their bodies five Ks:

Kesh; uncut hair, which is kept covered usually by a dastār, also known as a turban.
Kara; an iron or steel bracelet.
Kirpan; a dagger-like sword tucked into a gatra strap or a kamal kasar belt.
Kachera; a cotton undergarment.
Kanga; a small wooden comb.

Pishachas: Evil spirits, Sikhs consider them lower than Rakshasas. They are ill-natured spiteful and mischievous beings. They are said to haunt the earth and inhabit the forests.