Devourer

Rosbee Cznk's page

3 posts. Alias of joerice.


Full Name

Rosbee Cznk

Race

Mutated Orang-Pendak

Classes/Levels

Two-Handed Fighter 1

Gender

M

Size

M

Languages

Sasquatch, Common

Occupation

Woodchopper

Strength 20
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 10
Charisma 8

About Rosbee Cznk

Fighter (Two Handed Figher) 1
CG Male Medium Humanoid (Mutated Orang Pendak)
Init +1; Perception +0
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Defense
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AC 16 (12 touch, 14 flat-footed)
hp 13
Fort +4, Ref +1, Will +0
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Offense
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Speed. 40 Ft
Melee: Cold Iron Halberd +6 (1d10+7)x3, p/s, brace, trip
Melee: Bec de Corbin +6 (1d10+7)x3 b/p brace, reach, +2 bonus to your CMB to sunder medium or heavy armor
Melee: Alchemically Silvered Shortsword +6 (1d6+5)19-20, s/p
Melee: Pickaxe +6 (1d8+7)x4 p
Ranged: Hurlbat (x2) +2 (1d6+5)x3 b/p
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Statistics
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Str 20, Dex 12, Con 14, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +6; CMD 17
Feats: Dodge, Skill Focus Stealth
Skills:
Climb 9/13 (1+5+3) +4 jungle
Disguise (Untrained) 11 (1+0+0+10)
Stealth 8/12/18 (1+1+3+3)+4 jungle, +10 to hide in crowd
Handle Animal 3/7 (-1+1+3)+4 Apes
Survival 4 (0+1+3)

Background skills:
Linguistics 2 (+1+1+0)
Profession Woodcutter 5 (1+1+3)
Languages: Sasquatch, Common, Sylvan

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Racial Abilities/Mutations
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Feat and Skill Racial Traits
Forest Walker (Ex) Orang-pendaks gain a +4 bonus on Climb and Stealth checks in forests and jungles.
Misc. Racial Traits
Simian Empathy (Ex) Orang-pendaks gain a +4 racial bonus on Handle Animal and wild empathy checks with apes and monkeys.
Offense Racial Traits
Tear Apart (Ex) Orang-pendaks have powerful upper bodies and gain a +2 racial bonus on Strength checks to break or burst an object. This bonus also applies on combat maneuver checks to sunder with their unarmed attacks.
Senses Racial Traits
Low-Light Vision: Orang-pendaks can see twice as far as humans in conditions of dim light.
Weakness Racial Traits
Own Two Feet (Ex) Orang-pendaks are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

The green energy has dramatically changed you; making you a true anomaly among others of your race. Your unusual features make you hard to remember; though people usually remember how you deal with doors. Word of advice: If you want to be a spy, stay away from doors!

Greater: Exceptionally large: Pick a small race and permanently gain the enlarge person spell effect plus an additional +2 strength and +2 constitution, a -2 charisma, and +10 movement speed.

Lesser Confusing Features: Your face is so unremarkable, so indistinct, that no one can remember what you look like. +10 to disguise skill and +10 stealth when blending into a crowd.

Bad: Obsessive: When presented by a common place item or situation, you must make a Will Save DC12+ 1/2 character level to avoid doing something obsessive compulsive. Doors: Every time you go through a door, you open and close it three times (open-close-open), or four times if it starts closed (close-open-close-open). In battle, it is a move action to close or open a door. If the door is open, you can reroll the save once a round and if you succeed you can pass through. If the door is blocked/ocked and you can't open and close it, you get the fascinated condition and stare at the door.

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

Equipment:
Fighter's Kit
Hide Armor
Cold Iron Halberd
Bec de Corbin
Silver shortsword
Pickaxe
2 Hurlbats
saw
30 gp
9 sp
6 cp