Valeros

Saren Degrad's page

50 posts. Alias of BloodWolven.


Full Name

Saren Dagrad Koehvain

Race

vital:
HP: 28/28, AC: 20_ T: 13_ FF: 17, Perception +0, Initiative: +2, F: +5_/ R: +3_/ W: +3 (+4 vs. fear), CMB: +7, CMD: 19, Speed: 30

Classes/Levels

Other Skills:
Acrobatics +6, Bluff -1, Climb +7, Escape Artist +0, Handle Animal +3, Intimidate +3, Eering +5, Ride +4, Sense Motive +0, Stealth +0, Survival +4, Swim +6

Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 8

About Saren Degrad

Character:

Saren Dagrad Koehvain (Earth Spirit)
Male Human Fighter 3
CG Medium Humanoid
Init +2; Perception +0
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Defense
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AC 20, touch 13, flat-footed 17 (+7 Breastplate (+1), +2 Dex, +1 Dodge)
hp 28 (3d10+6);
Fort +5, Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee Dagger +7 (1d4+4/19-20)
Longsword +7 (1d8+4/19-20)
Warhammer +7 (1d8+4/x3)
MW Greatsword +5 (2d6+9/19-20) [PA]
Ranged MW Composite (+4 str) Longbow +5 (1d8+4/x3) 150 ft.
Special Attacks: Power Attack -1 attack and +3 damage two hands/+2 damage one hand.
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Statistics
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Str 18 (+2 from human)
Dex 14
Con 14
Int 12
Wis 10
Cha 8
Feats: Weapon Focus Greatsword, Power Attack, Cleave, Iron Will, Dodge,

Traits:
Log Roller (forest): The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing. You gain a +1 trait bonus on Acrobatics checks, Acrobatics is always a class skill for you, and a +1 trait bonus to your CMB when attempting to resist trip attacks.

Fortified Drinker (CG): Your god’s holy brews invigorate your mind, making you less susceptible to mental attacks. Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour.

Skills:
Acrobatics +6, (ranks 2, Dex +2, CS +3, trait +1) (-2 ACP)
Climb +7, (ranks 2, Str +4, CS +3) (-2 ACP)
Craft (Blades) +9, (ranks 1, Int +1, specialize +2, MW tools +2, CS +3)
Diplomacy -1, (ranks 0, cha -1)
Handle Animal +3, (ranks 1,Cha -1, CS +3)
Heal +0, (ranks 0, Wis +0)
Intimidate +3, (ranks 1, Cha -1, CS +3)
K (dungeoneering) +5, (ranks 1, Int +1, CS +3)
K (engineering) +5, (ranks 1, Int +1, CS +3)
Perception +0, (ranks 0, Wis +0)
Profession, (ranks 0, CS +3)
Ride +4, (ranks 1, Dex +2, CS +3) (-2 ACP)
Steath +0, (ranks 0, Dex +2) (-2 ACP)
Survival +4, (ranks 1, Wis +0, CS +3)
Swim +6, (ranks 1, Str +4, CS +3) (-2 ACP)

Languages: Common, Elven


Gear:

8 pp, 11 gp, 10 sp, 8 cp

On person: potion of cure light (1d8+1), belt pouch (chalk)(1/2), signal whistle, 5 dagger(5), sling, MW Mercurial Greatsword (12), Breastplate (30), cold weather outfit, 20 arrows (3), wooden holy symbol, MW Composite (+4 str) Longbow (3), warhammer (5), longsword (4), small steel mirror (1/2), coins (1) and an everburning torch (1) Total weight: 66

Backpack (2): Bedroll(5), 5 bells, winter blanket(3), 5 candles, fish hook, 5 fishing line, 5 rations (5), 2 sacks(1), waterskin (4), Healer’s kit (1), four tindertwigs, a MW survival Kit (5), silk rope 50 ft.(5), spade (8), bottle of wine(1), 1/2 lb. of soap, fishing kit(3), gear maintenance kit(2), Chronicler’s Kit(4 ½), 3 quivers (20 arrows) (3)
Total weight: 63

Chronicler’s Kit: This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months' duration. (4 ½ lbs.)

Fishing kit: This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).(3 lbs.)

Gear maintenance kit: This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.(2 lbs.)

Survival Kit: This kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.

A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.

Mess kit: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.


Spoiler:

Time of the Elves. Saren has spent many years with the elves. These years have made him more like them. He has learned the skill linguistics and it is classified as a class skill for him. Due to saving and being saved on several instances by his companions and protectors, he is connected to the fell drake. When a great change approached he was casted out more for his own sake than for their protection, nonetheless he took it the hard way and resorted to praising his god by drinking. His body is tattooed by elf writing and runes.

feats:

Cleave (Combat)
You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Dodge (Combat)
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.

Improved Trip (Combat)
You are skilled at sending your opponents to the ground.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver.