Ogre

Shokal, the Hunter's page

44 posts. Alias of Theorythmus.


Full Name

Shokal, the Hunter

Race

Abilities:
survive without food/water, sleep for only 2 hours (once attuned again to ring)

Classes/Levels

Male Ogre Slayer 4

Gender

Vitals:
HP: 44/44 | AC: 20 T: 10 FF: 19 | Fort: +7, Ref: +6, Will: +3 | Init: +1 Perc: +5 low-light vision, Dark Vision (60 ft) | Effects: none

About Shokal, the Hunter

Stalker's Shield Bracers:
grants Endure Elements. While Studied Strike is active the users gains a +1 morale bonus to saves and dodge bonus to AC vs the attacks of the studied target. This bonus will scale at every 5 levels after 5th (i.e. it will go to +2 when you reach level 10, and so on).

Shokal, the Hunter:

Shokal, the Hunter
Male Ogre Slayer 4
NG Large humanoid (Giant)
Init +1; Senses Low Light Vision, Dark Vision (60 ft); Perception +5
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 19 (+7 armor, +1 Dex, +3 natural, -1 size)
hp 44 (4d10+12)
Fort +7, Ref +6, Will +3
--------------------
Offense
--------------------
BAB +4; CMB +10; CMD 21
Speed 20 ft. (base 30 ft.)
Melee
MW Cold Iron Greatsword +11 (3d6+9/19-20x2)
MW Lucerne Hammer +11 (3d6+9/x2) [brace, reach]
Armor Spikes +10 (1d8+6/x2)
Ranged
Chakram +4 (2d6+5/x2)
--------------------
Statistics
--------------------
Str 22 Dex 12 Con 14 Int 10 Wis 12 Cha 10
Feats Stealthy,Night Stalker,Skill Focus(Disguise)
Slayer Talents Combat Trick -> Combat Reflexes, Fast Stealth
--------------------
Skills
--------------------
ACP 0
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
Acrobatics (Dex) [3]+3+1-0=7
Bluff (Cha) [2]+3+0=4
Climb (Str) [1]+3+5-0=9
Disguise (Cha) [4]+3+0+3=10
Heal (Wis) [1]+3+1=5
Intimidate (Cha) [1]+3+0=4
Knowledge (geography) (Int) [1]+3+0=4
Knowledge (local) (Int) [1]+3+0=4
Linguistics (Int) [2]+0+0=2
Perception (Wis) [1]+3+1=5
Profession(Scout) (Wis) [1]+3+1=5
Sense Motive (Wis) [1]+3+1=5
Stealth (Dex) [4]+3+1-0-4+2=6[12]*
Survival (Wis) [1]+3+1[+2]=5[7]**
Swim (Str) [0]+0+5-0=5

* In natural darkness or shadowy illumination -4 size penalty becomes +2 due to Nightstalker feat
** When tracking add 1/2 lvl to survival
Languages Worgen, Sylvan, Common
SQ Track, Favored Target, Sneak Attack +1D6
--------------------
Equipment
--------------------
Combat Gear
Mithral Spiked Breastplate +1, 10 Chakrams, MW Cold Iron Greatsword, MW Lucerne Hammer
Other Gear
MW Backpack, Medium Tent, Explorer’s outfit, 4 bells (each with a different note & stuffed with cloth), Twine (250 ft), belt pouch, signal whistle, 3 iron spikes
Magic items
Hat of Disguise, Sleeves of Many garments, Ring of Sustenance, Wayfinder, Amulet of Natural Armor +1, Traveler’s Anytool, Cloak of Resistance +1, Handy haversack containing Hat of Disguise & Sleeves of Many garments, Stalker's Shield Bracers
--------------------
TRACKED RESOURCES
--------------------
potion of cure moderate wounds : 3/3
potion of cure light wounds : 8/8
feather token (tree) : 1/1
Snapleafs : 5/5
Large Chakram : 10/10
Coin : 78 GP
Carried weight : 165.5 lbs
Light 400 lbs. or less Medium 401-800 lbs. Heavy 801-1200 lbs. (includes MW backpack bonus)
--------------------
Special Abilities
--------------------
Favored Target At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place).
At 7th level, the slayer can study an opponent as a move or swift action.
Track A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Sneak Attack At 3rd level, if an slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage equal anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every three levels thereafter.
Should the slayer score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage.
He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment

--------------------
Background
--------------------
The ogres of the Rohk tribe still live their lives in the old ways, travelling from forest to forest, never truly settling. They are hunters and gatherers and what little they can not provide for themselves they trade for with other groups within the Convocation. They are led by Ehrubal, the eldest and wisest of their shamans. Ogres are generally renowned for their great physical strength and the Rohk tribe is no exception. This has made them a target for slavers who want to use them as beasts of burden or as gladiators in arenas. So it is out of necessity that the Rohk tribe has learned to hide themselves.
Sadly enough, hiding is sometimes not enough and many of the Rohk tribe have already been taken as slaves. Shokal, one of the younger ogres of the tribe, had enough of hiding and figured it was time for the hunted to become the hunters. In the beginning he started with taking out slavers before they could actually take captives. As the years passed, his skills grew. He learned the common tongue spoken amongst the people of Aeon. The most important lesson came to him when he was trying to figure out how to save some of his brethren from slavery. What if you could hide in plain sight and walk amongst your enemy. He devoted what resources he had gathered from slavers he had killed and bought some magical items that would aid him in this.
Although the magical items helped him disguise himself as a hulking goliath or even a slightly bigger human. These disguises would only work well enough from a distance, as they did not actually change his size. Nevertheless, his growing skill with these items and his natural ability to hide and sneak in the dark helped him free several of his people and other members of the Convocation.
When the call to war against Aeon reached his people, Shokal did not doubt for a moment. He may have freed some of his brethren, it wasn’t going at a fast pace. If they could make a decisive strike at Aeon, so many more could be saved and not just of his kind. So he travelled to Caravan to enlist in the army. Here he has served as a forward scout, relaying troop movement and striking targets of opportunity.

--------------------
Personality
--------------------
Shokal is a simple man. He wants to live free and wishes that everyone else can do the same. He reveres the spirits for they provide one with guidance, strength and courage to stand up against the foul beings of Aeon.
He respects those that follow Auronis as he sees him as one of the many spirits that guide. Yet he finds it strange that one would not listen to the other spirits, for they too have much wisdom to share.
He despises slavers and will deal with them swiftly if it does not jeopardize the mission he is on. Although it pains him if he can’t give them what they deserve.
He normally walks around lumberingly, but when he needs to be stealthy his demeanor changes and his movement becomes precise and limber.

Starting Equipment list for Shokal, the Hunter:

all prices/weight for wearables(clothing, armor, containers) & weapons have been multiplied by 2. I know this is normal for weapons and armor, but couldn’t find it for containers & clothing, so I erred on the side of caution)
Mithral Spiked Breastplate +1 400(base)+4000(Mithral+1000(+1 enchantment)+100(Armor Spikes) = 5500 GP | 40 lbs
10 Chakrams 20 GP | 20 lbs
MW Cold Iron Greatsword 100(base)+100(Cold Iron)+300(MW) = 500 GP | 16 lbs
MW Lucerne Hammer 30(base)+300(MW) = 330 GP | 24 lbs
MW Backpack 100 GP | 8 lbs
Medium Tent 15 GP | 30 lbs
Explorer’s outfit - | 16 lbs
4 bells (each with a different note & stuffed with cloth) 4 gp | -
Twine (250 ft) 5 CP | 2.5 lbs
belt pouch 2 GP | 1 lb
signal whistle 8 sp | -
3 iron spikes 1.5 SP | 3 lbs
Hat of Disguise 1800 GP | -
Sleeves of Many garments 200 GP | 1 lb
Ring of Sustenance 2500 GP | -
Wayfinder 250 GP | 1 lb
Amulet of Natural Armor +1 2000 GP | -
Cloak of Resistance +1 1000 GP | 1 lb
Traveler’s Anytool 250 GP | 2 lbs
potion of cure moderate wounds 3/3 300 GP | -
potion of cure light wounds 3/3 150 GP | -
feather token (tree) 1/1 400 GP | -
78 GP left

Carried weight : 165.5 lbs

Update from lvl 3 to lvl 4:

5500 extra GP
armor becomes Mithral for 4000 GP
Cloak of Resistance +1 for 1000 GP
2 extra potions of cure Moderate Wounds 300 GP
78 GP left in total (28 GP from original amount)

+1 BAB, +1 Fort, +1 Ref, +9 HP, +1 stat --> Strength
Fast Stealth or Foil Scrutiny as Slayer Talent.
6 skill points : Stealth, Disguise, Bluff, Acrobatics x2, Intimidate

Old lvl 3 version for reference:

Shokal, the Hunter
Male Ogre Slayer 3
NG Large humanoid (Giant)
Init +1; Senses Low Light Vision, Dark Vision (60 ft); Perception +5
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 19 (+7 armor, +1 Dex, +3 natural, -1 size)
hp 35 (3d10+9)
Fort +5, Ref +4, Will +2
--------------------
Offense
--------------------
BAB +3; CMB +8; CMD 19
Speed 20 ft. (base 30 ft.)
Melee
MW Cold Iron Greatsword +9 (3d6+7/19-20x2)
MW Lucerne Hammer +9 (3d6+7/x2) [brace, reach]
Armor Spikes +8 (1d8+5/x2)
Ranged
Chakram +3 (2d6+5/x2)
--------------------
Statistics
--------------------
Str 21 Dex 12 Con 14 Int 10 Wis 12 Cha 10
Feats Stealthy,Night Stalker,Skill Focus(Disguise)
Slayer Talents Combat Trick -> Combat Reflexes
--------------------
Skills
--------------------
ACP -3
[ranks]+CS bonus+Stat Bonus+ACP+other
Acrobatics (Dex) [1]+3+1-3=2
Bluff (Cha) [1]+3+0=4
Climb (Str) [1]+3+5-3=6
Disguise (Cha) [3]+3+0+3=9
Heal (Wis) [1]+3+1=5
Intimidate (Cha) 0
Knowledge (geography) (Int) [1]+3+0=4
Knowledge (local) (Int) [1]+3+0=4
Linguistics (Int) [2]+0+0=2
Perception (Wis) [1]+3+1=5
Profession(Scout) (Wis) [1]+3+1=5
Sense Motive (Wis) [1]+3+1=5
Stealth (Dex) [3]+3+1-3-4+2=2(8) [in natural darkness or shadowy illumination -4 becomes +2 due to Nightstalker feat]
Survival (Wis) [1]+3+1=5
Swim (Str) [0]+0+5-3=2
Languages Worgen, Sylvan, Common
SQ Track, Favored Target, Sneak Attack +1D6
--------------------
Equipment
--------------------
Combat Gear
Spiked Breastplate +1, 10 Chakrams, MW Cold Iron Greatsword, MW Lucerne Hammer
Other Gear
MW Backpack, Medium Tent, Explorer’s outfit, 4 bells (each with a different note & stuffed with cloth), Twine (250 ft), belt pouch, signal whistle, 3 iron spikes
Magic items
Hat of Disguise, Sleeves of Many garments, Ring of Sustenance, Wayfinder, Amulet of Natural Armor, Traveler’s Anytool
Coin 28 GP
--------------------
TRACKED RESOURCES
--------------------
potion of cure moderate wounds : 1/1
potion of cure light wounds : 3/3
feather token (tree) : 1/1
Large Chakram : 10/10
Coin : 28 GP
Carried weight : 204.5 lbs
Light 346 lbs. or less Medium 347-692 lbs. Heavy 693-1040 lbs. (includes MW backpack bonus)
--------------------
Special Abilities
--------------------
Favored Target At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place).
At 7th level, the slayer can study an opponent as a move or swift action.
Track A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Sneak Attack At 3rd level, if an slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage equal anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every three levels thereafter.
Should the slayer score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage.
He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment

--------------------
Background
--------------------
The ogres of the Rohk tribe still live their lives in the old ways, travelling from forest to forest, never truly settling. They are hunters and gatherers and what little they can not provide for themselves they trade for with other groups within the Convocation. They are led by Ehrubal, the eldest and wisest of their shamans. Ogres are generally renowned for their great physical strength and the Rohk tribe is no exception. This has made them a target for slavers who want to use them as beasts of burden or as gladiators in arenas. So it is out of necessity that the Rohk tribe has learned to hide themselves.
Sadly enough, hiding is sometimes not enough and many of the Rohk tribe have already been taken as slaves. Shokal, one of the younger ogres of the tribe, had enough of hiding and figured it was time for the hunted to become the hunters. In the beginning he started with taking out slavers before they could actually take captives. As the years passed, his skills grew. He learned the common tongue spoken amongst the people of Aeon. The most important lesson came to him when he was trying to figure out how to save some of his brethren from slavery. What if you could hide in plain sight and walk amongst your enemy. He devoted what resources he had gathered from slavers he had killed and bought some magical items that would aid him in this.
Although the magical items helped him disguise himself as a hulking goliath or even a slightly bigger human. These disguises would only work well enough from a distance, as they did not actually change his size. Nevertheless, his growing skill with these items and his natural ability to hide and sneak in the dark helped him free several of his people and other members of the Convocation.
When the call to war against Aeon reached his people, Shokal did not doubt for a moment. He may have freed some of his brethren, it wasn’t going at a fast pace. If they could make a decisive strike at Aeon, so many more could be saved and not just of his kind. So he travelled to Caravan to enlist in the army. Here he has served as a forward scout, relaying troop movement and striking targets of opportunity.

--------------------
Personality
--------------------
Shokal is a simple man. He wants to live free and wishes that everyone else can do the same. He reveres the spirits for they provide one with guidance, strength and courage to stand up against the foul beings of Aeon.
He respects those that follow Auronis as he sees him as one of the many spirits that guide. Yet he finds it strange that one would not listen to the other spirits, for they too have much wisdom to share.
He despises slavers and will deal with them swiftly if it does not jeopardize the mission he is on. Although it pains him if he can’t give them what they deserve.
He normally walks around lumberingly, but when he needs to be stealthy his demeanor changes and his movement becomes precise and limber.

Starting Equipment

all prices/weight for wearables(clothing, armor, containers) & weapons have been multiplied by 2. I know this is normal for weapons and armor, but couldn’t find it for containers & clothing, so I erred on the side of caution)
Spiked Breastplate +1 400(base)+150(MW)+1000(+1 enchantment)+100(Armor Spikes) = 1650 GP | 80 lbs
10 Chakrams 20 GP | 20 lbs
MW Cold Iron Greatsword 100(base)+100(Cold Iron)+300(MW) = 500 GP | 16 lbs
MW Lucerne Hammer 30(base)+300(MW) = 330 GP | 24 lbs
MW Backpack 100 GP | 8 lbs
Medium Tent 15 GP | 30 lbs
Explorer’s outfit - | 16 lbs
4 bells (each with a different note & stuffed with cloth) 4 gp | -
Twine (250 ft) 5 CP | 2.5 lbs
belt pouch 2 GP | 1 lb
signal whistle 8 sp | -
3 iron spikes 1.5 SP | 3 lbs
Hat of Disguise 1800 GP | -
Sleeves of Many garments 200 GP | 1 lb
Ring of Sustenance 2500 GP | -
Wayfinder 250 GP | 1 lb
Amulet of Natural Armor 2000 GP | -
Traveler’s Anytool 250 GP | 2 lbs
potion of cure moderate wounds 1/1 300 GP | -
potion of cure light wounds 3/3 150 GP | -
feather token (tree) 1/1 400 GP | -
28 GP left

Carried weight : 204.5 lbs