Duke Arvanoff

Silas Womarsh's page

281 posts. Alias of Itzi.


Gender

Male Human Fighter 8 | HP 84/84 | AC 24 T 11 FF 24 | CMB +12, CMD 21 | F: +10, R: +2, W: +3; +2 vs. fear, +2 vs. emotion spells/effects | Init: +4 | Perc: +9

About Silas Womarsh

Background:

Womarsh has seen death up close.

Being the eldest of three brothers, he has known the way of battle since a young age. Once they reached manhood, he and his brothers (Joal and Orvus) left the north to make a bold name for themselves in the 'softer' southern lands. For almost ten years they worked for whomever would pay their swordprice. They eventually ended up in Lastwall. There they found foes aplenty in the orcs of Belkzen.

Womarsh began to see the unending cycle on the day his youngest brother died. They slew the orcs responsible, but more came. They defeated them and still more orcs came. Was there a point? When his middle brother died a year ago, Womarsh left Lastwall. His eyes were opened to the realization that battle for battle's sake was flawed and the responsibility for his brother's deaths rested on his shoulders alone.

He must balance the scales and atone for his brothers wasted lives.

Appearance:

Silas is a large man. He stands 6' 3" tall and weighs in about 210 lbs. He looks older then his actual 34 years would indicate. His shoulder-length blond hair is losing the war against gray and his ragged beard has already given up the fight. The visible skin on his thick arms as well as his face are cris-crossed with numerous small scars.

Basics:

Fighter 8
LG Medium humanoid (human - Ulfen)

Init +4; Senses Perception +9

Defense:

AC 24, touch 11, flat-footed 24 (+9 armor, +1 deflection, +4 shield)
HP 84 (8d10+40)
Fort +10 (+6 base, +3 Con, +1 Resilient), Ref +2 (+2 base), Will +3 (+2 base, +1 Wis)

Offense:

Speed 30 ft. (20 ft. in armor)

Sword Attack
Melee +2 longsword +17/+12 (1d8+10 17-20/x2; slashing)

Sword Power Attack
Melee +2 longsword +15/+10 (1d8+14 17-20/x2; slashing)

Shield Bash
Melee +2 longsword +11/+6 (1d8+10 17-20/x2; slashing)
Melee +1 heavy steel shield +3 (1d4+3 x2; blunt)

Bow Attack
Ranged composite longbow +6/+1 (1d8+4 x3; piercing) 110'

Statistics:

Str 21, Dex 10, Con 16, Int 11, Wis 12, Cha 10
Base Atk +8/+3; CMB +13; CMD 21
Languages Common, Skald

Feats:

Level 1 - 3

Armor Proficiency (Light):
Skilled at wearing light armor.

Armor Proficiency (Medium):
Skilled at wearing medium armor.

Armor Proficiency (Heavy):
Skilled at wearing heavy armor.

Simple Weapon Proficiences - All:
Trained in the use of all basic weapons.

Martial Weapon Proficiences - All:
Trained in the use of all martial weapons.

Power Attack:
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Blind Fight:
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Weapon Focus: Longsword
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Level 2 - 1

Cleave:
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.

Level 3 - 1

Shield Focus:
Increase the AC bonus granted by any shield you are using by 1.

Level 4 - 1

Weapon Specialization: Longsword
You gain a +2 bonus on all damage rolls you make using the selected weapon.

Level 5 - 1

Cleaving Finish:
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.

Level 6 - 1

Great Cleave:
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 previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Level 7

Improved Initiative
You get a +4 bonus on initiative checks.

Level 8

Improved Critical: Longsword
When using the weapon you selected, your threat range is doubled.

Traits:

Grief-Filled:
You are no stranger to loss or intense emotions. You gain a +2 trait bonus on all saving throws against emotion spells and effects.

Resilient:
Growing up in a violent neighborhood or in the unforgiving wilds forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

Fighter Abilities:

Level 1

Bonus Feat: Weapon Focus

Level 2

Bravery: +1
+1 Will save vs. Fear.

Bonus Feat: Cleave

Level 3

Armor Training: 1
A fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1.

In addition, a fighter can also move at his normal speed while wearing medium armor.

Level 4

Bonus Feat: Weapon Specialization

Level 5

Weapon Training: Blades, Heavy
+1 Attack, Damage, CMB, CMD with Heavy Blades.

Level 6

Bravery: +2
+2 Will save vs. Fear.

Bonus Feat: Great Cleave

Level 7

Armor Training: 2
A fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 2 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 2.

In addition, a fighter can move at his normal speed while wearing heavy armor.

Level 8

Bonus Feat: Improved Critical

Skills:

Total skill ranks: 24 (16 fighter, +8 Skilled)

Acrobatics -6 (-6 ACP)
Appraise +0
Bluff +0
Climb -1 (+5 Str, -6 ACP)
Diplomacy +0
Disguise +0
Escape Artist -6
Fly -6
Handle Animal +5 (2 ranks, +3 class skill)
Heal +1 (+1 Wis)
Intimidate +11 (8 ranks, +3 class skill)
Perception +9 (8 ranks, +1 Wis)
Profession (soldier) +7 (3 ranks, +3 class skill, +1 Wis)
Ride -2 (1 rank, +3 class skill, -6 ACP)
Sense Motive +1 (+1 Wis)
Stealth -6 (-6 ACP)
Survival +6 (+2 ranks, +3 class skill, +1 Wis)
Swim -1 (+5 Str, -6 ACP)

----------------------
Untrained Skills
----------------------
Disable Device --
Linguistics --
Slight of Hand --
Spellcraft --
Use Magic Device --

Gear:

Total Gear Value (including cash): 16,000 gp

+1 half-plate (1750 gp, 50 lbs.)
+1 heavy steel shield (1170 gp, 15 lbs.)
+2 longsword (8315 gp, 4 lbs.)
composite longbow (Str +5) (600 gp, 3 lbs.)
quiver with 20 arrows (20 gp, 3 lbs.)
ioun stone - ioun torch (75 gp)
ring of protection +1 (2000 gp)
belt of giant strength +2 (4000 gp)
belt pouch (1 gp, 0.5 lbs.)
[
coinage 450.13 gp
]

handy haversack (2000 gp, 5 lbs.)
[
bedroll (0.1 gp, 5 lbs.)
cold weather outfit (8 gp, 7 lbs.)
rope, hemp (1 gp, 10 lbs.)
sack (0.1 gp, 0.5 lbs.)
waterskin (1 gp, 4 lbs.)
]

Attack Macros:

[dice=Longsword Attack]1d20+17[/dice]
[dice=Longsword Attack]1d20+12[/dice]
[dice=Longsword Damage]1d8+10[/dice]

[dice=Longsword Power Attack]1d20+15[/dice]
[dice=Longsword Power Attack]1d20+10[/dice]
[dice=Longsword Damage]1d8+14[/dice]

[dice=Shield Bash]1d20+11[/dice]
[dice=Shield Damage]1d4+3[/dice]

[dice=Composite Bow Attack]1d20+6[/dice]
[dice=Composite Bow Attack]1d20+1[/dice]
[dice=Composite Bow Damage]1d8+4[/dice]