Rogue

'Skilgannon''s page

127 posts. Organized Play character for Sethran.


Full Name

Maxwell Skillgannon-Amorica the Younger

Race

| HP: 25/25 [29/ 29] | AC: 17 [15] (11 [9] Tch,16 [14] Fl) | CMB: +6[+8] CMD:17 | F +5 [+7]: , R: +1 , W:+2[+4] | Init: +3 | Perc: +13, SM: +2

Classes/Levels

Speed 30ft | Re-roll (+2) 1/1 | Rage: 8/8 Active conditions: None.

Gender

Male Half-Elf (Tymon) Barbarian 2 (CORE)

Size

Medium

Age

17

Special Abilities

Rage, Fast Movement

Alignment

Neutral

Deity

Gorum

Location

Pathfinder Society

Languages

Common, Elven

Occupation

Gladiator

Strength 18
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 14
Charisma 7

About 'Skilgannon'

Character Sheet Template:

Skilgannon, the Younger

Half-Elf (Tymon) / Barbarian 2

Neutral Medium Humanoid (Human/Elf)

Init +3; Senses: Low-Light Perception +12 ; Sense Motive + +2

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Defense
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AC 17, touch 11, flat-footed 16 (+5 armour, +1 Dex)

HP 25

Fort +5, Ref +1, Will +2 ; +2 Will (Rage) ; Immune sleep, +2 racial saving throw bonus against enchantment spells and effects.

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Offense
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Speed 40ft. (30ft in Armour)

Melee: M/W Ranseuer, Cold Iron, Reach: +7 ; 2d4 + 6 - P/x3 or
M/W Ranseuer, Cold Iron, Reach, Rage: +9 ; 2d4 + 9 - P/x3

PA M/W Ranseuer, Cold Iron, Reach: +6 ; 2d4 + 9 - P/x3
PA M/W Ranseuer, Cold Iron, Reach, Rage: +8 ; 2d4 + 12 - P/x3

M/W Silver Heavy Flail: +7 ; d10 + 6 ; B/x2
M/W Silver Heavy Flail, Rage: + 9 ; d10 + 9 ; B/x2
M/W Silver Heavy Flail, Rage, PA + 8 ; d10 + 12 ; B/x2

Dagger: +6 ; d4 + 4 ; P or S/19-20 x2
Dagger, Rage: +8 ; d4 + 6 ; P or S/19-20 x2

Ranged: Javelin (30’) +3 ; D6 + 4 ; P/x2

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Statistics
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Str 18, Dex 12, Con 14, Int 12, Wis 14, Cha 7

Base Atk +2 ; CMB +6 ; CMD 17

Feats: R- Skill Focus (Perception), 1- Power Attack

Traits: Reactionary, Observant

Skills: (10) Acrobatics (2) +7, Climb (2) +8, Knowledge Nature (2) +6, Perception (2) + 13, Profession (Gladiator) (1) + 4, Survival (1) +6

Languages: Common, Elven, Dwarven

SQ : Rage, Fast Movement
Gold: 303gp
Combat Gear: Alchemical Silver Heavy Flail (495gp), Dagger (2gp), 5x Javelins (5gp), M/W Cold Iron Ransuer (320gp), M/W Breastplate (350gp), Sap (1), = 1022gp

Other Gear: Backpack (2gp), Bedroll (1sp), Blanket (5sp), Caltrops(1gp), Climber’s Kit (80gp), Cold Weather Outfit (Free), Crowbar (2gp),Flint and Steel (1gp), Grappling Hook (1gp), Hammer (5sp), 10x Pitons (1gp), Pouch, Belt (1gp), Silk Rope 50' (10gp), Soap (1lb) 5sp, Waterskin (1gp) = 102gp , 6sp

Potions + Alchemical Goods: Potion of CLW (50gp), 2x Acid (20gp), Anti-Toxin (50gp), 2x Holy Water (50gp) = 170gp

Wands: Wand of CLW 48/50 = 2pp

150gp

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Special Abilities
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Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability (Perception): Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Multitalented (Fighter/Barbarian):

1st Level (Barbarian) +1 HP
2nd Level (Barbarian) +1 HP

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex)(4 + CON +2/Level) (+4 STR/CON, +2 WIll, -2 AC): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers:

Scent (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes;
Scent
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

A creature with the scent ability can detect an invisible creature as it would a visible one.

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Power Attack (-1 / +2 (+3): 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.

Observant(Perception) +1 to Perception Checks and it is a class skill

Reactionary: + 2 Initiative

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Backstory:
Skilgannon the Younger grew up in the River Kingdom of Tymon, where only those Grand Champions of the Arena are considered to be true citizens able to purchase land and property. Skilgannon’s father was one such Champion, earning glory and renown for being a smart fighter, often wearing down his opponents by keeping them at bay before finishing them off to the roar of the crowd. His methods may not have been as brutal as most, but he got the job done and lived to tell the tale.

As a boy, Skilgannon grew up around Heroes of the Arena and watching the games, dreaming of such a trial for himself. His mother had once been an Adventurer, exploring deep tombs and hidden monasteries deep in the mountains, occasionally teaming with his father in their youth. As such, he learned to be quick on his feet, fight well and the lesson of respect for your comrades at arms and opponents alike.

Coming of age, Skilgannon took up the Ranseur and joined his father’s Ludus, seeking the training to be a gladiator in his own right. The training was gruelling and as youth, he often found his temper get the better of him, fine for the mindless berserkers of Gorum but less than impressive for one of his lineage. Nevertheless, the boy stuck it out, graduating with honours and took to his first battle in the arena.

Feeling the sweat and like he wanted to vomit, Skilgannon remembers his first true taste of battle and of death, what he had trained for his life so far. The fight was punishing and he suffered a deep scar across his bronzed torso and another to his right bicep, though he gave as good as he received against the fellow novice. When the end of the fight came, it was in a flash, his opponent stumbled on a piece of bone embedded into the arena floor and Skilgannon capitalized, pressing the attack and his Ransuer struck deep, his opponent perishing in the sand.

That is where he left it however, the roars of the crowd did little to build his spirits and he felt a need to explore the world as his Mother had done. Vowing to his father to return to Tymon and earn his status, Skilgannon views the journey ahead as a continuation of his training. Whilst setting off on his adventures, the young gladiator paid a visit to the Smith Smine to repair his armour and his father’s spear and though he has no idea why, Smine offered him an opportunity, to join a group of like minded explorers and search Golarion for hidden relics. Intrigued, he tentatively agreed to undertake a task called a Confirmation…

Appearance:

Standing at 6’ 4”, Skilgannon has the bearing of a born warrior; his shoulders sit straight, his limbs long and his muscles are well developed. The half-elf’s skin is deeply tanned as if he has spent an age out in the sun and he has a few small scars on his arms and legs from rigorous training. Two impressive scars, one across his breastbone and the other up his right forearm show he is no stranger to fights to the death.

Skilgannon has the copper hair of his mother which is tied back with leather thronging and styled into a single warrior’s braid. The armour he wears Is well made yet practical, overlapping dark steel scales that cover his torso and hang down to his knees with a single sleeve down his left arm, ending in a matching gauntlet. He wears knee-length grey boots of leather, which are tacked to allow for greater purchase on the Arena’s shifting sands which he straps scale greaves over to match his armour. His right arm is bare apart from a sunset orange scarf tied around it, a keepsake from his mother.

Hanging at his waist is a simple polished steel mask, bearing the eye of Gorum in the centre of its forehead. His father had taken to wearing such a mask when he fought in the Arena and Skilgannon has imitated it as a sign of honour and respect in his tradition.