Valeros

Telurion Varikson's page

114 posts. Alias of Ironperenti.


Full Name

Telurion Varikson

Race

Human male NG Fighter | HP 34/34 | AC19/21 with shield | F +9 R +7 W+5 | Percep+7 | Current effects:

Strength 4
Dexterity 1
Constitution 3
Intelligence 0
Wisdom 1
Charisma 0

About Telurion Varikson

Telurion Varikson - Human - Male
Fighter 2

Background (Warrior):

Telurion is the son of Varik and Ilsa. Varik had met Ilsa when he was a guard for an envoy to the lands of the Linnorm Kings. He courted her for the three years he was there and they were married. After his duty was done he returned to his home in Heldren.

As a former soldier, Varik taught his son all the basics. Telurion wanted to be just like his father and took to the training. His mother was a proponent of this as well and told Brand numerous stories of the Linnorm Kings and their might. Brand proved to be a good pupil. He learned quickly and his body grew to resemble those of his northern ancestors, broad and strong.

As soon as he was sixteen, Brand signed on for his first caravan job. He was big and strong for his age with his maternal grandfather’s height, breadth of shoulder and deep chest. At six feet tall he was taller than most of the men and his youth hinted at further growth still. He ran with the caravans and trained with his father. After two years, Telurion decided he needed a change of pace and set out to find an adventure worthy of one of his mother's songs.

Defense:

Armored Defense Trained
Unarmored Defense Trained

AC 19/21 (+1 Dex, +4 Armor, +2 T, +2 L, +2 shld)
HP 34 (8 race + 20 class + 6 Con)
Fort +9 (4 E + 2 Lvl + 3 Con)
Ref +7 (4 E + 2 Lvl + 1 Dex)
Will +5 (2 T + 2 Lvl + 1 Wis)

Offense:

Speed 30ft (25ft in armor)

Simple Weapons +6 (4 E + 2 Lvl)
Martial Weapons +6 (4 E + 2 Lvl)
Unarmed attacks +6 (4 E + 2 Lvl)
Advanced Weapons +4 (2 T + 2 Lvl)

Melee
Bastard Sword Hit: +10 Damage: 1d8+4 Slashing Two-Hand d12
Dagger Hit: +10 Damage: 1d4+4 Piercing Agile,Finesse Thrown 10 ft. Versatile S
Sap Hit: +10 Damage: 1d6+4 Bludgeoning Agile, Nonlethal
Club Hit: +10 Damage: 1d6+4 Bludgeoning Thrown 10 ft.

Ranged
Sling Hit: +7 Damage: 1d6+2 Bludgeoning Propulsive

Statistics:

Str 18 Dex 12 Con 16 Int 10 Wis 12 Cha 10
BAB +1, CMB +5, CMD 15

Stat Building
Race Str +2 Con +2
BG Str +2 Con +2
Class Str +2
Base Str +2 Dex +2 Con +2 Wis +2
Level
Total Str 18 Dex 12 Con 16 Int 10 Wis 12 Cha 10

Feats:

R: Versatile Heritage: gain a general feat - Fleet
A: Natural Ambition: gain an additional class feat - Reactive Shield You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.
BG: Intimidating glare: Demoralize a creature without speaking
F1: Vicious Swing: You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
F2: Sudden Charge: Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy.
SF2. Combat Climber: You’re not offguard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
B1: Raging Thrower: You apply the additional damage from Rage to your thrown weapon attacks.

Skills 3 + 2 Background + 1 archetype:

Perception +7 (4 E + 2 Lvl + 1 Wis)

Athletics +8 (2 T + 2 Lvl + 4 Str)
Medicine +5 (2 T + 2 Lvl + 1 Wis)
Nature +5 (2 T + 2 Lvl + 1 Wis)
Survival +5 (2 T + 2 Lvl + 1 Wis)

Background
-Intimidation +4 (2 T + 2 Lvl + 0 Cha)
-Warfare Lore +4 (2 T + 2 Lvl + 0 Int)

Languages:

Common

Class Abilities:

>Perception Expert
>Trained in Athletics + 3 additional skills
> Shield Block: Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
>Reactive Strike: Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

> Free Archetype: Barbarian Archetype -
> Rage: Barbarian, Concentrate, Emotion, Mental; <> one action
Requirements You aren’t fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
>You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
>You take a –1 penalty to AC.
>You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
>After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
>Fury Instinct:
>Anathema and Instinct Ability: You don't have an anathema or an instinct ability. Instead, you gain an additional 1st-level barbarian feat.

Human Traits:

>Hit Points 8
>Size: Medium
>Speed: 25 ft
>Two ability boosts
>Human Heritage: Versatile Heritage
>Ancestry Feat: Natural ambition

Gear:

Pathfinder Kit*
Belt Pouch* (whetstone, flint and steel, chalk x5, signal whistle, loose change: gold and silver) 2.2#

Backpack (chalk x5, rations x14, candles x10, pitons x3, fishing kit, repair kit, water skin, bed roll, clay mug, soap, 50’ rope, torches x5, grappling hook) 1B

Religious Symbol (Wooden)

Chain mail
Steel Shield (Hardness 5, HP 20, BT 10)
shortbow
arrows x20

+1 small basket containing honeycomb, a jar of honey, and two bottles of Mead.
+1 Town Whistle that can be blown at any time to summon assistance within earshot of Raven. (Relly a campaign tool as the elections are soon upon the town).
+ Sadie's parents: A free meal every day for a week, and a bushel basket of fresh clams to use as they wish.
+ Essex: A very reasonable rate on any loans required to further their adventuring careers.

PP 0 GP 3 SP 1 CP 0