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About Thearor LeafsplitterDescription An amazingly large, unpleasant, rough-looking man in heavy armor and carrying big weapons is really not that unusual a sight. This blunt instrument, though, is wrapped in the colorful scarves of the Varisians, not a group known for producing large men. He's also attached to some very elven-looking features, and the biggest blade on his person is actually Elven in design. Neither culture is known for producing brutes of this type, so that's a little different than expected at first glance.
Background:
Born into a Sczarni caravan, once Thearor's frame started developing, they forced more protein and exercise on him, having already pegged him as a future enforcer. He took to the training regime well enough but had trouble with the idea that he was forcing people trying to survive to give everything they could scrounge to his Papa, especially when what they had was of little consequence to the caravan.
Eventually, Thearor stumbled into a lodge, and found an occupation that needed the attributes and skills his Papa had forced upon him. An occupation that tries to avoid hurting others unless they demand a confrontation. While the young half-elf is proud of what he is capable of doing, he's happiest when he doesn't need to display those skills.
Combat:
Init+3 (Dex+1, Elven Reflexes+2)
Speed 20' Low-Light Vision BAB+4 Melee+8 Ranged+5 CMB+8 (Str+4, Dex+1) +1 Elven Curved Blade +10 for 1d10+9 @ 18+, S
Cleave: Standard attack to attack exactly 2 adjacent foes
AC22 T12 F21 CMD20 (Armor+10, Dex+1, Deflection+1, Dodge+0, Natural+0, BAB+4, Str+4) Cleave: -2 AC
HP 44 (10 +[3x +6]+[4x Con+3]+[4x Favored Class+1]) Fort +8 (Base+4, Con+3, Cloak+1)
Elven immunities: Immune to magic Sleep effects
Skills & Languages:
2 + Int 1 = 3 per Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes} + 1-Acrobatics +1+0+0+ACP + 1 Appraise +1+0+0 - 1 Bluff -1+0+0 + 4-Climb +4+0+0+ACP + 1 Craft +1+0+0 - 1 Diplomacy -1+0+0 - 1 Disguise -1+0+0 + 1-Escape Artist +1+0+0+ACP + 1-Fly +1+0+0+ACP - 1 Heal -1+0+0 - 1 Intimidate -1+0+0 + 8 Knowledge (Dungeoneering) +1+4+3 + 8 Knowledge (Engineering) +1+4+3 + 1 Perception -1+0+0+Keen Senses 2 - 1 Perform -1+0+0 + 1-Ride +1+0+0+ACP - 1 Sense Motive -1+0+0 + 1-Stealth +1+0+0+ACP - 1 Survival -1+0+0 +11-Swim +4+4+3+ACP ACP: -4 Languages Known: Taldane (Common), Elven, Sylvan Feats & Traits:
** Feats **
R Exotic Weapon Proficiency (Elven Curved Blade) 1 Power Attack F1 Cleave F2 Weapon Focus (Elven Curved Blade) 3 Furious Focus F4 Weapon Specialization (Elven Curved Blade) 5 <> F6 <> 7 <> F8 <Greater Weapon Focus> 9 <> F10 <> 11 <> F12 <Greater Weapon Specialization> ** Traits **
Gear:
+1 Full Plate Mail (50#, +10/+1/-5/35%/20'/50#) {Armor Expert reduces ACP to -4} +1 Elven Curved Blade (7#, 1d10/18+/S) Ring of Protection +1(-#) Cloak of Resistance +1 Wand of Cure Light Wounds (50) Ioun Torch (-#) MW Heavy Flail (10#, 1d10/19+/B/Disarm, Trip) MW Composite Strength (+4) Longbow (3#, 1d8/x3/110'/P) Arrows, 40 (6#) Explorer's Outfit (8#, sturdy boots, leather breeches, belt, shirt, vest, gloves, cloak, scarves) Fighter's Kit (29#, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin) 113# as worn/carried
Light 116#: By armor
Fighter (Two-Handed Fighter):
Alignment: Any.
Hit Die: d10. Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Points at each Level: 2 + Int modifier.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Shattering Strike (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery. Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1. Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a two-handed weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. Backswing (Ex): At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2. Piledriver (Ex): At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. This ability replaces armor training 3.
Varisian Half-Elf:
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Strength Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-elves have a base speed of 30 feet. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. 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 get a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes. Fighter & Rogue Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Attributes:
20 Pt Buy
Pt Buy Race Level Gear Final 10 16 +2 18 +1 19 +0 S 19 +4 x2 12 +0 12 +0 12 +0 D 12 +1 10 12 +0 12 +0 12 +0 C 16 +3 x2 12 +0 12 +0 12 +0 I 12 +1 -2 x8 +0 x8 +0 x8 +0 W x8 -1 -2 x8 +0 x8 +0 x8 +0 H x8 -1 Boons/Activities on certs:
Cert 1: Scenario: 3-23: The Goblinblood Dead - Sold: Elven Curved Blade Cert 1: Scenario: 3-23: The Goblinblood Dead - Bought: MW Elven Curved Blade Cert 2: Scenario: 3-21: The Temple of Empyrea Enlightenment - Sold: Four Mirror Armor Cert 2: Scenario: 3-21: The Temple of Empyrea Enlightenment - Bought: MW Full Plate Mail Cert 3: Scenario: 4-07: Severing Ties - Boon: Nemesis of the Aspis: Once, as immediate action, force enemy Aspis Consortium agent to reroll D20 and keep worse result - Level 2 Cert 3: Scenario: 4-07: Severing Ties - Bought: +1 enhancement for MW Full Plate Mail Cert 4: AP #67: Reign of Winter - The Snows of Summer: 3 XP - Bought MW Composite Strength (+4) Longbow - Level 3 Cert 4: AP #67: Reign of Winter - The Snows of Summer - Bought MW Heavy Flail Cert 5: AB #85: Iron Gods - Fires of Creation: 3 XP - Bought +1 enhancement for MW Elven Curved Blade - Level 4 Cert 5: AB #85: Iron Gods - Fires of Creation - Bought Ring of Protection +1 Cert 5: AB #85: Iron Gods - Fires of Creation - Bought Fighter's Kit, Ioun Torch Cert 6: Scenario: 5-12: Destiney of the Sands Part I: A Bitter Bargain - Boon: Armed to the Teeth (Sczarni Faction) Cert 6: Scenario: 5-12: Destiney of the Sands Part I: A Bitter Bargain - Bought Wand of Cure Light Wounds (50) Cert 6: Scenario: 5-12: Destiney of the Sands Part I: A Bitter Bargain - Bought Cloak of Resistance +1 |