Unarmed attack:
to hit: +5
damage: 1d3+2
critical: 20/x2
Longsword:
to hit: +5
damage: 1d8+2
critical: 19-20/x2
Masterwork Buckler:
to hit: +1
damage: 1d3+2
critical: 20/x2
special properties: Applies a -1 to hit to Two-Handed Weapon, or Off-hand held weapon.
Dagger:
to hit: +5
damage: 1d4+2
critical: 19-20/x2
Dagger (Thrown):
to hit: +6
damage: 1d4
critical: 19-20/x2
range: 10 ft.
Composite Longbow STR +0:
to hit: +6
damage: 1d8
critical: 20/x3
range: 110 ft.
Holy Water (Flask):
to hit: +6
damage: 2d4-2
critical: 20/x2
range: 10 ft.
special properties: Each undead creature or evil outsider within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
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STATISTICS
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Str 14, Dex 16, Con 12, Int 12, Wis 15, Cha 14,
Base Atk +3; CMB +5; CMD 19
Feats Persuasive, Shield Focus, Skill Focus (Perception), Dodge, Endurance(Bpnus)
Skills Acrobatics +10, Climb +8, Diplomacy +11, Disable Device +10, Handle Animal +6, Intimidate +8, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +12, Perception (Trapfinding) +13, Ride +7, Stealth +9, Survival +8, Survival (Follow or identify tracks) +9, Swim +6,
Traits Ease of Faith, Pioneer (Perception), Reckless,
Languages Common, Hallit
SQ alignment, bonus feat, combat style feat, favored terrain (forest) +2, favored weapon, skilled, track +1, trapfinding
Limited Gear List: see detailed for accurate full listing. sunrod, potion of cure light wounds, torch (2), feed (per day) (2), oil (1 pint flask) (2), holy water (flask)
longsword, masterwork buckler, explorer's outfit, masterwork studded leather, (backpack, masterwork), grappling hook, common, sack (2), sack (3), fishhook, rope (silk/50 ft.), belt pouch, thieves' tools (masterwork), flint and steel, coin (platinum piece) (10), coin (gold piece) (7), coin (copper piece) (6), coin (silver piece), signet ring, canteen, arrows (20), holy symbol (wooden), dagger, composite longbow str +0, horse (light/combat trained), saddlebags, waterproof bag, waterproof bag, shovel, common, blanket (winter), outfit (cold-weather), mess kit, manacles (medium), bedroll, grooming kit, lamp (common/waterproof), holy text (typical), whetstone, saddle (military), bit and bridle, +3 P.P, 7 G.P and 5 S.p.
from the sale of the pioneer horse.
"Hope"
Light Calvary Horse CR 1
XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
SQ Combat Trained (attack, come, defend, down, guard, and heel)
Masterwork Buckler 1 5lbs Special: Applies a -1 to hit to Two-Handed Weapon, or Off-hand held weapon.
Outfit (Explorer's) 1 8lbs
Masterwork Studded Leather 1 20lbs
Signet Ring 1 0lbs
Arrows (20) 1 3lbs
Holy Symbol (Wooden) 1 0lbs
Horse (Light/Combat Trained) (1200 lbs.)
Saddlebags 1 8lbs
Saddle (Military) 1 30lbs Special: +2 circumstance bonus on Ride checks related to staying in the saddle
Bit and Bridle 1 1lbs
Holy Water (Flask) 1 1lbs Special: Each undead creature or evil outsider within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Saddlebags (66.5 lbs.)
Waterproof Bag 1 0lbs
+3 P.P, 7 G.P and 5 S.p.
from the sale of the pioneer horse.
Holy Text (Typical) 1 2lbs Special: A typical holy text for an experienced adventuring priest. Durable, with a leather cover, chapter illustrations and quality paper.
(Parables of Erastil - Gift of Herger)
Whetstone 1 1lbs
Waterproof Bag (0.5 lbs.)
Waterproof Bag (0.5 lbs.)
Total weight carried: 65.98 lbs.
Current load: Light
Encumbrance
Light: 66
Medium: 133
Heavy: 200
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SPECIAL ABILITIES
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Alignment A divine tracker's alignment must be within one step of his deity's, along either the law/chaos axis or the good/evil axis.
Persuasive [Paizo Inc. - Core
Rulebook, p.131] 1st Level Character Feat
You are skilled at swaying attitudes and intimidating others into your way of thinking. You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Bonus Feat Humans select one extra feat at 1st level.
Skill Focus (Perception) [Paizo Inc. - Core
Rulebook, p.134]
You are particularly adept at your chosen skill. You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Dodge [Paizo Inc. - Core
Rulebook, p.122]
Your training and reflexes allow you to react swiftly to avoid an opponent's attack. +1 Dodge bones to AC.
Combat Style Feat (Ex) Weapon and Shield combat style.
Feat 1: Shield Focus(+1 AC to any shield).
Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Favored Terrain (Forest) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in forest terrain (coniferous and deciduous). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Favored Weapon A divine tracker becomes proficient with the favored weapon of his deity. If his deity's favored weapon is unarmed strike, he instead gains Improved Unarmed Strike as a bonus feat.
Favorite Enemy Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
No Racial Subtype You have chosen no racial subtype.
No Spellcasting
Pioneer (Perception) You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you've learned how to survive on the rugged frontier. With the wilderness ever at your door, you've also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family's land, you've joined the expedition into the Stolen Lands. You begin play with a horse.
Reckless You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Background
Haron Vakt-Clan, leaves his family to avoid kin-slaying and drifts into Rostland meeting a group of street performers that incorporate him into the act. He marries Deshka the Nimble, an acrobat of mixed Kellid blood. They have Torek and as he grows up he joins the act as an acrobat himself. Then a performance goes wrong and Deshka is lamed. They leave the troop, moving to the frontier with Haron working as a Trapper with Torek in tow and Deshka sometimes works as a cook. The work took them through a number of villages, at one they meet a young gifted hunter who tells of the virtues of Erastil. Torek is interested but his Dad is good with the spirits.
The frontier, never safe, now becomes truly hostile. Villages are burned or plundered, Hakon and son fight back but are driven away by the troubles, settling behind Restov's strong walls; Hakon does day-labor but they must live in the slums. A fever sweeps through taking Hakon with it. Torek now a young man steps up and finds work as a bounty hunter, his success is limited by his inexperience but he earns enough to get by. Torek is torn between the need for justice and the necessity for violence and money in his trade. A chance encounter with a refuge priest of Erastil gives him another way. He swiftly learns to patiently negotiate for his rightful fees and also to often take a bounty in without violence. He becomes a devout follower. His fortunes improve and with new funds he buys his trained mount - Hope. Some bounties payoff with new armor and better tools.
Still Torek is not satisfied that what he is doing is enough. His mother has work in an Inn, and he leaves her with some money to send for later, if safe. With the opening of the Stolen Lands and no illusions about the difficulty of the challenge, he heads off to join the effort after hearing that old friends may be involved.
Appearance
A man in his early twenties, average in height and build, walks with a gentle grace. Neat black hair surrounds a handsome face with dark blue eyes. He's clad in a quality dark blue leather brigandine that match his eyes and boots; the bronze studs glitter in the light. Brown leather epaulets pin a black cloak to his back, a fine buckler strapped to his left arm. The scabbard of a basket hilt longsword hangs from his brown belt. The emblem of a follower of Erastil adorns his neck. His manner is warm and friendly but some feel judged by his implacable regard.
For a picture of Torek, if a bit paler, click on this commercial site. No endorsement intended: I cannot even read that site. Ser hubard is the costume.
Description
Height: 5' 10" Weight: 160 lbs. Gender: Male
Eyes: Dark Blue Hair: Black, Neat hair with full beard. Skin: Honey
Dominant Hand: Right Quirks: Fervent Convert, Detailed
Speech style: Firm Quotable: Can I help?
Kingdom Roles
Spymaster
Marshal
Grand Diplomat
Royal Enforcer
Councilor - From an RP prospective this is one Torek will like the most.