Journeyman Carpenter

Two Tall Tim's page

188 posts. Organized Play character for michaelane.


Classes/Levels

Stats:
AC 15/12/13, HP 31/31, F+5 R+3 W+1, Init +4, Per +0

About Two Tall Tim

Two Tall Tim
Pathfinder Society ID: 8979-27
Male half-orc fighter 3
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 31 (3d10+9)
Fort +5, Ref +3, Will +1; +1 vs. fear
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee orc double axe +8 (1d8+6/×3) or
. . orc double axe +6 (1d8+4/×3), orc double axe +6 (1d8+4/×3)
Power Attacking orc double axe +7 (1d8+9/×3) or
. . orc double axe +5 (1d8+6/×3), orc double axe +5 (1d8+6/×3)
Ranged sling +5 (1d4+4)
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Statistics
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Str 18, Dex 15, Con 14, Int 12, Wis 10, Cha 7
Base Atk +3; CMB +7; CMD 19
Feats Double Slice, Power Attack, Two-Weapon Fighting, Weapon Focus (orc double axe)
Traits Captain's Blade, Reactionary
Skills Acrobatics +8 (+9 while on a vessel afloat on water), Climb +4 (+5 while on a vessel afloat on water), Craft (siege engines) +9, Intimidate +0, Linguistics +4; Racial Modifiers +2 Intimidate
Languages Ancient Osiriani, Azlanti, Common, Giant, Hallit, Orc
SQ armor training 1, orc blood
Other Gear studded leather, orc double axe, masterwork artisan's tools (Craft: Siege Engines), sling, wand of cure light wounds (43/50), courtier's outfit, jewelry (50 go worth)
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Special Abilities
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Armor Training 1 (Ex) Starting at 3rd level, 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. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Bravery +1 +1 on Will saves against fear effects
Darkvision (60 feet) Half-orcs can see in the dark up to 60 feet.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Power Attack -1/+2 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.
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Prestige/Fame Tracker
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Mists of Mwangi: +2 PP
Silent Tide: +2 PP
Wand of cure light wounds: -2 PP
Black Waters: +2 PP
Among the Living: +2 PP
The Penumbral Accords: +2 PP
Perils of the Pirate Pact: +2 PP
Prestige 10; Fame 12
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Gold Tracker
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Starting Gold: 150 gp
Orc Double-Axe: 60 gp
Studded Leather Armor: 25 gp
Masterwork Artisan's Tools (Siege Weapons): 55 gp
Mists of Mwangi: +509 gp
Day Job: +50 gp
Silent Tide: +453 gp
Day Job: +50 gp
Black Waters: +550 gp
Day Job: +100 gp
Courtier's Outfit: 30 gp
Jewelry: 50 gp
Among the Living: 420 gp
Day Job: +50 gp
The Penumbral Accords: +507 gp
Day Job: +50 gp
Perils of the Pirate Pact: +468 gp
Day Job: +20 gp
Current Gold: 3,157 gp
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Inventory Tracker
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Cure Light Wounds Wand
Perils of the Pirate Pact: 4 charges
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Faction Journal Card: Season 7
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FREEDOM FIGHTER (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.
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[X] [X] [X] Liberate one or more slaves, captives, or hostages during an adventure.
1. Rescued Nigel during Mists of Mwangi
2. Rescued Yargos during Silent Tide
3. Rescued the Blakros twins during The Penumbral Accords
[ ] [ ] Adventure in two of the following locations: Andoran, Cheliax, Okeno, Magnimar, or Nirmathas.
[X] Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. To do so, you must succeed at a Disable Device, Knowledge (local), or Stealth check with a DC equal to 15 plus your character level.
Rolled a 21 Stealth at Level 2 in Perils of the Pirate Pact
[X] Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocents.
Entered the Drowned Yard in Absalom during Black Waters.
[ ] Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward (a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves).
[ ] After being grappled or physically bound by an opponent, escape with an Escape Artist, Strength, or combat maneuever check. Alternatively, after failing a save against a spell or effect with the compulsion descriptor, end the effect with a subsequent save.
[ ] In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20 participants. Succeed at a Diplomacy or Perform (acting, comedy, or oratory) check with a DC equal to 15 plus your character level.
[ ] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.