About Unnvar the Solemn
Armor Prof (Med, Light), Cleave, Dodge, Furious Focus, Great Cleave, Maritial Weap Prof (All), Power Attack (-3, +6), Shield Prof, Simple Weapon Prof (All), Toughness, Vital Strike, Weapon Focus (Greatsword)
Animal Focus, Darkvision (60'), Feral Focus (su), Orc Blood, Orc Ferocity (1/day), Sneak Attack +3d6, Studied Target +2 (swift action, 2 at a time), Track +4, Trap Sense +3, Trapfinding +4, Wild Empathy + 0
Trapfinding: A slayer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A salyer can use Disable Device to disarm magic traps.
Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level.
Animal Focus modes:
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this benefit becomes improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
Dangerously Curious; Reactionary
Acrobatics (6) +12 (+3 Class, +6 Ranks, +4 Dex, -1 ACP)
Bluff (1) +3 (+3 Class, +1 Rank, -1 Cha)
Climb (1) +9 (+3 Class, +1 Rank, +5 Str)
Diplomacy -1 (-1 Cha)
Disable Device (2) +14 (+3 Class, +2 Rank, +4 Dex, - 1 ACP, +2 tools, +4 trapfinding)
Disguise (1) +3 (+3 Class, +1 Rank, -1 Cha)
Escape Artist +3 (+4 Dex, -1 ACP)
Fly +3 (+4 Dex, -1 ACP)
Heal (1) +6 (+3 Class, +1 Rank, +2 Wis)
Intimidate (7) +11 (+3 Class, +7 Ranks, - Cha, +2 Racial)
Know (dungeoneering) (3) +6 (+3 Class, +3 Ranks)
Know (geography) (3) +6 (+3 Class, +3 Ranks)
Know (local) (3) +6 (+3 Class, +3 Ranks)
Know (nature) (3) +6 (+3 Class, +3 Ranks)
Perception (10) +15 (+3 Class, +10 Ranks, +2 Wis)
Profession (baker) (2) +7 (+3 Class, +2 Rank, +2 Wis)
Ride (1) +7 (+3 Class, +1 Rank, +4 Dex, -1 ACP)
Sense Motive (2) +7 (+3 Class, +2 Ranks, +2 Wis)
Spellcraft (2) +5 (+3 Class, +2 Ranks)
Stealth (10) +16 (+3 Class, +10 Ranks, +4 Dex, -1 ACP)
Survival (4) +9 (+3 Class, +4 Ranks, +2 Wis)(+3 to Track, +2 to avoid becoming lost (wayfinder))
Swim (1) +8 (+3 Class, +1 Rank, +5 Str, -1 ACP)
Use Magic Device (5) +8 (+3 Class, +5 Ranks, -1 Cha, +1 Trait)
Melee: BAB +9/+4
+1 Adamantine Keen Greatsword +15 (+9 BAB, +4 Str, +1 weapon focus, +1 enhancement) /+10 (+4 BAB, +4 Str, +1 weapon focus, +1 enhancement), 2d6+7, Crit 17-20/x2, 2-hand, S
+1 Adamantine Keen Greatsword +12 (+9 BAB, +4 Str, +1 weapon focus, +1 enhancement, -3 Power Attack) /+7 (+4 BAB, +4 Str, +1 weapon focus, +1 enhancement, - 3 Power Attack), 2d6+16, Crit 17-20/x2, 2-hand, S
Dagger +11/+6, 1d4+4, Crit 19-20/x2, Light, P/S
Mwk Cold Iron Battleaxe +14/+9, 1d8+4 (+6 both), Crit x3, 1-hand, S
Unarmed +11/+6, 1d3+4 nonlethal, Crit x2, light, B
AC 25 (10 +8 armor, +4 dex, +1 deflection, +1 dodge, +1 insight) Touch 17, FF 20; CMD 31 (32 v. Sunder) (27 FF)
Hunter (Feral Hunter) CL 1st; concentration + 2; Melee Touch +10 range touch +13
Lvl 0 (at will) - Detect Magic, Guidance, Mending, Resistance
lvl 1 (2/day) – Cure Light Wounds, Feather Step
Total Carried 80 lbs (Light)
+1 Adamantine Keen Greatsword
Mwk Cold Iron Battleaxe
Darkwood Composite Longbow (+4)
Blunt Arrows x20
Cold Iron Arrows x50
Alchemical Weapons and Remedies
darkvision to a range of 60 feet
Ring of Protection +1
Scroll of endure elements, endure elements
Wand of Barksin (6 charges)
90071-2, 29xp, The Exchange, 58/22 fame/prestige
#3-21 The Temple of Empyreal Enlightenment
#6-01: Trial by Machine (SvC)
#6-12: Scions of the Sky Key, Part 1: On Sharrowsmith's Trail (tEx)
#6-11: The Slave Master's Mirror (LE, SvC)
Special: Ruins of Bonekeep - Lvl 2: Maze of the Mind Slave (Character death and Prestige Raise Dead, 2x Restorations)
#4-04: King of the Storval Stair
#4-08: The Cultist's Kiss
#2-26: The Mantis Prey
#0-22: Fingerprints of the Fiends
bold=Played, all others GM credits
Unnvar (b. 11 Neth 4696) is a rough and tumble half-orc who had a rough upbringing on the outskirts of an orc tribe in Belkzen. Smarter than many of his full orc superiors, he quickly learned the ways of killing and survival, always nearly embracing a more primal side he tried to hold in. When a group of scarnzi approached the tribe about securing safe passage into/out of Varisia. Unnvar was impressed by the considerable wealth they had at there disposal and saw a chance at a better life. Unnvar worked to help the scarnzi get what they wanted and proved useful to them. After continuing to help them locally, he was eventually welcomed into the family and made his way to Absalom for Pathfinder training. Nicknamed the Solemn or the Solemn One, by the family, for his constant stony demeanor, he's a man of few words but when he speaks he tends to shoot straight. He's all about getting the job done, but likes it his way, which sometimes leads to some unpredictability. He prefers intimidation and violence over diplomacy, that's the way he was raised. But will take the back seat to those doing the talking as long as it makes sense and seems to be going well, but if things start to go south, he'll use his preferred methods. A recent foray into Bonekeep saw him meet his match and his maker, luckily he had earned enough favors with the family to be restored. But now he owes a few favors. The death experience has had a profound effect on Unnvar making him more unpredictable than ever. Sometimes gun shy and other times reckless. Still he's a man who tends to find a way to get the job done.