Corsair

Unnvar the Solemn's page

452 posts. Organized Play character for Chaosorbit.


Full Name

Unnvar the Solem

Race

HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30'

Classes/Levels

Animal Focus Active: frog| Effects Active: barkskin, water breathing|

Gender

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1

Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)

Size

M

Age

26

Alignment

CN

Deity

Gorum

Languages

Common, Orc

Occupation

Baker

Strength 20
Dexterity 18
Constitution 16
Intelligence 10
Wisdom 14
Charisma 8

About Unnvar the Solemn

Feats:
Armor Prof (Med, Light), Cleave, Combat Reflexes, 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)

Special Abilities:
Animal Focus, Darkvision (60'), Feral Focus (su), Orc Blood, Orc Ferocity (1/day), Stalker, Sneak Attack +3d6, Studied Target +3 (swift action, 3 at a time), Track +4, Trap Sense +3, Trapspotter, 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.

Trap Spotter: Whenever you come with 10' of a trap, GM secretly rolls to see if you find it.

Animal Focus modes:
Bat: The creature gains darkvision out to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense with a range of 10 feet.

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.

Traits:
Dangerously Curious; Reactionary

Skills:

Acrobatics (7) +13 (+3 Class, +7 Ranks, +4 Dex, -1 ACP)
Appraise +0
Bluff (1) +3 (+3 Class, +1 Rank, -1 Cha)
Climb (1) +9 (+3 Class, +1 Rank, +5 Str)
Diplomacy -1 (-1 Cha)
Disable Device (4) +17 (+3 Class, +4 Rank, +4 Dex, - 1 ACP, +2 tools, +5 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 (8) +12 (+3 Class, +8 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 (11) +16 (+3 Class, +1` 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 (11) +17 (+3 Class, +11 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 (7) +10 (+3 Class, +7 Ranks, -1 Cha, +1 Trait)

Offense:
Melee: BAB +10/+5
+2 Adamantine Keen Greatsword +18 (+10 BAB, +5 Str, +1 weapon focus, +2 enhancement) /+13 (+5 BAB, +5 Str, +1 weapon focus, +2 enhancement), 2d6+9, Crit 17-20/x2, 2-hand, S
Power Attack:
+2 Adamantine Keen Greatsword +15 (+10 BAB, +5 Str, +1 weapon focus, +2 enhancement, -3 Power Attack) /+10 (+5 BAB, +5 Str, +1 weapon focus, +2 enhancement, - 3 Power Attack), 2d6+18, Crit 17-20/x2, 2-hand, S
Dagger +15/+10, 1d4+5, Crit 19-20/x2, Light, P/S
Mwk Cold Iron Battleaxe +16/+11, 1d8+5 (+7 both), Crit x3, 1-hand, S
Unarmed +15/+10, 1d3+5 nonlethal, Crit x2, light, B

Ranged:
Darkwood Composite Longbow +15/+10, 1d8+4, Crit x3, rng 110', 2-hand, P
Dagger +14, 1d4+5, Crit 19-20/x2, rng 10' P/S

CMB +16

Defense:
AC 25 (10 +8 armor, +4 dex, +1 deflection, +1 dodge, +1 insight) Touch 17, FF 20; CMD 32 (33 v. Sunder) (28 FF)

Spells:
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

Gear:
Total Carried 83 lbs (Light)
Weapons:
+2 Adamantine Keen Greatsword
Mwk Cold Iron Battleaxe
Dagger
Darkwood Composite Longbow
Arrows x55
Blunt Arrows x20
Cold Iron Arrows x50

Alchemical Weapons and Remedies
Acid x2
Alchemical Solvent x2
Alchemist's Fire x3
Alkali Flask x2
Antiplague
Antitoxin
Bottled Lightning
Holy Water x2
Smokestick
Thunderstone
Tindertwig x2

Armor:
+2 Mithral Agile Breastplate
Buckler (not equipped)

Magic:
Belt of Physical Perfection (+2 Con, Dex, Str)
Boots of Speed
Cloak of Resistance +3
Headband of Inspired Wisdom (+2 Wis)
Ioun Stone - (Dusty Rose Prism (in wayfinder)
Mask of the Mantis (3 charges)
These red masks cover the entire face.
A mantis mask has three daily charges. The wearer can spend a charge to gain:

darkvision to a range of 60 feet
the effects of see invisibility
the effects of deathwatch, or
a +5 competence bonus on Perception checks.
Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges used replenish after 24 hours.

Ring of Protection +1
Sihedron Brand (Endurance) Tatoo
Talisman of beneficial winds, greater
Talisman of freedom, greater
Wayfinder

Bottled Yeti Fur
Potion of Cure Light Wounds x2
Potion of Fly
Potion of Water Breathing

Scroll of endure elements, endure elements

Wand of Barksin (6 charges)
Wand of Cure Light Wounds (15 charges)
Wand of Cure Light Wounds (3 charges)
Wand of Lesser Restoration (2 charges)
Wand of Longstrider (46 charges)
Wand of Protection from Evil (9 charges)

Mundane:
Backpack
Cold Weather Outfit
Crowbar
Flint and steel
Glue Paper x2
Money (107 pp 5 gp, 1 sp, 6 cp)
Piton x5
Silk Rope 50'
Trail Rations x5
Wire Saw, Adamantine
Beltpouch
Caltrops
Chalk
Charcoal stick
Concealable Masterwork Thieves' Tools
Earplugs
Traveller's outfit
Waterskin

PFS Info:
90071-2, 31xp, The Exchange, 62/24 fame/prestige

Played:
#5-08 The Confirmation
#5–15: Destiny of the Sands—Part 2: Race to Seeker's Folly
#5-04: The Stolen Heir

#3-21 The Temple of Empyreal Enlightenment
#3-05: The Twilight Tide
#5- 19: The Horn of Aroden

#6-01: Trial by Machine (SvC)
#5-99: The Paths We Choose

#6-09: By Way of Bloodcove (tEx)

#6-12: Scions of the Sky Key, Part 1: On Sharrowsmith's Trail (tEx)
#6-14: Scions of the Sky Key, Part 2: Kaava Quarry
#6-16: Scions of the Sky Key, Part 3: The Golden Guardian (GL)

#6-11: The Slave Master's Mirror (LE, SvC)
#1-55: The Infernal Vault
#3-02: Sewer Dragons of Absalom

Special: Ruins of Bonekeep - Lvl 2: Maze of the Mind Slave (Character death and Prestige Raise Dead, 2x Restorations)
#5-07: Port Godless (DA, SS, tEX)

#7-03: The Bronze House Reprisal

#4-04: King of the Storval Stair
#6-98: Serpents Rise (PREGEN)
#4-23: Rivalry's End

#4-08: The Cultist's Kiss
#0-16: To Scale the Dragon
#7-17: Thralls of the Shattered God

#2-26: The Mantis Prey
#3-12: Wonders in the Weave, Part 1: The Dog Pharoah's Tomb
#3-14: Wonders in the Weave, Part 2: Snakes in the Fold

#0-22: Fingerprints of the Fiends
#8-13: What Sleeps in Stone
#5-SP: Siege of the Diamond City In progress

10-98: Siege of Gallowspire

bold=Played, all others GM credits
last updated 12/21/22

Background:
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.