Fighter

Var's page

47 posts. Alias of Will Cooper (RPG Superstar 2012 Top 16).


Full Name

Var

Race

Human

Classes/Levels

Barbarian (2) / Fighter (3)

Gender

Male

Size

Medium

Age

32

Special Abilities

Fast Movement, Uncanny Dodge

Alignment

Lawful Neutral (tends to good)

Location

Sharn

Occupation

Investigator / Accountant / Bodyguard

Strength 16
Dexterity 13
Constitution 14
Intelligence 13
Wisdom 9
Charisma 14

About Var

Combat

Spoiler:
HP: 38 / 52
AP: 7/7
BAB: +5, F: +8, R: +3, W: +1

MW Greataxe:
Attack +9 d10+4 20x3
AC: 17, Touch: 11, Flat footed: 17 (+1 with Dodge)

Short sword +1, Heavy steel shield:
Attack +9 d6+4 19-20x2
AC: 19, Touch: 11, Flat footed: 19 (+1 with Dodge)

MW Light Crossbow:
Attack +7 d8 19-20x2

While subject to Ferocity
MW Greataxe:
Attack +11 d10+7 20x3
AC: 19, Touch: 13, Flat footed: 19 (+1 with Dodge)

Short sword +1, Heavy steel shield:
Attack +11 d6+6 19-20x2
AC: 21, Touch: 13, Flat footed: 21 (+1 with Dodge)

MW Light Crossbow:
Attack +9 d8 19-20x2 (up to 30 feet)
Attack +7 d8 19-20x2 (over 30 feet)

Feats and Abilities:
Ferocity - replaces Rage, see below
Fast Movement - base speed 40' in Light or Medium armor
Uncanny Dodge - retain Dex bonus to AC even if flat-footed
Power Attack - transfer up to 5 from attack to damage
Run - run at 5x base speed
Combat Expertise - transfer up to 5 from attack to defence
Dodge - +1 AC vs one opponent
Mobility - +4 AC vs some attacks of opportunity

Skills

Spoiler:

Climb 8 (5r)
Handle Animal 4 (2r)
Ride 3 (2r)
Jump 8 (5r)
Listen 4 (5r)
Intimidate 9 (7r)
Swim 5 (2r)
Knowledge (Local) 2 (1r cc)
Knowledge (Nobles) 2 (1r cc)
Profession (Bookkeeping) 3 (2r cc)
Diplomacy 3 (1r cc)

Equipment

Spoiler:

Short sword +1 2310gp
Breastplate +1 1350gp
Masterwork Greataxe 320gp
Masterwork Light Crossbow 335gp
Heavy steel shield 20gp
----
4335gp

2x Potion Cure Light Wounds 100gp
2x Potion of Shield of Faith 100gp
1x Potion Cure Medium Wounds 300gp
1x Potion of Bull's Strength 300gp
---
800gp

Officers Cloak of Resistance +1 1000gp

Total spent 6135gp
Invested in Agency 2000gp

Total cash remaining 865gp

Background

Spoiler:
Var was born on the plains and raised to a life of war in the rage and bloodlust of his people. This was Var's life for 18 years. Life changed when his clan served as mercenaries, attached to the Breland army. Living and fighting with professional soldiers, Var saw the rewards of discipline and the power of ordered method.

He took opportunities to learn, becoming first a bodyguard and then aide and friend to a senior captain. He also discovered that he had a talent for logistics and organisation.

After the war Var's life, as everyone's, changed yet again. He invested the spoils gained from a lifetime of war wisely, and is now in partnership with a number of acquaintances from his war days. He is the organised one, keeping case notes and accounts; and his contacts in the military and knightly orders have already been useful.

Ferocity

Spoiler:

Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack.

Class: Barbarian.

Level: 1st.

Replaces: If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will.

Benefit: Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).

He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.

While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.

The barbarian can invoke ferocity only once per encounter. At 1st level he can use this ability once per day.