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About VargirDescription:
Backstory:
Vargir grew up in the Horn Quarter of Kalsgard, the capital of the Lands of the Linnorm Kings. With their father a farmer in the city and their Mother a member of the illustrious Ulfen guard serving in Taldor, the young Ulfen learnt from a young age about not only the glory of his Ancestors but also the duty of every man and woman to serve their nation. In his teen years, he enlisted with the City’s guard and trained to become a soldier. He soon yearned for adventure in his few year apprenticeship, focusing on the tales of heroes’ from his Grandmother, told to him as a child.
As soon as his apprenticeship was finished, Vargir left the city guard and decided to strike it out as an adventurer, taking simple Caravan guard jobs to build prestige and knowing that all hero’s start small, despite what their grander sagas may have said. Like most others in the Linnorm Kings, he dreamed of slaying one of the cursed Wyrms and carving out their own Kingdom, or taking over from one of the aging Kings. With enough prowess and skill earned from skirmishes with the hated foes of Irrisen and bandits, Vargir decided they would use the rest of their earned wealth to book passage to Absalom. Due to their dealings with the Jarls of his homeland and their publicity as great warriors, Vargir decided he would join the Pathfinder Society, knowing that a lifetime of travel and challenges would allow him to hone the skills needed to creep in to a Linnorm’s halls and slay the beast. It would also allow him to earn a title, for he had yet to be given one by his Ulfen Kin.
Character Sheet:
Vargir Lorrikssen
Male Human Ranger (Barbarian Dedication) 3 LN Medium Humanoid (Humanoid, Human) Senses Normal Vision, Perception +9 -------------------- Defense -------------------- AC 20/21 (+3 armor, +2 Dex, +2 proficiency, +3 level) / +1 Parry HP 47 (6 (race), 24 (class), 4 (CON), 3 Toughness) Fort +9, Ref +9, Will +9 -------------------- Offense -------------------- Speed 25 ft. Melee +1 Bastard Sword +9/+4/-1 (1d8 +3 S, (+2 Rage), Two-Handed D12) Melee +1 Bastard Sword, Flurry +9/+6/+3 (1d8 +3 (+2 Rage) S, Two-Handed D12) Melee +1 Main-Gauche +9/+5/+1 (D4 + 3 (+1 Rage), S, Agile, Disarm, Finesse, Parry, Versatile P) Melee +1 Main-Gauche, Flurry +9/+7/+5 (D4 + 3 (+1 Rage), S, Agile, Disarm, Finesse, Parry, Versatile P) Melee sap +8/+4/+0 (1d6 +3 B, (+1 Rage), Agile, Nonlethal) Melee sap, Flurry +8/+6/+4 (1d6 +3 B, (+1 Rage), Agile, Nonlethal) Ranged Light Hammer +8/+4/+0 (D6 +3 B, Agile, Thrown 20’) Ranged Light Hammer, Flurry +8/+6/+4 (D6 +3 B, Agile, Thrown 20’) --------------------
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10 Feats Versatile Heritage: Gain Toughness (heritage), General Training: Gain Canny Acumen (Ancestry), Catfall (skill), Twin Takedown (class), Barbarian Dedication (Class), Battlefield Medicine (Skill) Skills Acrobatics +7, Athletics +8, Lore (Warfare) +5, Medicine (Expert) +9, Nature +7, Religion +7 , Society +5, Stealth +7, Survival +7, Thievery +7 Racial Modifiers Versatile Heritage, General Training Languages Common, Skald
Alchemical Gear: Minor Healing Potion x2,Bandolier w/ Healer’s Tools Other Gear: backpack, bedroll, belt pouches (2), chalk (10), climbing kit, flint and steel, rope (50'), rations (14 days), sheath, soap, thieves' tools, torches (5), waterskin , Crowbar, Climber’s Kit, Winter Clothes --------------------
Versatile Heritage: Humanity’s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. Natural Skill Become Trained in two skills of your past. Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Battlefield Medicine: You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. Twin Takedown (1 Action): You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally. Hunter’s Edge: Flurry (One Action): You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10. Barbarian Dedication (Fury Instinct): You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in barbarian class DC. You can use the Rage action. Choose an instinct as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don’t gain any of the other abilities it grants. Rage (One Action): You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
Hunt Prey: You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. Assurance (medicine) Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). --------------------
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School : Swords (3)
Boons: 1) Sand Slide (3 Uses)
Slotless: Engraved Wayfinder
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