Kassmak

Varsk's page

No posts. Organized Play character for Douglas MacIntyre.


Full Name

Varsk

Race

| HP 48/48 | AC (18) T (13) FF (15) | CMD 19 | F +9 R +8 W +7 | Init +5 | Per +2, SM -1

Classes/Levels

| Speed 20 Ft | Spells: 1st 2/2 | Active Conditions:

wands:
CLW(47/50), Bless(50/50), Lucky number(50/50), Rally point(50/50), GB (50/50)

Gender

203614-12 | Male LG Nagaji Paladin (divine Hunter) 6

Size

M

Age

M

Deity

Erastil

Strength 14
Dexterity 16
Constitution 12
Intelligence 7
Wisdom 10
Charisma 18

About Varsk

With an animalistic, predatory look in his eye, he is careful in his speech and vigilant in his manner trusting in the trail old one eye has set him upon.

Visually he is green scaled and Long necked, around his neck hangs a stag shaped amulet and is covered in solid but aged armor along with an intricately carved dark wood bow at his side.

Erastil’s Paladin Code:

Erastil’s Paladin Code
The paladins of Erastil are gruff, strict traditionalists. They seek to preserve the integrity of rural life and communities.
Their tenets include the following affirmations.

• My community comes first, and I will contribute to it all that I can.
If I don’t give something back, who will?

• I must offer the poor in my community assistance, but I may not do the work for them—instead, I must teach them to contribute to the settlement.

It is only through cooperation that a community grows strong.
• When danger threatens, I am not a fool.
I seek first to make sure the weak and innocent are safe, and then I quell the danger.

• I keep to the old ways, the true ways.
I am not seduced by the lure of money or power.
I remember that true honor comes from within, not from the accolades of others.

• I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished.
I stand by my decisions, and live so that none shall have cause to blame me.

• I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do.
I show respect to my peers, for they carry the load.
And I shall carry it with them.

• I am honest, trustworthy, and stable.
If I must leave my lands and community, before I go, I ensure that they will be tended in my absence.
Even when duty calls, my duties to my home come first—letting them lapse makes me a burden on my people.


Char info:

Varrsk
Male Nagaji (ARG) Paladin level 6 (CRB) Divine Hunter Archetype (UC)
Medium humanoid (Reptilian)
Init +5; Senses low-light vision; Perception +1

Defense:

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Defense
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AC 18, touch 13, flat-footed 15 (+1 nat armor, +4 armor, +3 Dex)
hp 41 (6d10+6+3)
Fort +9, Ref +8, Will +7; +2 racial bonus vs mind-affecting effects and poison
Lay on hands: (7/day) 3d6 healing

Offense:

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Offense
--------------------
Speed 30 ft.
Melee MW Heavy Pick +7 (1d6+2/x4) or
. . dagger +7 (1d4+2/19-20)
Ranged +1 composite (longbow +2 str) +9(10)/+9(10)/+4(5) (-2/-2/-7) (1d8+3(4)/×3)
. . javelin +8(9) 1d6+2(3)/x2 P (30 ft.)
Smite (2/day):

Paladin Spells Known (starts at 4th) (CL 1; concentration +5)
. . 1st (2/day)—heroes defiance, Liberating Command
Wands:
CLW(47/50), Bless(50/50), Lucky number(50/50), Rally point(50/50), Gravity Bow (50/50)

Statistics:

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Statistics
--------------------
Str 14*, Dex 16, Con 12, Int 7*, Wis 10, Cha 17+1*
Base Atk +6; CMB +6; CMD 19
Feats Precise Shot, Point blank Shot, Rapid Shot
Traits Deadeye Bowman, reactionary
Skills Diplomacy (+9) Handle Animal (+7/9), Intimidate (+7), Use magic device (+5), Perception +2
Racial (+2 perception, +2 racial bonus on Handle Animal checks against reptiles)
Languages Common and Draconic

Gear::

Combat Gear +1 darkwood adaptive composite longbow, Heavy Pick, dagger

Arrows:
normal
blunt
incendiary
whistling
cold iron
Grappling
Silver
Lodestone
Due (green,blue,red,black)
Tangleshot
Trip
Adamantine (durable)

Other Gear **


Special Abilities:

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Special Abilities
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Point Blank Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Precise Shot: A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her Heavy Armor Proficiency.

Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): (2/day) + 6 AC, +6 to hit, +6 for dmg vs target
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su): 3d6 (7/day): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the paladin can select from the following initial mercies.
• Sickened: The target is no longer sickened.

Distant Mercy (Sp): At 6th level, a divine hunter can expend two uses of her lay on hand abilities to use her lay on hands ability on a target within 5 feet per paladin level. Distant mercy has no effect on creatures harmed by positive energy, such as undead. This ability replaces the paladin’s 6th-level mercy.

Shared Precision (Su): At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.

Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Divine Bond (Su): At 5th level, a divine hunter forms a bond with her deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a ranged or throwing weapon (excluding ammunition). In addition to the listed abilities, a divine hunter can add the distance, returning, or seeking special abilities to her weapon, but she cannot add the defending or disruption special abilities. Special abilities added to throwing weapons function normally when the weapon is used in melee. This ability replaces the standard paladin’s divine bond.

Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

- distance (+1)
This special ability can only be placed on a ranged weapon. A distance weapon has double the range increment of other weapons of its kind.
- seeking (+1)
This special ability can only be placed on ranged weapons. A seeking weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.
- flaming (+1)
Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.
- merciful (+1)
A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability).
- returning (+1)
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

L8 - axiomatic (+2)

L8 - flaming burst (+2)

L8 - holy (+2)

L11- speed (+3)

L14- brilliant energy (+4)

Trait:
Deadeye Bowman (Inner Sea Gods pg. 219) / Category Religion / Requirement(s) Erastil
When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.


Backstory:

Backstory:
Was part of a hunter gathering group.
Lost family in a fire.
Walk the land trying to fix things.
Only Varsk can stop forest fires!

Botting:


  • (if an ally is down and can reach without an aoo and no one else looks to be in range to help)
    ** swift to pop a CLW wand, move and heal.
  • (if below half health and battle looks to be ongoing)
    ** quick action to LOH self
  • (if in known AOO area of enemy and can 5ft out)
    ** attempt a 5ft step from enemy out of range and fire an arrow.
  • (if outside of AOO area)
    ** attempt to keep a 30ft gap and fire an arrow with PBS.
  • (if in known AOO area of enemy and can't 5ft out and not below half health)
    ** attempt a 5ft step enemy out of range and fire an arrow taking an aoo.

General notes:
- Where possible Varsk will maintain a steady stream of arrows aiming to limit cover to one party member (trait) or clear shots (trait) and keep to about 30ft range.

- when a prey target is to be kept alive he will use blunt arrows taking the penalty to do non-lethal

- Only if needed to body block enemies from the support member will be drop his bow and take up a close combat stance against an enemy, moving to a flank if needed by allies.


Gear purchases:

150 - potions (2xCLW, 1x grease)
50 - troll oil * used
50 - MW backpack
50 - 1 rope runner
50 - antiplague
50 - antivenom
20 - 100 ft of silk rope * used
25 - smelling salts
10 - mirror
10 - 2 spring loaded wrist sheaths
1 - holy symbol of erastil (wooden)
1 - 2x iron spike * used
1 - 2x bandolier
0.2 - 7 sets of ear plugs
0.02 - 2 bags of flour(powder)
0.02 - Whetstone

25 - scroll magic weapon
25 - scroll bed of iron
25 - scroll keep guard
50 - potion/oil of serrens swift girding
10 - 5x pronged arrow
10 - 10 thistle arrows
4 - 40 blunt arrows
50 - 5x incediary arrows
50 - 5x smoke arrows
4 - 40 whisting arrows
2 - 40 arrows
4 - 40 cold iron arrows
600 - MW STR+2 compound longbow
400 - MW chain shirt
308 - Heavy pick
50 - stillgut
1 - sap
1 - dagger

1800 Efficient Quiver
1000 adaptive
2000 +1 on bow

25 Scroll serrens swift girding
305 MW longspear
150 Hunt scroll
375 Wand read magic

20 2 Acids,
40 2 Alch fire
80 2 liquid ice
80 2 bottled lightning

replacements
50 - troll oil
20 - 100 ft of silk rope (knotted)
2 - 4x iron spike

remaining gold - 141.52

2000 for +1 bow.