Elf Fighter

Viorr's page

225 posts. Alias of mellowgoth.


Full Name

Viorr

Race

Init +7, fort+5 Rfx +6 Will 0. hp 32/32 two-blade+7(1d8+3/19-20x2) or 2 at +5/+5 (d8+2,d8+1)

Classes/Levels

cg Elf fighter (2-wpn) 4

About Viorr

History:

Viorr rode with a mercenary band of light, irregular cavalry, serving under several different employers in the waning years of the Last War. When peace broke out, his company was hired by Breland to curtail the raids of some of the ‘unsanctioned’ elements of Droaam. It was the company’s last muster. Pursuing a band of wolf-riders, they were ambushed by a group of hobgoblin pike, supported by a pair of rock-throwing hill giants. Viorr was one of a handful that made it out of the vale, battered and bleeding, his horse pierced by half a dozen pikes. Even after his beloved horse died, he was able to evade capture and work his way back to Sharn, where he is seeking opportunities to once again earn coin with his double-blade.

Appearance and personality:

Viorr, despite his reverses and long years of war, maintains an upbeat fatalism. He hold no grudge against the Breland that hired him for his last mission, nor does he despise the enemies he fought in the war – like many of his Valenor brethren, he relishes the conflict and values the contest that his enemies give him. He is normally languid, calm, expansive, and as generous as his means allow him to be, but the prospect of imminent violence will have him tense and anxious, if still smiling, savoring the adrenaline rush in the anticipation. Despite this, he is not particularly bloodthirsty. He’s eager and happy for a fight, but every fight need not end in death. Just victory…
He is typical in build and coloring for a Valenar elf, wearing his hair long. He wears a long riding coat over his armor, patterned in orange and gold.

Crunchy Bits:

VIORR
Viorr
Elf (Valenar) fighter (two-weapon fighter) 4 (Pathfinder RPG Advanced Player's Guide 109)
CG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +1
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Defense
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AC 21, touch 16, flat-footed 15 (+5 armor, +5 Dex, +1 dodge)
hp 32 (4d10+4)
Fort +5, Ref +6, Will +0 (+1 vs. fear); +2 vs. enchantments
Defensive Abilities defensive flurry (+1); Immune sleep
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Offense
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Speed 30 ft.
Melee cold iron dagger +6 (1d4+2/19-20) or
light mace +6 (1d6+2) or
mithral two-bladed sword +7 (1d8+3/19-20) or
mithral two-bladed sword +5 (1d8+2/19-20), mithral two-bladed sword +5 (1d8+1/19-20)
Ranged mwk composite longbow +10 (1d8+2/×3)
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Statistics
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Str 14, Dex 20, Con 12, Int 13, Wis 9, Cha 12
Base Atk +4; CMB +6; CMD 22
Feats Dodge, Exotic Weapon Proficiency (two-bladed sword), Mobility, Spring Attack, Two-weapon Fighting
Traits hongal bloodrider, reactionary
Skills Handle Animal +9, Knowledge (dungeoneering) +6, Knowledge (local) +2, Knowledge (religion) +2, Perception +1, Ride +13, Survival +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Goblin
SQ elven magic
Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], cold iron dagger, light mace, mithral two-bladed sword, mwk composite longbow (+2 Str), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), magebred light warhorse, mess kit[UE], pot, soap, trail rations (5), waterskin, 728 gp
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Tracked Resources
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Cold iron dagger - 0/1
Trail rations - 0/5
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Special Abilities
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Defensive Flurry +1 (Ex) +1 AC vs. melee when making a full-attack with both weapons.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Spring Attack You can move - attack - move when attacking with a melee weapon.