Belkzen War Alchemist

Voldarus's page

176 posts. Organized Play character for Uthraed.


Full Name

Voldarus

Race

Male Half-orc Ranger (Deep Walker, Skirmisher) 3 HP 36/36 AC: 19 TAC: 14 FF:15 Saves: F:6 R:9 W:3 Init: +9 Per: +12 (Darkvision) (+14 Monsterous Humanoids)

Classes/Levels

Consumables:
Arrows (40/40), Blunt Arrows (20/20), Cold Iron 10/10, Silver 10/10 CLW 20/20

About Voldarus

Voldarus
Male Half-orc Ranger (Deep Walker, Skirmisher) 4
N Medium humanoid (half-orc)
Init +7(+9); Senses: Perception +10(+12), Darkvision 60 ft.
Languages: Common, Orc

DEFENSE
AC 18 (armor +5, DEX +3), touch 13, flat-footed 15
CMD 20
HP 36
Fort (4) +6, Ref (4) +9, Will (1) +3
Defensive Abilities None Immunities None Resistances None

OFFENSE
Speed 30 ft
Melee MWK Falchion +8 (2d4+3, 18-20 x2)
Ranged MWK Darkwood Composite Longbow (+3) +9/+10 (1d8+4, x3)
Special Actions none
ACP-1
STATISTICS
Abilities Str 16 (+3), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 13 (+1), Cha 10 (+0)
Base Attack +4; Melee Touch +6; Ranged Touch +6
[/b]CMB +6
[b]Feats
Point Blank Shot (1), Rapid Shot (Ranger), Preciese Shot (3), Endurance (Ranger)
Traits Underworld explorer, Reactionary
Skills Climb (1) +7, Heal (2) +6 Knowledge (Dungeenering) (3) +7/+10, Knowledge (Arcana) (1) +1 Knowledge (Nature) (1) +4, Knowledge (local) (1) +1, Knowledge (Plaines) (1) +1, Perception (4) +10/12 (+14 monstrous humanoids), Stealth (4) +11/13, Survival (4) +9/+12, Swim (1) +7

SPECIAL ABILITIES
Cavewight (Racial) Some half-orcs live far below the surface, seeking freedom in winding cave complexes. Half-orcs with this racial trait gain a +1 racial bonus on Knowledge (dungeoneering) and Survival checks made underground. This racial trait replaces the intimidating racial trait.
Bestial (Racial) The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.
Weapon Familiarity (Racial) Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision (Racial) Half-orcs can see in the dark up to 60 feet.
Favored Enemy (Monstrous Humanoid) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat Archery: Rapid shot (2)
Underworld Explorer You gain a +1 trait bonus on Knowledge (dungeoneering) checks, and a +1 trait bonus on Survival checks made in a specific area. One of these skills becomes class skill for you.
Deep Knowledge At 3rd level, a deep walker gains a +2 bonus on initiative checks and Knowledge (dungeoneering), Perception, Stealth, and Survival skill checks while underground (in caves and dungeons). Every 5 levels thereafter, the deep walker gains an additional +3 on each of those checks while underground (to a maximum of +11 at 18th level).
FAVOURED CLASS
1: Ranger +1 HP 2: +1 HP 3: +1HP 4: +1 HP
COINS
PP – 0
GP – 429
SP – 0
CP – 0
EQUIPMENT
Carrying Capacity: Light – 76 lbs; Medium – 153 lbs; Heavy = 230 lbs; Current – 76 (Light)
Weapons – MWK Falchion (375gp, 8 lbs), MWK Dark wood Composite Longbow (2 PP, 1.5 lbs), Dagger (2gp, 1 lb)
Armour – +1 MWK Chain shirt (250 gp 25 lbs) Explorers Outfit (Free, 8lbs)
Alchemical – Vermin Repelent, Soothe Syrup, Antitoxin, Antiplague
Amunition – Blunt Arrows (20) (2gp, 3 lbs), Arrows (60) (3gp, 9lbs)
Other Combat Gear[b] – Caltrops (1gp,2 lbs),
[b]Scrolls

Potions – Alchemist fire x2 Potion of grease, weapon blanch (Adamantine)
Wands – CLW 20/20 (300 gp)
Other Magic Items
Mundane Gear – Ranger Kit (9gp, 14 lbs) This includes a backpack, a bedroll, a belt pouch, a flint and steel, mess kit, rope, trail rations (5 days), and a water skin, Grappling hook (1gp, 4 lbs) Silk Rope (10gp, 5 lbs)

Purchases at 3rd level – 1 Wand CLW 20 Charges off chronical sheet (300gp), 40 arrows (2gp) 20 Blunt (2gp), 1 potion of grease (50 gp) Vermin Repellent (5gp) Soothe Syrup (25gp) Antiplague (50gp) Antitoxin (50gp) +1 to armor (1000gp), alchemist fire x2 (40gp)
Purchases at 4th Level - +1 to Longbow (2000gp), +1 Cloak of resistance, Cracked dusty rose Iuon Stone (500)

Spoiler:
Awoo the Wolf

Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Co