Valeros

Wilbert Torichfoyu's page

72 posts. Alias of slin2678.


Full Name

Wilbert Torichfoyu

Race

Human Monk (Sohei) 1/Bloodrager (Blood Conduit) 1/Hunter 1

Classes/Levels

HP:24/24;AC:17,T:13,FF:15/F:7,R:6,W:3;Init+3/Perc+9

Gender

Male

Size

Medium

Age

23

Special Abilities

*Flurry of Blows

Alignment

CN

Location

somewhere

Languages

Common, Celestial, Giant

Occupation

Veterinarian

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

About Wilbert Torichfoyu

Stat block:
Wilbert Torichfoyu
Male Human Monk (Sohei) 1/Bloodrager (Blood Conduit) 1/Hunter 1
CN medium humanoid (human)
Init +3 Senses Normal Vision Perception +9
DEFENSE
AC 17, touch 13, flat-footed 15 (mage armor from wand)
hp 24
Fort 7 Reflex 6 Will 3
OFFENSE
Speed 30 ft
Melee Masterwork Sansetsukon +4 / +4* (1d10+7/19-20/x2) or Unarmed Strike +3 / +3* (1d6+6/x2) or Unarmed Strike +4 (1d6+6/x2) or Masterwork Cold Iron Guisarme +9 (trip)
Special Attacks *Flurry of Blows
Space 5 Reach 5

Spells (CL1 concentration +2)
1st (2/day) - faerie fire, lead blades
0 - create water, detect magic, guidance, light

STATISTICS
STR 18 DEX 14 CON 12 INT 14 WIS 12 CHA 7
BAB 1 CMB 6 CMD 18
Feats Power Attack, Combat Reflexes, Improved Trip, Mounted Skirmisher, Vicious Stomp
Traits Bred for War, Bruising Intellect
Skills Acrobatics 8, Appraise 2, Bluff -2, Climb 4, Diplomacy -2, Disguise -2, Escape Artist 6, Fly 2, Handle Animal 4, Heal 5, Intimidate 11, Knowledge (history) 6, Knowledge (nature) 6, Knowledge (religion) 6, Perception 9, Sing in shower -2, Equestrian 5, Veterinarian 5, Ride 8, Sense Motive 1, Spellcraft 6, Stealth 2, Survival 8, Swim 4
Languages Common, Celestial, Giant
Gear Masterwork Sansetsukon, Masterwork Cold Iron Guisarme, Acid Flask, Alkali Flask, Kit - Hunters (Medium Creature), Backpack, Bedroll, Pouch - belt (empty), Flint and Steel, Pot - iron, Mess kit, Rope - hemp (50 ft), Spell component pouch, Torch (10), Rations - trail (per day) (5), Waterskin, Holy Symbol - Wooden, Ioun Stone; Magenta Prism - cracked, Ioun Stone; dusty rose prism - cracked, Wand of Mage Armnor (24 charges), Wand of Cure Light Wounds (25 charges)


Background:
Wilbert grew up in a rich household. In his entire life, he was never want for anything. Wil attended the best prep schools Golarian (or wherever) had to offer. Things usually came easy for him whether it be classes or sports. If anything presented the slightest challenge, it was probably not worth doing anyway.

Because of that, Wil can't decide what he wants to be when he grows up. First, he wanted to be a professional MMA fighter but decided to abandon that path upon realizing that others get to hit him too. Next, Wil got into dressage competitions. After a near fatal accident, he nursed his horse back to health. That got him thinking. Dressage required a lot of dedication and hours of practice. The feeling of reward Wil felt from taking care of his horse convinced him to pursue a career in veterinary medicine. That should be easier, right?

Who knows when he'll move to to something else? Maybe Wil will seek mythical treasures or feel the call of exotic dancing. The only certaintity in his career choices is not if he will change, but when.


10 min questions:
5 things about Wilbert
1. He is very impulsive, often changing his opinion or direction with minimal contemplation.
2. He doesn't have ADD but he is very easily distracted, especially by shiny objects…or butterflys.
3. Right now, he wants to be a vet because animals are fluffy and cute.
4. He doesn't like pain or any kind of discomfort. Can be a big baby about it sometimes.
5. Wil is open to new ideas and accepts people for who they are. Or maybe he just doesn't care enough one way or another.

2 goals
1. Maximize personal comfort (i.e. enjoy life). Continue to seek new experiences in life.
2. Eventually mature and not be so selfish. Hopefully discover his life's passion and settle down with a true goal or sense of purpose.

3 secrets
1. Wil likes to sing, but only when he's in the shower.
2. Wil actually has a great work ethic. It's just not something cool people do where he's from so he never realized that he had that hidden drive. That's the internal reason why he continually searches for a profession he'll like rather than lounge around all day.
3. His distant relative is a raelis azata. This is the source of his bloodrager power but he doesn't know it.

3 character ties
1. His mom. She is his world and gives him all the comfort and encouragement Wil could want. Yeah, he's a momma's boy.
2. His buddy Charlo. They grew up together but have lost touch since Wil started traveling the world. Charlo does not understand Wil's desire to adventure.
3. Brady, Wil's rival. Unbeknownst to Wil, it was Brady that sabatoged him in the dressage competition leading to the accident. Also, whenever they meet, Brady always makes some sort of sexual innuendo about Wil's mom. That's just not cool man.

3 memories
1. 5 years old. Soft satin sheets and the warmth of his mom's bosom as he snuggled with her in bed after a nightmare. Her long auburn hair tickles his cheek.
2. His first kiss with Anasta, the half-elf transfer student, at 12 years old. She smelled like cherries.
3. The first time he saw blood at 18 years old. He was in the octogon in his first professional fight. The blood was his. Sharp emotion of horror mixed with pure excitement.


Full Equipment:
Hunter's Kit, 15 GP, 43.5 lbs (mostly carried by Daniel)
2 x spring-loaded wrist sheaths, 10 GP (5 GP ea), 4 lbs
Acid flask, 10 GP, 1 lb
Alkali flask, 15 GP, 1 lb
MW Cold Iron Sansetsukon, 326 GP, 3 lbs
MW Guisarme, 309 GP, 12 lbs
Cracked Magenta Prism Ioun Stone, 800 GP, 0 lbs
Cracked Dusty Rose Prism Ioun Stone, 500 GP, 0 lbs
Sleeves of Many Garments, 200 GP, 1 lb
Wand of Mage Armor (25 charges), 375 GP, 0 lbs
Wand of Cure Light Wounds (25 charges), 375 GP, 0 lbs
Total gold: 2925, 75 remaining
Carried by Wil: 27 lbs
Carried by Daniel: 37 lbs

Human Traits:
• Alternate Racial Traits: Heart of the Wilderness
• Heart of the Wilderness (APG 23): You gain a bonus equal to half their character level on Survival checks.* They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.
• Bonus Feat (Core 27): You gain 1 bonus feat at 1st level*.

Traits:
• Bred for War (HuG 30): You gain a +1 trait bonus on Intimidate checks* and a +1 trait bonus on your CMB* because of your great size.
• Magical Knack (APG 329): Your Hunter caster level gains a +2 trait bonus as long as this bonus doesn't increase your caster level higher than your current Hit Dice.

Class Features:

• Archetypes: Blood Conduit, Sohei
• Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
• Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
• AC Bonus (Core 57): While you are wearing no armor or shield, and carrying a light load or less, you can add your Wisdom modifier (+1) to your AC and CMD.* You lose this bonus if you are helpless or immobilized.
• Flurry of Blows (Core 57): You can make a flurry of blows as a full-attack action using monk weapons or unarmed strike. Natural weapons can not be used.
• Unarmed Strike (Core 58): You gained Improved Unarmed Strike as a bonus feat.*
• Devoted Guardian (Ex) (UC 60): You can always act in a surprise round even if you do not notice your enemies, though you remain flat-footed until you act. You gain ½ Sohei level bonus on initiative rolls.*
• Celestial Bloodline (ACG 19): By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.
• Bloodrage (Su) (ACG 15): Your source of internal power grants you the ability to bloodrage. You can enter a bloodrage as a free action. While in a bloodrage you get a +4 morale bonus to Strength, a +4 morale bonus to Constitution and a +2 morale bonus to Will saves, but take a -2 penalty to AC. You can end a bloodrage as a free action - when you do so you are fatigued for twice the number of rounds as you spent in the bloodrage. You cannot enter a bloodrage while fatigued or exhausted.
• Bloodrage Powers (ACG 15): When you enter a bloodrage, you take on a physical transformation influenced and powered by your bloodline. Unless otherwise specified, you gain the effects of these bloodline powers only while in a bloodrage; once the bloodrage ends, all powers and physical changes
cease and you revert to normal.
• Angelic Attacks (Su) (ACG 19): Your melee attacks are considered Good aligned for purposes of DR. Against evil outsiders, you deal an additional 1d6 damage. This stacks with effects such as align weapon, and holy weapons.
• Animal Companion (Ex) (ACG 26): You form a bond with an animal companion. If you release your companion, or it is killed you can gain a new one by performing a ceremony requiring 24 hours of uninterrupted prayer in the environment where the new companion typically lives. While your companion is dead, any animal you summon with a summon nature's ally spell remains for 1 minute instead of 1 round per level, but you can only have one spell active in this way at one time. You can also teach your companion skirmisher tricks, but it can only use them a number of times per day equal to half its HD plus its wisdom modifier.
• Animal Focus (Su) (ACG 27): As a swift action, you can take on the aspect of one of the following animals, gaining a bonus or special ability based on that animal. You can use this ability for hunter level minutes per day (spent in 1-minute increments.) You can also apply an aspect to your animal companion - this does not count against your daily limit, but remains in effect until you change it. If your animal companion is dead, you can apply its animal focus to yourself. This is in addition to your normal one and remains in effect until you change it instead of counting against your minutes per day.
• Bat (ACG 27): Gain darkvision 60ft
• Bear (ACG 27): Gain a +2 enhancement bonus to Constitution
• Bull (ACG 27): Gain a +2 enhancement bonus to Strength
• Falcon (ACG 27): Gain a +4 competence bonus to Perception
• Frog (ACG 27): Gain a +4 competence bonus to swim and checks
• Monkey (ACG 27): Gain a +4 competence bonus to Climb checks
• Mouse (ACG 28): Gain evasion
• Owl (ACG 28): Gain a +4 competence bonus to Stealth checks
• Snake (ACG 28): Gain a +2 bonus on attack rolls for opportunity attacks and on AC against opportunity attacks
• Stag (ACG 28): Gain a +5 enhancement bonus to land speed
• Tiger (ACG 28): Gain a +2 enhancement bonus to Dexterity
• Wolf (ACG 28): Gain the scent ability with a range of 10ft
• Nature Training (Ex) (ACG 28): Your hunter levels counts as both druid and ranger levels for the purpose of qualifying for feats, traits and options that modify or improve an animal companion.*
• Wild Empathy (Ex) (ACG 28): You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Your Wild Empathy Check is 1d20 + hunter level.

Feats:

• Power Attack (Core 131): You can choose to take a penalty on all melee attack rolls and combat maneuver checks to gain a bonus on all melee damage rolls. This bonus to damage is increased x1.5 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon. This bonus to damage is decreased by x0.5 if you are making an attack with an off-hand weapon or secondary natural weapon.
• Combat Reflexes (Core 119): You can make Dex bonus additional attacks of opportunity per round. You can make attacks of opportunity while flat-footed.
• Improved Trip (Core 128): You do not provoke an attack of opportunity when performing a trip combat maneuver, you receive a +2 bonus on checks made to trip a foe and you also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
• Mounted Skirmisher (APG 165): If your mount moves its speed or less, you can still take a full-attack action.
• Vicious Stomp (UC 123): Whenever an opponent falls prone opportunity from you.
• Throw Anything (Core 135): You do not suffer any penalties for using an improvised ranged weapon*. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.*
• Catch Off-Guard (Core 119): You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flatfooted
• Armor Proficiency, Medium (Core 118): You are proficient wearing medium armor.
• Armor Proficiency, Light (Core 118): You are proficient wearing light armor.
• Improved Unarmed Strike (Core 128): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
• Shield Proficiency (Core 133): When you use a shield, the shield's armor check penalty only applies to Strength- and Dexterity-based skills.*

Magic Items:

• Sleeves of Many Garments (UE 275): These translucent cloth tubes easily fit over their wearer’s arms. When slipped on, you can choose to transform your current garments into any other non-magical set of clothing. These new clothes fit perfectly and are always clean and mended unless specifically designated otherwise. When removed, clothes revert to their original form.
• Ioun Stone; Magenta Prism, cracked (PSP 22): This stone gives you a +2 competence bonus on checks with one skill. The skill can be changed once per day at a time unique to the stone.
• Ioun Stone; dusty rose prism, cracked (SoS 50): You gain a +1 insight bonus on Initiative.*

Conditions:

• Spell: Mage Armor (Core 306): You gain a +4 armor bonus to AC.*

Daniel the horse:
Daniel
Male Horse
N Large Animal
Init +1 Senses Low-light vision, Scent Perception +9
DEFENSE
AC 14, touch 10, flat-footed 13
hp 17
Fort 5 Reflex 4 Will 1
OFFENSE
Speed 50 ft
Melee Bite +3 (1d4+3), 2 hooves -2 (1d6+1)
Special Attacks
Space 10 Reach 5
STATISTICS
STR 16 DEX 13 CON 15 INT 2 WIS 12 CHA 6
BAB 1 CMB 5 CMD 16
Feats Intimidating Prowess
Skills Acrobatics 1, Climb 3, Escape Artist 1, Fly -1, Intimidate 6, Perception 1, Stealth 1, Survival 1, Swim 3