Valeros

Yahto's page

13 posts. Alias of hustonj.


Full Name

Yahto

Race

Shoanti Human

Classes/Levels

Fighter 1 | AC19, T13, F16, CMD16 | 20/20HP | F+3, R+6, W+0 | Init+6 | Perc+0, SM+0

Gender

M

Size

5' 8", 185#

Age

16

Alignment

NG

Deity

Erastil; Cernunnos

Languages

Taldane, Shoanti, Varisian, Varisian Sign

Occupation

Pathfinder

Strength 12
Dexterity 22
Constitution 12
Intelligence 14
Wisdom 10
Charisma 9

About Yahto

Description: The thin young man has a deep, ruddy tan. He is lightly armed and armored, looking as though he plans to avoid conflict if possible, but is prepared in case.

Background:
Born in Magnimar to a well-settled family of Shoanti, Yahto grew up with a more calm and sedate outlook than Shoanti children in most of Varisia. But he had the stories. One thing he was short on though, was size. Yahto was just small, and looked like he would never fill out into a typical Shoanti man. He was far smarter than his parents, or siblings, so they looked to help him improve his lot by finding him a solid apprenticeship that would lead to a comfortable, productive life. The kind of life most civilized people want for their children. But he had the stories. As the family was trying to help him find an appropriate master, he was looking elsewhere.
Yahto found Rodika Blers, and managed to get her to accept him as a squire, or apprentice, or servant. The title changed often, though the duties didn't. Thing is, Rodika didn't charge a fee for accepting the youth into her service, so Yahto managed to run away into the life of an adventurer. As might be expected, his parents are far less than thrilled.
After several years of relatively peaceful exploration, the group of Pathfinders had a trip go bad. The group's muscle, a traditional Shoanti man named Iozif, held the line for the others to escape. The group decided to retire rather than work to find a replacement for their team member. Ivantiu recognized the yearning in Yahto's eyes, and sponsored him as a new member to the Heidmarchs. He's taken the things the old team taught him to heart, and hopes to contribute as well as they did, without finding himself choosing the path taken by Iozif.

Other Core Info:
Alignment:

Patron Deity: Erastil, with nods to his son, Cernunnos

Type: Humanoid (Human)

Favored Class: Fighter

Age: 16


Relations:
** Family **
Father - Wana - 44
Mother - Unega - 42
Sister - Adsila - 22
Brother - Tsoai -21
Sister -Hantuh - 18
Sister -Ooljee - 18
Younger brother - Gomda - 14

** Pathfinders **
Patron - Rodika Blers - female Varisian Archer
Associate - Ceolmund - male Gnomish Sorcerer
Associate - Plauctore Cuncus - male Chelaxian Cleric of Elion
Associate - Ivantiu Blers - male Varisian Relic Raider


Combat:
Init +6 (Dex +6)
Speed 30'

Melee +2. Ranged/Finesse +7, CMB+2/+7 (BAB+1, Str+1, Dex+6)

Standard Attacks
Longbow +7 for 1d8 over 100' @ x3. P
[Ranged]
Machete +7 for 1d6+1 @ 19+, S
[Finesse]
Light Hammer +7 for 1d4+1 over 20' @ x2, B
[Finesse/Ranged]

Full Attacks
Longbow +5/+5 for 1d8 each over 100' @ x3, P
[Ranged, Rapid Shot]

Point-Blank Shot: +1 Attack/+1 Damage on Ranged atacks when target w/i 30'
Precise Shot: No penalty for ranged attacks into melee

AC 19, T13, FF16, CMD16 (Armor+5, Defender of the Society+1, Deflection+0, Dex+6 (+3 limited), Dodge+0, Natural+0, Shield+0, BAB+1, Str+1)

HP 20 (10 + 1xCon+1 + 1xFavoredClass+1 + 8 Racial)

Fort +3 (Base+2, Con+1)
Ref +6 (Base+0, Dex+6)
Will +0 (Base+0, Wis+0)


Skills & Languages:
2 + Campaign 1 + Int 2 + Skilled 1 = 6 Adventuring & 2 Background per Fighter Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+ 6-Acrobatics (Dex) 6+0+0+ACP
+ 3 Appraise (Int) 2+1+0 {Background}
- 1 Bluff (Cha) -1+0+0
+ 5-Climb (Str) 1+1+3+ACP
+ 6 Craft (Bowyer/Fletcher) (Int) 2+1+3
- 1 Diplomacy (Cha) -1+0+0
- 1 Disguise (Cha) -1+0+0
+ 6-Escape Artist (Dex) 6+0+0+ACP
+ 6-Fly (Dex) 6+0+0+ACP
+ 0 Heal (Wis) 0+0+0
+ 6 Intimidate (Int) 2+1+3
+ 6 Knowledge (dungeoneering) (Int) 2+1+3
+ 6 Knowledge (engineering) (Int) 2+1+3 {Background}
+ 0 Perception (Wis) 0+0+0
- 1 Perform (any) (Cha) -1+0+0
+ 6-Ride (Dex) 6+0+0+ACP
+ 0 Sense Motive (Wis) 0+0+0
+ 6-Stealth (Dex) 6+0+0+ACP
+ 4 Survival (Wis) 0+1+3
+ 5-Swim (Str) 1+1+3+ACP

ACP: -0

Languages Known: Taldane (Common), Shoanti, Varisian, Varisian Sign Language

Feats & Traits:
** Feats **
* "Freeby" *
Finesse

* Character Selection Feats *
H Point Blank Shot
F1 Precise Shot
1 Rapid Shot
F2 <Weapon Focus (Longbow)>
3 <Deadly Aim>
F4 <Weapon Specialization (Longbow)>
5 <Point-Blank Master>
F6 <Clustered Shots>
7 <Manyshot>
F8 <Greater Weapon Focus (Longbow)>
9 <Exceptional Pull>
F10 <Improved Critical>
11 <Improved Precise Shot>
F12 <Greater Weapon Specialization (Longbow)>
13 <Penetrating Shot>
F14 <Critical Focus>
15 <Bleeding Critical>
F16 <Pinpoint Targeting?>
17 <Impact Critical Shot?>
F18 <Snap Shot?>
19 <Improved Snap Shot?>
F20 <Greater Snap Shot?>

** Traits **
Basic: Combat: Defender of the Society: Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Basic: Social: Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier


Gear:
175 GP budget
FREExx Explorer's Outfit (8#, sturdy boots, leather breeches, belt, shirt, vest, gloves, and cloak)
75.0.0 Longbow (3#, 1d8/x3/100'/P)
10.0.0 Machete (2#, 1d6/19+/S)
x1.0.0 Light Hammer (2#, 1d4/x2/20'/B)
x3.0.0 Arrows, 60 (9# - 40 "in" pack))
50.0.0 Scale Mail (30#, +5/+3/-4/25%/20')
x9.0.0 Fighter's Kit (29#, backpack, bedroll, belt pouch*, flint and steel*, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin)

148.0.0 Spent for 83# (48.5# w/o pack)
27.0.0 coin on hand

Light <= 43# (By armor)
Medium <= 86# (+3/-3/20'/x4)
Heavy <= 130# (+1/-6/20'/x3)


Fighter:
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at each Level: 2 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, bravery +1
3rd +3 +3 +1 +1 Armor training 1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat, bravery +2
7th +7/+2 +5 +2 +2 Armor training 2
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training 2
10th +10/+5 +7 +3 +3 Bonus feat, bravery +3
11th +11/+6/+1 +7 +3 +3 Armor training 3
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Bonus feat, bravery +4
15th +15/+10/+5 +9 +5 +5 Armor training 4
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, bravery +5
19th +19/+14/+9/+4 +11 +6 +6 Armor mastery
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, weapon mastery

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.


Human (Shoanti):
ARG variance rules
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Attributes:
18 Point Buy
Points Race Prodigy Level Gear Current
x2 12 +0 12 +0 12 +0 12 +0 S 12 +1
10 16 +2 18 +4 22 +0 22 +0 D 22 +6
x2 12 +0 12 +0 12 +0 12 +0 C 12 +1
x5 14 +0 14 +0 14 +0 14 +0 I 14 +2
xx 10 +0 10 +0 10 +0 10 +0 W 10 +0
-1 x9 +0 x9 +0 x9 +0 x9 +0 H x9 -1