Pathfinder Society -hahmot, pelaaja: Arkhios (4225-5)

Rogar "Linnormi" Eilif

-There's no such thing as a dirty technique, only survival of the fittest.
-The remorseless winter of my homeland and the freezing wind of the northern sea know no mercy. Why should I? Because it is the free will to make my own decisions, which separates me from the fickle forces of nature. I choose to show mercy, if and when it serves my purpose.

Male Human (ulfen) Monk 4/Ranger 1 (Martial Artist/Wild Stalker)
True Neutral Medium Humanoid (Human)
Player Arkhios
Xp 12/15
Faction Grand Lodge
Prestige/Fame 8/22
Personal credits for (living) persons spared from death 10 out of 13


Init +2
Senses Low-Light Vision, Perception +12, Sense Motive +12


AC 19 [22*], touch 18 [22], flat-footed 15 [18*]; (+1 bracers of armor*, +2 dex, +4 wis, +1 monk, +1 dodge [+4 Mage Armor*])
hp 43 (4d8+1d10+10 con+4 fcb)
Fort +9 (base +4+2, +2 con, +1 res)
Ref +9 (base +4+2, +2 dex, +1 res)
Will +9 (base +4+0, +4 wis, +1 res)
Special Defenses Evasion, AC: +4 vs. AoO from movement, +7 bonus to Fort to resist cold weather effects (Furs & Cold Weather Outfit), +2 bonus to Fort to resist warm and hot weather effects (Hot Weather Outfit).
Dragon FerocitySTYLE (Swift; While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects.)
Exploit Weakness (Swift; You may analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn.)


Speed 40 ft.
Melee Unarmed +8 (1d8+7, x2, magic); +2 to Critical Hit Confirmation roll
Melee Cold Iron Battleaxe +7 (1d8+4, x3); +2 to Critical Hit Confirmation roll
Melee Alc. Silver Warhammer +7 (1d8+4, x3); +2 to Critical Hit Confirmation roll
Ranged Darkwood Composite Longbow +7 (1d8+3, x3); +2 to Critical Hit Confirmation roll
Ranged Javelin +6 (1d6+3, x2); +2 to Critical Hit Confirmation roll
Special Attacks
Exploit Weakness (Swift; Wisdom Check + Monk Level against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object’s DR or hardness.)
Flurry of Blows +7/+7 (1d8+7 or 1d8+5, x2, magic); +2 to Critical Hit Confirmation roll
Dragon FerocitySTYLE (Swift; While using this style, you ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add twice your Strength bonus on the damage roll for your first unarmed strike hit and 1-1/2 times your Strength bonus on all damage rolls for the rest of unarmed strike hits on a given round. When you score a critical hit or a successful Stunning Fist against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus)
Scorpion Style (Strd; Damage as usual, Fort DC 16 or movement speed drops to 5 ft. for 4 rounds)
Stunning Fist 4/Day (Damage as usual, Fort DC 17 or stunned for 1 round)


Str 16, Dex 14, Con 14, Int 10, Wis 18+, Cha 8
Base Atk +4; CMB +8; CMD 25 (10, +4 bab, +3 str, +2 dex, +4 wis, +1 monk, +1 dodge)
Feats DodgeB, Power Attack, Scorpion StyleB, Dragon Style, Dragon Ferocity
Skills ([4*4+1*6]=22 Ranks)

  • Acrobatics +10 (5); +14 to jump
  • Climb +7 (1)
  • Kno. History +4 (1)
  • Perception +12 (4)
  • Profession (Sailor) +12 (5); Total +16 to navigate at sea aboard Valkyrie
  • Sense Motive +12 (4)
  • Survival +8 (1); Total +9 to follow or identify tracks
  • Swim +7 (1)

Traits

  • Anatomist (+1 trait bonus to Confirm Critical Hit)
  • Suspicious (+1 trait bonus to Sense Motive)

Languages Taldane, Skald
SQ Dual Talent (STR & WIS), Stunning Fist, Flurry of Blows, Bonus Feats (Dodge, Scorpion Style), Unarmed Strike (1d8), Evasion, Strong Senses (+1 Perception & Low-Light Vision), Track (+1), Wild Empathy (+0), Fast Movement +10 ft., Maneuver Training, Pain Points (+1 to crit confirm), Exploit Weakness, Martial Arts Master


On person Amulet of Mighty Fists +1, Cold Weather Outfit (7), Furs (5), Hot Weather Outfit (4), Javelin x 5 (10), Spring-Loaded Wrist Sheath x2 (2), Adventurer's Sash (3), Wand of Cure Light Wounds (32), Everburning Torch (1), Cold Iron Battleaxe (6), Alchemical Silver Warhammer (5), Cloak of Resistance +1 (1), Bracers of Armor +1 (1)
In Mwk backpack (4 lb.) Hempen Rope 50 ft (10 lb.), Grappling Hook (4 lb.), Waterskin (4)
In Adventurer's Sash Pot. (Mage Armor) x 2, Holy water x 4 (4), Pot. Endure Elements x 1
In Wrist-Sheaths Potion of Mage Armor, Wand of Cure Light Wounds
Wealth 3209 gp
In Grand Lodge's Flat AstrolabePoIS (100gp) (6 lb.), Sextant(500gp) (2 lb.)
Encumbrance 42 lb. without backpack, +22 lb. with backpack (<87 lb. light/<174 lb. medium/<261 lb. heavy)


Notes

  • AstrolabePoIS (100gp): This device consists of a flat disc upon which two other discs are mounted. The mounted discs can rotate on a central axis, allowing them to spin and move as days pass. The bottom disc represents the latitude of the user; the upper disc represents the sky, and is filled with astronomical features. Anyone can be shown how to use an astrolabe at night to determine the date and time (which takes 1 minute). An astrolabe grants a +2 circumstance bonus on Knowledge (geography) and Survival checks to navigate in the wilderness (and on Profession [sailor] checks to navigate at sea).
  • Valkyrie (Valkyyria)
    Viking Longship: This 75-foot-long ship with 40 oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.
    You own a maritime vessel that you use for trade, transport, or military purposes. This ship comes complete with a crew and earns enough money through normal operation to be self-sustaining, but isn’t necessarily profitable on its own. Whenever you require passage at sea, you may choose to take your vessel instead of an unfamiliar ship hired by the Society to deploy you and your party. You gain an all-time +2 circumstance bonus on Profession (sailor) checks:
    Total +16 bonus to Dayjob with Profession (Sailor) while navigating at sea aboard Valkyrie

Land of originLands of the Linnorm Kings, KalsgardHeight5'5"
EthnicityHuman (Ulfen)Weight185 lb.
Age30HairGrey
ReligionGozreh, Gorum, IroriEyesBlue
PlayerArkhios
Number4225-5
CategoryPathfinder Society -hahmot

Vanities:
Wand of Cure Light Wounds (-2 PP), Ship (-10 PP), Darkwood +3 Str Composite Longbow (-2 PP)


Kalsgardin satamakaupungissa kasvanut Rogar Eilif on ihmiseksi vankkarakenteinen ja ulfeniksi yllättävän lyhyt, vain hieman päätä pidempi täysikasvuista kääpiötä, mutta sitäkin harteikkaampi, näyttäen harmaan vaaleassa parrassaan tosiaankin enemmän kääpiöltä kuin ihmiseltä. Ruumiinrakenteestaan huolimatta Rogar on liikkeissään hämmästyttävän nopea ja silti hyvin maltillinen, eikä monikaan pärjää hänelle yksi yhtä vastaan.

Rogarilla on yllään tummanharmaat väljät housut, ja yläruumista peittää viistottain rintakehän poikki sekä vyötärön ympäri kulkeva leveä ja tukeva mammutinturkisvyö. Jaloissaan Rogarilla on ruskeat nyöreillä sidotut karkeakarvaiset turkissaappaat, sekä molemmissa käsissään kuin myös turkiksesta nyörein sidotut käsisuojat, jotka peittävät kyynärvarren ja osan kämmenselästä, jättäen kuitenkin nyrkin ja kämmenen paljaiksi.

Rogar on luonteeltaan kääpiömäisen lujatahtoinen. Rogarilla on tarkkaavainen, ellei jopa porautuvan tuntuinen, katse jäänsinisissä silmissään. Ei siis ole suurikaan yllätys, että Rogar on alkanut nähdä hämärässä paremmin kuin muut ihmiset.


Pathfinder Society - Pelatut Skenut: (Gold summary after purchases)

  1. First Steps, Part I: Pot. of Mage Armor x 3, Pot. of Cure Light Wounds x 2 (307 gp)
  2. First steps, Part II: - (414 gp)
  3. First steps, Part III: Stuff during scenario, Wand of Cure Light Wounds 2PP, AstrolabePoIS, Sextant (67 gp)
  4. The Infernal Vault: Spring Loaded Wrist Sheath x 2, Everburning Torch, Pot. of Mage Armor x 2 (420 gp)
  5. Frostfur Captives: Cold-Weather Outfit (964 gp)
  6. The Devil We Know - Crypt of Fools: Holy Water x 4, Pot. of Mage Armor x 2, Cloak of Resistance +1 (280 gp)
  7. The Devil We Know - Rules of the Swift: Cold Iron Battleaxe, Alchemical Silver Warhammer, Bracers of Armor +1, Vanity (Ship, -10 PP) (56 gp)
  8. Among the Gods: Pot. of Lesser Restoration (1097gp)
  9. Destiny of the Sands, Part I: A Bitter Bargain (2835 gp)
  10. Destiny of the Sands, Part II: Race to Seeker's Folly (4618 gp)
  11. You Have What You Hold (Amulet of Mighty Fists +1, 1967gp)
  12. Destiny of the Sands, Part III: Sanctum of the Sages (3209 gp)

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