Character Name: Horek Varshot
Character Race: Human (Kellid)
Character Class: Ranger (Skirmisher Archetype)
Alignment: Neutral Good
Current Moderator: AGM Azal
Adventure: Wrath of the Righteous
Weight: 235 lb.
Region: Originally from Sarkoris
Character Level: 4
EXP Points Gained: 9000
EXP Needed For Next Level: 15000
Known Languages: Common
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 8 (-1)
Hit Points: 49
Armor and Defense
Armor Class: 16 [BASE (10) + ARMOR (4) + DEX (2)]
Flatfooted Armor Class: 14
Touch Armor Class: 12
Combat Maneuver Defense: 20 [BASE (10) + BAB (4) + STR (4) + DEX (2)]
Armor Type: Masterwork Chain Shirt Armor
Special Armor Class Notes: None
Save vs. Fortitude: +7 [BASE (4) + CON (2) + RESISTANCE (1)]
Save vs. Reflex: +7 [BASE (4) + DEX (2) + RESISTANCE (1)]
Save vs. Will: +6 [BASE (1) + WIS (2) + FEAT (2) + RESISTANCE (1)]
Special Save Notes: Gains a +2 bonus to Will saves (Iron Will feat); may take a second saving throw against a possession or otherwise incapacitating effect created by a demon as a free action, though the result of the second save must be taken (Child of the Crusade trait); gain +1 resistance bonus to all saves (Cloak of Resistance +1)
Total Encumbrance: Light Load
Overall AC Penalty: -1 (Armor)
Overall Maximum DEX bonus: +4 (Armor)
Base Movement: 30’/round
Encumbered Move: 30’/round
Initiative Modifier: +2
Base Attack Bonus: +4
Melee Attack Bonus: +8 [BAB (4) + STR (4)]
Ranged Attack Bonus: +6 [BAB (4) + DEX (2)]
Combat Maneuver Bonus: +8 [BAB (4) + STR (4)]
Special Combat Notes: +2 bonus to attack/damage rolls against Evil Outsiders (Favored Enemy ability); use a move action to grant allies within 30’ half of the favored enemy bonus against a single target for 2 rounds (Hunter’s Bond ability); +1 to attack rolls when wielding a two-handed sword (Weapon Focus); may take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus [+6 for two-handed weapons] on all melee damage rolls (Power Attack feat); may make a standard attack against a single foe at full BAB, on a successful hit may attempt a second attack at a foe adjacent to the target, taking a -2 penalty to AC (Cleave feat)
Masterwork Greatsword (M) / +10 melee attack / 2d6 +6 damage / 19-20 [x2] critical / slashing damage
Magical Ranseur of the Gargoyle +1 (M) / +9 melee attack / 2d4 +7 damage / x3 critical / piercing damage
Disarm [+4 rather than standard +2 on CMB checks], Reach, Special [5x/day as a swift action gain +2 enhancement bonus to natural armor for 1 round]
Magical Heavy Mace +1 (M) / +9 melee attack / 1d8 +5 damage / [x2] critical / bludgeoning damage
Composite [+4 STR] Longbow (M) / +6 ranged attack / 1d8 +4 damage / [x3] critical / 110’ range / piercing damage
10 standard arrows. 10 Magical ‘Evil Outsider Bane’ arrows +1
Dagger (M) / +8 melee attack / +6 ranged attack / 1d4 +4 damage / 19-20 [x2] critical / 10’ range / piercing or slashing damage
Total Skill Points earned: 28
AC penalty [-3]
AC penalty [-3]
AC penalty [-3]
AC penalty [-3]
+1 in the wild
AC penalty [-3]
AC penalty [-3]
+1 when following tracks, +1 in the wild
AC penalty [-3]
cc Cross Class Skill
C Class Skill
You get a +2 bonus on all Will saving throws.
Can choose to take a -1 penalty to all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls (increased by 50% [+3] for two-handed weapons). At BAB +4 and every four thereafter, the penalty increases by -1 and the bonus to damage increases by +2.
As a standard action, you can make a single attack at your full BAB against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full BAB) against a foe that is adjacent to the first and also within reach. You can only make on additional attack per round with this feat, and you take a -2 penalty to your AC until your next turn.
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; CON checks made to avoid nonlethal damage from a forced march; CON checks made to hold your breath; CON checks made to avoid nonlethal damage from starvation or thirst; Fort saves made to avoid nonlethal damage from hot or cold environments; and Fort saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Weapon Focus (Greatsword)
Gain a +1 bonus on all attack rolls when wielding this weapon.
Child of the Crusade: Your parents were members of the crusade, as were their parents before them. The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence.
Effect: Once per day, when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Frontier-Forged: A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia.
Effect: You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
Racial and Class Skills, Abilities & Features
+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 an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans speak Common, with high INT scores allowing them to choose any additional languages they want.
Favored Class (Ranger): Whenever a character gains a level in his favored class, he receives either +1 hit point or +1 skill rank.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor and shields (except tower shields).
Favored Enemy (Outsider - Evil): Gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of this 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. At 5th level and every five levels thereafter, the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy increases by +2.
Track: A ranger adds half his level to Survival skill checks made to follow tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal with this ability, which functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his CHA bonus to determine the 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, though might take more or less time. The ranger can also use this ability to influence a magical beast with an INT score of 1 or 2, but takes a -4 penalty on the check.
Combat Style Feat (Two-Handed Weapon): The ranger can select feats from the following list, even if he does not have the normal prerequisites: Cleave, Power Attack, Pushing Assault, and Shield of Swings. At 6th level, he adds Furious Focus and Great Cleave to the list. At 10th level, he adds Bashing Finish and Greater Shield Focus to the list. The benefits of the ranger’s chosen style feats apply only when he wears light, medium or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Favored Terrain (Urban): Gains a +2 bonus on initiative checks and Knowledge (Geography), Perception, Stealth and Survival skill checks when he travels through this terrain, as well as leaving no trail and he cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Hunter’s Bond (Companions): This bond allows the ranger to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30’ who can see and hear him. This bonus lasts for a number of rounds equal to the ranger’s WIS modifier [+2].
Equipment & Gear
Traveler’s Outfit [crafted of animal hide, fur cloak, primitive-looking necklace] (0.0 lb.)
Magical Cloak of Resistance +1 (1.0 lb.)
Masterwork Chain Shirt Armor (25.0 lb.)
Masterwork Greatsword (8.0 lb.)
Magical Ranseur of the Gargoyle +1 (12.0 lb.)
Magical Heavy Mace (8.0 lb.)
Composite [+4 STR] Longbow (3.0 lb.)
10 Standard Arrows (1.5 lb.)
10 Magical ‘Evil Outsider Bane’ Arrows +1 (1.5 lb.)
Dagger (1.0 lb.)
Masterwork Potion Belt [holds 12 potions, can ready a potion as a swift action] (1.0 lb.)
--2 Magical Potions of Cure Light Wounds (0.0 lb.)
--Magical Potion of Cure Moderate Wounds (0.0 lb.)
--3 Magical Potions of Cure Serious Wounds (0.0 lb.)
--2 Magical Potions of Lesser Restoration (0.0 lb.)
--Magical Potion of Barkskin +2 (0.0 lb.)
--Magical Elixir of Vision (0.0 lb.)
Belt pouch (0.5 lb.)
--Flint and Steel (0.0 lb.)
--Whetstone (0.0 lb.)
--Extra bowstrings (0.0 lb.)
--Vial of antitoxin (0.0 lb.)
--Coins (0.5 lb.)
Masterwork Backpack (4.0 lb.)
--Bedroll (5.0 lb.)
--Waterskin (4.0 lb.)
--5 Days of Rations (5.0 lb.)
--100’ of Silk Rope (10.0 lb.)
--Grappling Hook (4.0 lb.)
--20 Standard Arrows [stored in and oilcloth bundle] (3.0 lb.)
--2 Torches (2.0 lb.)
--Hooded Lantern (2.0 lb.)
--Flask of Acid [stored in padded cloth] (1.0 lb.)
--5 Flasks of Oil [stored in padded cloth] (5.0 lb.)
--5 Flasks of Alchemist’s Fire [stored in padded cloth] (5.0 lb.)
Total Weight Carried / Encumbrance Load: 113.0 lb. / Light load : 0-116 lb.
Coins: 15gp; 7sp; 4cp
Horek Varshot is a fine example of the Kellid people, a giant of a man, lean and very strong, with dark hair and light brown skin tanned dark by constant exposure to the sun. His eyes are a very deep brown, nearly black in appearance, and his skin bears many scars from combat and the environment to which he is constantly exposed. Though the battle against the demons has forced the ranger to wear breastplate armor for protection, he dons the primitive hides popular among his people beneath his armor as well as a well-crafted fur-lined animal hide cloak, and he always wears his tribal ‘zoic fetish’ as a necklace - a leather thong with bundles of animal hide, small bones and colorful stones. Hailing from the fierce Cloudtiger clan, Horek also sports intricate tribal tattoos that cover a good deal of his face, as well as his arms, chest and back - giving him a vaguely tiger-like camouflage that aids him well on the few occasions when stealth rather than a frontal charge is required (though admittedly not so much when he wears his armor). The ranger carries a variety of weapons with which he battles the demons and their evil allies, and though Horek favors the massive and finely-crafted greatsword he carries strapped across his broad back, the ranger is also well trained with the composite longbow, the heavy flail and the longspear.
Horek Varshot was born to a world on the brink of devastation. His people, the Kellid, were refugees from Sarkoris, those lands now long-since fallen to the demonic invaders that poured forth from the Worldwound in 4636 AR. Though his clansmen fought hard to protect their homeland during the Second Crusade, they ultimately failed and the few survivors, among them Horek’s great-grandparents, escaped beyond the wardstones to settle in one of many villages on the frontier. Though some refugees from Sarkoris moved to the city of Kenabres, those of his clan (the Cloudtiger Clan) avoided the city - for stories of persecutions and witch burnings had reached their ears, and they know that the fortified city was distrustful of all refugees. Life on the frontier was difficult, and Horek’s kinsmen aided the efforts of the Crusades as best they could, often acting as warriors, scouts and skirmishers to battle the ever-present demon menace over the next several decades. Though not always accepted by the people of Kenabres, the fighting prowess of Horek’s clansmen were well known to many of the crusaders, and his people’s devotion to righteousness and defeating the evil menace of the demons was never doubted by those they fought alongside, with his own parents assisting the wartime efforts against the other-worldly enemy through the most recent and ill-fated Fourth Crusade.
Now, some seventy years after his ancestors first fled Sarkoris, Horek is fighting the demons himself, using the training, tactics and knowledge handed down from his parents. He is one of the few of the Cloudtiger Clan to have entered the city of Kenabres, fighting the enemy hordes during the fall of the crusader’s stronghold. The commander has uncovered hints of servants of Baphomet and Deskari, powerful demonlords, working in this city for years, and she has asked him to help investigate…
XP / Character Level History
Ranger Level (Favored Class: +1 HP); +2 STR (Racial); HP (d10) = 10 [+2 CON]; +1 BAB, +2 Fort Save, +2 Ref Save; 7 Skill Points Spent (Climb, Heal, Perception, Ride, Stealth, Survival, Swim); Iron Will Feat (Racial); Power Attack Feat (Level); Favored Enemy (Evil Outsider), Track, Wild Empathy
Ranger Level (Favored Class: +1 HP); HP (d10) Roll = 8 [+2 CON]; +1 BAB, +1 Fort Save, +1 Ref Save; 7 Skill Points Spent (Intimidate, Knowledge [Dungeoneering], Knowledge [Geography], Knowledge [Nature], Perception, Stealth, Survival); Cleave Feat (Class)
Ranger Level (Favored Class: +1 HP); HP (d10) Roll = 5 [+2 CON]; +1 BAB, +1 Will Save; 7 Skill Points Spent (Climb, Knowledge [Dungeoneering], Knowledge [Geography], Knowledge [Nature], Perception, Survival, Swim); Weapon Focus Feat (Level); Endurance Feat (Class); Favored Terrain (Urban)
Ranger Level (Favored Class: +1 HP); HP (d10) Roll = 10 [+2 CON]; +1 BAB, +1 Fort Save, +1 Ref Save; +1 CON [+4 HP]; 7 Skill Points Spent (Climb, Intimidate (2 ranks), Perception, Stealth (2 ranks), Survival); Hunter’s Bond (Companions)