Godric Skarsgard, the Risen

Godric Skarsgard, The Risen
Male human (ulfen) fighter 12
LN Medium humanoid (human)
Init +3; Senses Perception +12


Defense


AC 37, touch 17, flat-footed 33 (+12 armor, +2 deflection, +3 Dex, +1 dodge, +1 luck, +1 natural, +7 shield)
hp 126 (12d10+50)
Fort +14, Ref +9, Will +6 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. diseases and curses


Offense


Speed 30 ft.
Melee heavy shield bash +16/+11/+6 (1d6+4) or
   +2 frost adamantine battleaxe +24/+19/+14 (1d8+12/19-20/×3 plus 1d6 cold) or
   dagger +16/+11/+6 (1d4+4/19-20)
Ranged mwk composite longbow +19/+14/+9 (1d8+3/×3)
Special Attacks weapon trainings (axes +4, bows +3)


Statistics


Str 19, Dex 16, Con 18, Int 12, Wis 10, Cha 8
Base Atk +12; CMB +16; CMD 37 (33 vs. awesome blow, 39 vs. bull rush, 33 vs. dirty trick, 33 vs. drag, 33 vs. feint, 39 vs. grapple, 33 vs. overrun, 33 vs. pull, 33 vs. push, 33 vs. reposition, 33 vs. steal, 39 vs. trip)
Feats Combat Reflexes, Dodge, Greater Shield Focus, Greater Shield SpecializationAPG, Greater Weapon Focus (battleaxe), Improved Critical (battleaxe), Improved Shield Bash, Improved Vital Strike, Power Attack, Shield Focus, Shield SpecializationAPG, Vital Strike, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Traits killer, mummy-touched
Skills Acrobatics +2, Climb +12, Handle Animal +4, Intimidate +3, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Linguistics +6, Perception +12, Profession (butcher) +5, Ride +9, Stealth +2, Survival +9 (+11 to avoid becoming lost), Swim +8
Languages Common, Dwarven, Giant, Osiriani, Osiriani, Ancient, Skald, Undercommon, Varisian
SQ armor training 3
Combat Gear jingasa of the fortunate soldier, oil of bless weapon, oil of magic weapon (2), potion of cure light wounds, potion of cure serious wounds (2), potion of darkvision (2), potion of fly, potion of touch of the sea, potion of water breathing, scroll of lesser (x4) restoration, silversheen (2), wand of cure light wounds (38 charges), antiplague, antitoxin; Other Gear +3 full plate, +3 large spiked darkwood shield, +2 frost adamantine battleaxe, dagger, flight arrows (16), mwk composite longbow, clear spindle ioun stone, amulet of natural armor +1, belt of physical might +2 (Str, Con), cloak of resistance +2, gloves of dueling, handy haversack, ring of feather falling, ring of protection +2, wayfinder, bedroll, belt pouch, courtier's jewlery (worth 50 gp), courtier's outfit, crowbar, deepsheen (chronicle #28) (worth 250 gp) (2), potion sponge, sack, silk rope (50 ft.), sunrod, tent, medium, 8,719 gp


Tracked Resources


Antiplague - 0/1
Antitoxin - 0/1
Dagger - 0/1
Feather Fall (Constant) - 0/0
Flight arrows - 0/16
Greater Shield Specialization (Heavy Shield, 1/day) - 0/1
Jingasa of the fortunate soldier (1/day) - 0/1
Oil of bless weapon - 0/1
Oil of magic weapon - 0/2
Potion of cure light wounds - 0/1
Potion of cure serious wounds - 0/2
Potion of darkvision - 0/2
Potion of fly - 0/1
Potion of touch of the sea - 0/1
Potion of water breathing - 0/1
Silversheen - 0/2
Sunrod - 0/1
Wand of cure light wounds (38 charges) - 0/38


Special Abilities


Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Greater Shield Specialization (Heavy Shield, 1/day) +2 AC vs. critical confirmations, negate 1 critical/day.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Killer Add weapon's critical modifier to its critical bonus damage.
Mummy-Touched +2 save. vs. diseases and curses.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Risen Guard +2 to Fort saves vs death and negative levels.
Shield Focus +1 Shield AC
Shield Specialization (Heavy Shield) You have mastered the use of one type of shield. Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th. Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shie
Vital Strike Standard action: x2 weapon damage dice.
Wand of cure light wounds (38 charges) Add this item to create a wand of a chosen spell.
Weapon Training (Axes) +4 (Ex) +4 Attack, Damage, CMB, CMD with Axes
Weapon Training (Bows) +3 (Ex) +3 Attack, Damage, CMB, CMD with Bows



Backstory:
As a young boy Godric served as a cabin boy on an Ulfen raiding ship. A victim of foul weather and circumstance the ship ran aground off the Osirion coast near the City of Sothis. One of the few survivors, the young Godric made his way to the city where he lived on the streets for a few years. Eventually he was adopted by a Priest of Pharasma called Ru-Sateph and brought to live in the temple. Godric was trained serve in the temple guard but was also tought his letters by the kindly Priest. After a few years Godric left the temple to seek a life of adventure. The stalwart young warrior soon encountered members of the Pathfinder Society and due to his martial training and linguistics skills quickly earned a field commision as a Pathfinder Society Field Agent of the Swords branch.

Adventure Journal:
4 Rova 4710 "Among the Dead"
My first assignment with the society involves a journey to the nation of Taldor, a place that I have not been before. I will learn what I can of this dying empire. The mission is a simple one: revenge. We are to destroy a cult of the evil god Zyphus that apparently were responsible for the death of a reknowned pathfinder several years ago. This will not be difficult.

14 Rova 4710 "Silent Tide"
My next assignment is to investigate reports of undead sighted in the "Puddles" district of Absalom - slums. Grouped with several more experienced Society agents, we quickly discover a plot to invade the city with a host of undead! We were able to foil the plot and protect the city.

16 Lamashan 4710 "Year of the Shadow Lodge"
The Society is hosting a large gathering of Pathfinders in the Grand Lodge in Absalom to view a lost artifact retrieved from Acient Azlant. Alas the Pathfinder who retrieved the artifact was under some evil influence and activated the artifact. The following hours were a daze of confused chaos as the released creatures and some of the society's enemies attacked the gathering of Pathfinders. When I finally ran out of things that needed killing, the city had mostly returned to normal.

18 Lamashan 4710 "Among the Living"
The Society is sending my back to Taldor. To the Opera in fact. I question the wisdom of sending a warrior such as myself on this mission, but I have never been to Taldor so I will go, learn what I can learn about this dying empire. My respect to the Venture Captain, the opera was in fact infested with the undead and my axe was sorely needed. The cult of Zyphus was behind the attack on the Opera house, this must be related to my last mission this city. On two of four Society missions I have so far encountered the undead. It makes me thankful of my time spent in the catacombs below the temple in Sothis.

24 Lamshan 4710 "The Third Riddle"
The Society is sending me home to Osirion. This time it is a rescue mission. A Pathfinder name Colm Safan has gone missing when he went to investigate a ruin called the Ravenous Sphinx. We are to rescue Safan and discover the secrets that he sought. That place was a deathtrap, the acient Osirions did not take kindly to tomb raiders. Safan was already dead but we found the artifacts that he sought.





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