Fortification 10%
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Combat Options |
- bloodfeeding (magic item) ( ) Each successful hit against a living creature draws 1 blood point; store up to 10 blood points for 1 hour. Expend up to 5 blood points at a time on a successful attack for +2 damage each. No blood points drawn on rounds where blood points are used to increase damage.
- Cloak of Elemental Protection ( ) 1/daySwift action, gain energy resistance of choice (acid, cold, electricity, fire or sonic) until end of your next turn. The wearer can activate the cloak when it is not his turn. The wearer therefore can respond to an energy attack by immediately activating the cloak and choosing the attack's energy type.
- Improved Melee Lash When armed with a whip or other whip-like weapon, you threaten an area around you equal twice your normal unarmed reach. You can make attacks of opportunity with the whip within that area. Additionally, you don't incur attacks of opportunity by using a whip in combat, or by any other use of a whip, such as with the Third Hand feat.
- +1 racial bonus to attack against humanoid (reptilian)
- +1 racial attack bonus with shortbows
- +1d6 sneak attack
- Structural Weakness (Ex) A fighter can more effectively apply force to the weakest points of inanimate objects, giving the character a +4 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).
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Skills
Appraise +1 (+1 Int, 0 ranks),
Balance +3 (+5 Dex, 0 ranks, -2 armor),
Bluff -1 (-1 Cha, 0 ranks),
Climb +7 (+1 Str, 8 ranks, -2 armor),
Concentration +4 (+4 Con, 0 ranks),
Control Shape +6 (+2 Wis, 4 ranks),
Diplomacy -1 (-1 Cha, 0 ranks),
Disguise -1 (-1 Cha, 0 ranks),
Escape Artist +3 (+5 Dex, 0 ranks, -2 armor),
Forgery +1 (+1 Int, 0 ranks),
Gather Information -1 (-1 Cha, 0 ranks),
Heal +2 (+2 Wis, 0 ranks),
Intimidate +3 (-1 Cha, 4 ranks),
Jump +3 (+1 Str, 4 ranks, -2 armor),
Listen +14 (+2 Wis, 11 ranks, +1 racial, +2 Alertness feat, -2 heavy helm),
Perform (dance) +2 (-1 Cha, 3 ranks),
Ride +13 (+5 Dex, 7 ranks, +1 racial),
Search +3 (+1 Int, 0 ranks, 1.5 cross-class rank, +1 racial),
Sense Motive +2 (+2 Wis, 0 ranks),
Sneak +3 (+5 Dex, 0 ranks, -2 armor),
Spot +13 (+2 Wis, 10 ranks, +1 racial, +2 Alertness feat, -2 heavy helm),
Survival +2 (+2 Wis, 0 ranks),
Swim +5 (+1 Str, 0 ranks, +8 racial, -4 armor),
Tumble +6 (+5 Dex, 3 ranks, -2 armor),
Use Rope +6 (+5 Dex, 1 ranks)
Armor Check Penalty -2-0 armor -2 helm -0 shield; Swim Check Penalty -4; Permanent Class Skills Knowledge (localDaggerford), Ride
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Feats
Alertness,
Armor Proficiency (all),
Exotic Weapon Proficiency (whip),
Improved Melee Lash,
Improved Two-Weapon Fighting,
Iron Hide,
Martial Weapon Proficiency (all),
Melee Lash,
Perfect Strike,
Shield Proficiency (all; including tower shields),
Simple Weapon Proficiency (all),
Two-Weapon Fighting,
Weapon Finesse,
Weapon Focus (whip),
Whip Strike
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Special Qualities |
- Alternate Form (Su) A wererat can assume the form of a dire rat or rat-humanoid hybrid.
- Hybrid Form +2 Dex; Damage Reduction 1/silver; secondary bite 1d4 + half Str modifier; 2 claws 1d4 + Str modifier
- Rogue Abilities trapfinding.
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Miscellaneous Information |
HistoryValgen grew up in the small, walled community of Daggerford, or more accurately... in a small hamlet just outside of Daggerford. Most prominent in his childhood memories are times spent with friends playing the local children's games like skins and flicks, and working with his father Tim and brothers (Sid and Timoth) on the farm.
Although living close to Daggerford awarded some security for the hamlet, it didn't offer complete security....so Valgen and his brothers were taught, at an early age, the necessity for proper training with some type of weapon. A lesson from their father that was driven home often by the occasional raid by brigands or miscreants, and ultimately when his father and mother were lost during a raid on their hamlet by orcs from the surrounding countryside.
Although both Valgen and his siblings all took after their father and were somewhat larger in stature, Valgen's strength never seemed to develop to the point that his brother's did. While they seemed to excel with the longsword and quarterstaff, weapons that favored users with strength.... Valgen never seemed to have the stature to press through with his attacks while practicing. This is probably what led Valgen to find the whip a more natural weapon for his hands. With the whip, his lack of strength was more than made up for by his quicker than average speed. Unfortunately, there was nobody that could mentor Valgen with his weapon until he joined the local militia at 18. After a two year stint in the militia, Valgen later signed on as a caravan guard for trips to-and-from Waterdeep and Baldur's Gate. Since then, he's lost contact with his two brothers.
After more than a few caravan trips, and no less attacks by roadside bandits and thieves... Valgen realized that earning small pence and a place to sleep was not worth the price he would have to pay if he ever reacted to slowly in a conflict with brigands along a caravan route. He has decided to set out on his own, or with like-minded adventurers in search of the spoils of adventuring... that way, he will at least be putting his health on the line with a small chance of being rewarded for his time. ;
AdventuresAoW-001: The Whispering Cairn (by Erik Mona), AoW-002: The Three Faces of Evil (by Mike Mearls), AoW-003: Encounter at Cromm's Hold (by Sean K Reynolds), AoW-004: The Hall of Harsh Reflections (by Jason Bulmahn);
Lives Remaining 81 Deaths; 06/29/2006 - death from acid beetle swarm;
Last Played May 10, 2007
Languages Chondathan, Common, Orc
Patron Deity None; Homeland Daggerford; Heritage 100% Human; Background Daggerford Militia
Height 6 ft. 4 in.; Weight 218 lb.; Age 22; Hair Blue Mohawk; Eyes Grey
Character Level Record |
Fighter |
Fighter |
Fighter |
Fighter |
Fighter |
Fighter |
Fighter |
Rogue |
Wererat |
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Defeated Enemy Record
1 Advanced Dire Rat, 1 Drow Thrall, 1 Ghast, 4 Grimlocks, 1 Skeleton, 1 Spawn of Kyuss, 1 Tiefling Cleric of Kyuss, 1 Wolf
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Equipment & Possessions |
Magical Items
+1 bloodfeeding bladed whip (8,325 gp),
cloak of elemental protection (1,000 gp),
everburning coin (110 gp and 1 cp),
everburning torch (110 gp),
everlasting trail rations (350 gp),
feather token (whip) (500 gp),
+2 gloves of dexterity (4,000 gp),
handy haversack (2,000 gp),
+1 heavy steel shield of blinding (2/dayflash with light; all within 20 ft. make DC 14 Ref or be blinded for 1d4 rounds) (4,170 gp),
moonsilver shard (150 ft. range; 1d4+1 force damage; automatically hits) (50 gp),
ring of feather falling (2,200 gp),
+2 studded leather armor (+5 armor; +5 max Dex; -0 armor check; 15% spell failure; light armor) (4,175 gp)
Potions
potion of astute fighting (CL 5th; 5 round duration) (250 gp),
potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp),
potion of enlarge person (CL 5th; 5 minute duration) (250 gp),
potion of remove fatigue (CL 1st; reduces fatigue one step and cures 1d8+1 nonlethal damage) (50 gp),
potion of shield of faith +2 (CL 1st; 10 round duration) (50 gp)
- Masterwork Potion Belt
potions of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp),
potions of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp),
potion of protection from arrows (CL 3rd; DR 10/magic) (300 gp),
potion of shield of faith +2 (CL 1st; 10 round duration) (50 gp)
Mounts
bit and bridle (2 gp),
heavy warhorse (400 gp),
military saddle (20 gp)
Nonmagical Items
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
58 bolts (1 sp each),
2 candles (1 cp each),
common lamp (1 sp),
composite longbow (100 gp),
dagger (2 gp),
empty flask (3 cp),
explorer's outfit (10 gp),
flask of alchemist's fire (20 gp),
8 flasks of oil (1 sp each),
flint and steel (1 gp),
grappling hook (1 gp),
heavy helm with red-tipped demon horns (+2 helm bonus; -2 armor check penalty; 15% spell failure; 10% fortification; -2 penalty Listen and Spot checks) (150 gp),
masterwork light crossbow (335 gp),
masterwork morningstar (308 gp),
masterwork potion belt (60 gp),
miner's pick (3 gp),
net (20 gp),
peasant's outfit (1 sp),
portable ram (10 gp),
2 renowned bladed whips (1,225 gp each),
2 sacks (1 sp each),
shovel (2 gp),
3 silk ropes (50 ft.) (10 gp each),
small steel mirror (10 gp),
table leg,
tanglefoot bags (50 gp),
tent (10 gp),
4 torches (1 cp each),
trail rations (20 days) (5 sp/day),
waterskin (1 gp),
watertight chest (20 gp),
whetstone (2 cp),
winter blanket (5 sp)
pp 0, gp 787, sp 25, cp 9
Other Wealth None
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