Runar Halvarsson

Small, precision-crafted steel tools for inconveniences. One huge, precision-crafted steel tool for bigger problems.

Description:

Runar
Male human (ulfen) fighter (unbreakable) 4/liberator 1/rogue 3 (Pathfinder RPG Ultimate Combat 49)
NG Medium humanoid (human)
Init 6; Senses Perception +11
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Defense
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AC 21, touch 12, flat-footed 19 (
7 armor, 2 Dex, +2 shield)
hp 67 (8 HD; 3d8
5d10+16)
Fort 11, Ref +9, Will +6 (1 vs. mind-affecting effects); 2 vs. poison, +1 Luck bonus vs. traps
Defensive Abilities evasion, trap sense +1, unflinching +1; Resist poison resistance, to the rescue
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Offense
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Speed 30 ft.
Melee +1 mighty cleaving bastard sword +15/
10 (1d10+6/19-20) or
Ranged mwk composite longbow 12/7 (1d8/×3) or
Special Attacks sneak attack 2d6, to the rescue
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Statistics
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Str 21, Dex 14, Con 15, Int 12, Wis 12, Cha 10
Base Atk +7; CMB +14 (
16 sunder); CMD 24 (26 vs. sunder)
Feats Cleave, Diehard, Endurance, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Improved Sunder, Power Attack, Stealthy, Survivor[ISWG]
Traits armor expert
Skills Acrobatics 12, Appraise +3, Bluff +2, Climb +7, Craft (blacksmith) +13, Diplomacy +2, Disable Device +17 (22 to disarm traps), Disguise 2, Escape Artist +14, Fly +4, Handle Animal +6, Heal +3, Intimidate +12, Perception +11, Ride +9, Sense Motive +3, Stealth +17, Survival +12, Swim +11
Languages Common, Kelish, Skald
SQ armor training 1, rogue talent (assault leader), trapfinding +1
Combat Gear +1 cold iron arrows (50), jaunt boots, oil (2); Other Gear +1 mithral agile breastplate, chain shirt, scale mail, +1 light steel shield, +1 adamantine longsword, +1 mighty cleaving bastard sword, arrows (70), bastard sword, dagger, javelin (6), light crossbow, longsword, mwk bastard sword, mwk composite longbow, shortbow, belt of giant strength +2, trapspringer’s gloves, backpack, bedroll, blanket, winter, custom container, custom gear, custom gear, flint and steel, hammer, hemp rope (50 ft.), hooded lantern, iron spike (4), masterwork thieves’ tools, mug/tankard, pot, sack, soap, thieves’ tools, torch (5), waterskin, 7 gp, 8 sp, 1 cp
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Special Abilities
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Armor Expert -1 Armor check penalty.
Assault Leader (1/day) (Ex) When you miss an attack, allow an ally also flanking that target an immediate attack.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Sunder You don’t provoke attacks of opportunity when sundering.
Jaunt boots (3/day) When make 5 ft step, move up to 15 ft without AoO.
Poison Resistance +2 (Ex) You gain +2 save vs. poison, +4 at 7th level.
Power Attack -2/
4 You can subtract from your attack roll to add to your damage.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Survivor (1/day) +5 to stabilize. You can negate sneak a sneak attack or crit 1/day.
To the Rescue (Su) As a standard action, allies within 30’ gain +1 attack, +4 escape artist, +4 save vs. fear.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Trapspringer’s gloves +5 to Disable Device against traps, +1 luck bonus to saves vs traps.
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects

Bio:

Runar had been content with his life. He was well-liked in Heldren. He had a good chance of inheriting his father’s smithy in a few years. A man could do worse for himself.

Then one spring came and went, and the snow on the ground never melted. Strange adventurers, both two and four-legged, arrived in Heldren, looking for a guide. It seemed like a simple enough task, maybe a way to help before the unnatural winter froze everyone out of town.

Then the simple journey turned led him to a magical door that opened on a land he’d never dreamed of visiting. It led to a dying Black Rider, who bound him and his companions with a mystical quest.

Runar still claims to be a simple man, from a simple town. But deep inside, he feels a stirring, a call to adventure that spurs him on and will lead him to take up his sword for his new friends until his quest is done.

It remains to be seen if he can ever go back to his life in Heldren again.

Runar Halvarsson

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