Raga

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Raga, Current Character

Male Worg Barbarian 1

N Magical Beast

Init +5 (Dex); Senses Darkvision 60ft., Lowlight Vision, Scent, Listen +5, Spot +6

Languages Common, Worg

AC 21 (+4(+5) Dex +2 natural +5 armor), touch 14, flat-footed 17

Hp 43 (4d10 +1d12 +15 Con -5 quick)

Fort +9 (+6 +3 Con), Ref +9 (+4 +5 Dex), Will +2 (+1 +1 Wis)

Spd 70 ft.(50 base +10 quick +10 Barbarian)

Melee Bite +12 (1d6+10) [+5 BAB +7 Str / 1d6 +7x1.5 Str]

Base Atk +5, Grp +12 (+5 BAB +7 Str)

Combat Options Trip, Rage 1/day

Combat Gear +1 spiked chain(shirt) barding

Abilities Str 24 (18 +6 racial), Dex 20 (16 +4 racial), Con 17 (12 +4 racial+1 level), Int 10 (14 -4 racial), Wis 13 (9 +4 racial), Cha 10 (10 +0 racial)

SQ Illiteracy

Traits Suspicious, Quick

Feats Alertness, Track

Skills Diplomacy-1 (0 ranks +0 Cha -1 suspicious), Hide+6 (0 ranks +5 Dex +2 racial -1 armor), Jump+8 (1 ranks +7 Str), Listen+5 (1 ranks +1 Wis +1 racial +2 alertness), Move Silently+8 (3 ranks +5 Dex +1 racial -1 armor), Sense Motive+2 (0 ranks +1 Wis +1 suspicious), Spot+6 (2 ranks +1 Wis +1 racial +2 alertness), Survival+3 (2 ranks +1 Wis [+4 when tracking by scent]), Swim+6 (1 ranks +7 Str -2 armor)

LA +1

Hook "Look, Keagyn said eating what you kill is a good practice. I'm just following the rules.."

Raga is a dark-furred worg with somewhat lighter gray markings. Raised by Keagyn the Elf, after a rather unfortunate encounter between the Elf and Raga's mother, Raga and his packmates were brought up with a rather... unusual attitude. What appears to be an audacious experiment in nature vs. nurture, the worg litter were raised as good creatures.

Raga is prone to flares of temper and rages which he believes is his evil worg nature breaking through his control. Although he believes that Keagyn means well, he also believes that his nature will eventually win out and he will become unredeemably evil. As such he should be considered neutral rather than 'good'.

The spiked chain barding Raga wears is captured loot, off of a lord's prize war-hound. What exactly he did to gain the barding, and whether the poor dog truely deserved that fate, Raga does not speak on as it occured during a time when Raga had run away from his pack, seeking a 'real' worg pack to join. When mentioned, this part of Raga's past does appear to pain him greatly, so perhaps he's not as unredeemable as he thinks. [+1 Spiked Chain(Shirt) Barding (Light Armor) 1,450gp, AC+4, Max Dex+4, Check Penalty-1, Spell Failure 20%]


Raga, Progressive Build

This build goes from 1HD on up, to allow for both high level future adventures as well as past 'pup' adventures. Raga's statistics are based on the new 'Champion' array: 18,16,14,12,10,8 +1 point. Hit points are based on a full 10 hp for the first hit die, and average rolls afterwards.

Male Worg

N Magical Beast

Init +5 (Dex); Senses Darkvision 60ft., Lowlight Vision, Scent, Listen +5, Spot +5

Languages Common, Worg

AC 17 (+5 Dex +2 natural), touch 15, flat-footed 12

Hp 12 (1d10 +3 Con -1 quick )

Fort +5 (+2 +3 Con), Ref +7 (+2 +5 Dex), Will +1 (+0 +1 Wis)

Spd 60 ft. (50 base +10 quick)

Melee Bite +8 (1d6+10) [+1 BAB +7 Str / 1d6 +7x1.5 Str]

Base Atk +1, Grp +8(+1 BAB +7 Str)

Combat Options Trip

Abilities Str 24 (18 +6 racial), Dex 20 (16 +4 racial), Con 16 (12 +4 racial), Int 10 (14 -4 racial), Wis 13 (9 +4 racial), Cha 10 (10 +0 racial)

SQ Illiteracy

Feats Alertness

Traits Suspicious, Quick

Skills Diplomacy-1 (0 ranks +0 Cha -1 suspicious), Hide+7 (0 ranks +5 Dex +2 racial), Listen+5 (1 ranks +1 Wis +1 racial +2 alertness), Move Silently+8 (2 ranks +5 Dex +1 racial), Sense Motive+2 (0 ranks +1 Wis +1 suspicious), Spot+5 (1 ranks +1 Wis +1 racial +2 alertness), Survival+1 (0 ranks +1 Wis [+4 when tracking by scent])

LA +1

ECL 3 - Worg 2: Hp +7 (+1d10+2), BAB +1, Sv Fort+1 Ref+1, Skills Move Silently+1

ECL 4 - Worg 3: Hp +8 (+1d10+2), BAB +1, Sv Will+1, Feat Track, Skills Spot+1

ECL 5 - Worg 4: Hp +7 (+1d10+2), BAB +1, Sv Fort+1 Ref+1, Ab Con+1, Skills Survival+1

ECL 6 - Barbarian 1: Hp +9 (+1d12+2), BAB +1, Sv Fort+2, Spd +10ft., SQ Rage 1/day, Illiterate, Skills Jump+1, Swim+1, Survival+1

ECL 7 - Barbarian 2: Hp +8 (+1d12+2), BAB +1, Sv Fort+1, SQ Uncanny Dodge, Feat Dodge, Skills Listen+1, Survival+2

ECL 8 - Barbarian 3: Hp +9 (+1d12+2), BAB +1, Sv Ref+1, Will+1, SQ Trap Sense+1, Skills Listen+1, Survival+2 [Synergy: Knowledge (nature)+2]

ECL 9 - Rogue 1: Hp +5 (+1d6+2), BAB +0, Sv Ref+2, SQ Literate, Sneak Attack +1d6, Trapfinding, Ab Wis+1 [Listen+1, Spot+1, Survival+1], Skills Hide+2, Listen+2, Move Silently+2, Search+2

ECL 10 - Rogue 2: Hp +6 (+1d6+2), BAB +1, Sv Ref+1, SQ Evasion, Feat Mobility, Skills Hide+2, Listen+2, Move Silently+2, Search+2

ECL 11 - Rogue 3: Hp +5 (+1d6+2), BAB +1, Sv Fort+1 Will+1, SQ Sneak Attack +2d6, Trap Sense+1, Skills Knowledge (Geography)+2, Move Silently+2, Search+2 [Synergy: Survival+2 (tracking)]

ECL 12 - Barbarian 4: Hp +9 (+1d12+2), BAB +1, Sv Fort+1, SQ Rage 2/day, Skills Hide+2, Survival+2

ECL 13 - Rogue 4: Hp +6 (+1d6+3), BAB +1, Sv Ref+1, SQ Improved Uncanny Dodge (as 4th level), Feat Endurance, Ab Con+1 [Hp+11 Fort+1], Skills Knowledge (Geography)+2, Move Silently+2, Search+2

ECL 14 - Barbarian 5: Hp +10 (+1d12+3), BAB +1, SQ Improved Uncanny Dodge (as 9th level), Skills Hide+2, Survival+2

ECL 15 - Rogue 5: Hp +6 (+1d6+3), SQ Sneak Attack +3d6, Skills Knowledge (Geography)+4 [Synergy: Survival+2 (against getting lost)]

ECL 16 - Horizon Walker 1: Hp +8 (+1d8+3), BAB +1, Sv Fort+2, SQ Terrain Mastery (Forest [+4 Hide]), Feat Improved Initiative, Skills Hide+1, Listen+1, Move Silently+1, Spot+1, Survival+1

ECL 17 - Horizon Walker 2: Hp +7 (+1d8+3), BAB +1, Sv Fort+1, SQ Terrain Mastery (Desert [no fatigue]), Ab Con+1, Skills Hide+1, Listen+1, Move Silently+1, Spot+1, Survival+1

ECL 18 - Horizon Walker 3: Hp +8 (+1d8+3), BAB +1, Sv Ref+1 Wis+1, SQ Terrain Mastery (Marsh [+4 Move Silently]), Skills Hide+1, Listen+1, Move Silently+1, Spot+1, Survival+1

ECL 19 - Horizon Walker 4: Hp +7 (+1d8+3), BAB +1, Sv Fort+1, SQ Terrain Mastery (Plains [+4 Spot]), Feat Spring Attack, Skills Hide+1, Listen+1, Move Silently+1, Spot+1, Survival+1

ECL 20 - Horizon Walker 5: Hp +8 (+1d8+3), BAB +1, SQ Terrain Mastery (Hills [+4 Listen]), Feat Improved Initiative, Skills Hide+1, Listen+1, Move Silently+1, Spot+1, Survival+1

ECL 21 - Horizon Walker 6: Hp +8 (+1d8+4), BAB +1, Sv Fort+1 Ref+1 Will+1, SQ Planar Terrain Mastery (Shifting [dimension door every 1d4 rounds]), Ab Con+1 [Hp+19 Fort+1], Skills Hide+1, Listen+1, Move Silently+1, Spot+1, Survival+1

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