Jorg Ashblight (Human, Mercenary Warrior: PF)

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Jorg Ashblight
Posts: 31
Joined: Tue Jul 25, 2023 9:20 am

Jorg Ashblight (Human, Mercenary Warrior: PF)

Post by Jorg Ashblight »

Player Name: T.J.
Hangouts/Email: evil_leprechuan@yahoo.com Mac Fion
Discord: MacFion
Google Hangouts/chat: Mac Fion
Link to Ledger: TJ ledger


Character Name: Jorg, Son of AshBlight
Alias:
Race: Human
O.C.C.: Mercenary Warrior
Alignment: Anarchist (Selfish)
XP Level: 4
XP Points: 7,626 (Updated by Mr Rogers 01FEB24)
Next Level @ XP: 12,001
Racial Hostilities: Wary of kobolds, Goblins, and hob goblins. Very Resistant to taking a job from them, unless kids are at risk, even monster kids are kids.

Sentiments/Northern Empire: Home, feels nice to make it here one or twice a year. The grasslands are excellent for hunting, the snowy mountains are great for getting away and some solitude after particularly bad injuries and to distress, the cold also helps keep the insects away allowing one to heal more at ease.

Sentiments/Eastern Empire: Familiar with, the lower class people are ok, the elevated classes beyond the soldiers are insufferable. Luckily, internal conflict keeps them from becoming a bigger pain in the ass due to their inability to work with neighboring cities, villages, and towns.

Sentiments/Southern Empire: Familiar with the most northern parts of the southern region where man dwells, would like to explore the vast jungles at some point and look for undiscovered minerals and ore to work with.

Sentiments/Western Empire: Most are asshats and have very little regard for most forms of life, including their own kind. Slavery is BS. Must be careful of accepted jobs in the region as the rumors are they are looking to expand, which means more taken as slaves.

Sentiments/Dominion of Man: As bad as men are, most are still better and reasonable life form than kobolds, Goblins, and hob goblins.

Sentiments/Wolfen Empire: They get a bad stigma for a race of people just trying to survive and not be treated like lesser creatures.

Disposition: Wild Man to lone wolf when his guilt kicks in for sticky moral dilemmas

Insanity:

ATTRIBUTES
I.Q.: 13
M.E.: 15
M.A.: 14
P.S.: 23
P.P.: 18
P.E.: 16
P.B.: 12
Speed: 19

PHYSICAL DATA
H.P.: 28
S.D.C.: 53
Age: 24
Sex: Male
Height: 6ft 7in
Weight: 285 pounds
Description: A large man, slightly tan, Large dark auburn Beard, Long matching hair, some braids in it, looks as if he has spent a large portion of his life doing hard manual labor.


Natural Abilities
Perception Bonus: 24% +3%
Charm/Impress: 10% / 10%
Invoke Trust/Intimidate: 35% / 35%
Max. Encumbrance: 506 Pounds
Max. Carrying Weight: 460 pounds (pg 17 PFRPG)
Max. Lifting Weight: 920 pounds <---^
Max. Jumping Ability: 11.5ft horizontal/ 5.75 ft vertical


O.C.C. Skills
Climb/Scale Walls* (+ 10%) 65% +5%
*Sub Skill; Rappelling: 60% +5
(General) + 1 R w punch/fall, +1 PS, 1d6 Spd, +2d4 SDC

Languages Human: Northern: Native Tongue 98% pg 50 PFRPG
Languages Human: Southern: 65% +5%
Languages Human: Eastern: 65% +5%
Wilderness Survival: 55% +5%
Hand to Hand:
Level
1 Starts with two attacks per melee round. +2 to roll with punch/fall/impact, +2 to pull punch.
2 +3 to parry and dodge.
3 +2 to strike.
4 One additional attack per melee round.
5 Kick attacks: Karate style kick does 2D4 damage and any two of
choice.
6 Critical strike on an unmodified roll of 18, 19 or 20.
7 Paired weapons.
8 Body throw/flip and disarm.
9 One additional attack per melee.
10 +3 to damage and an additional +2 to pull punch.
11 Knockout/stun on an unmodified roll of 18, 19 or 20.
12 An additional +2 to parry and dodge.
13 Critical strike (triple damage) or knockout from behind.
14 One additional attack per melee round.
15 Death Blow on a roll of a natural 20 (if desired)


O.C.C. Related Skills (10 start)
First Aid: 45% +5%
+1 pe, +4d4 spd, +1d6 sdc

+2 PS, +10 sdc

+1 apm, +2 parry/dodge, +1 R w punch/fall, +2 PS, +3d6 SDC

+1 R w Punch/fall, +1 ps, +4d6 sdc Pin/incapacitate on a natural roll of 18, 19, or 20

Field Armorer: 55% +5%
Recognize Weapon Quality 40% +5%
Detect Ambush: 45% +5%
Detect Concealment & Traps: 40% +5%
Prowl @3rd lvl 32% +5%
Mathematics - Basic: @3rd lvl 50% +5%
Language: Wolfen 65% +5


Secondary Skills (4 start)
Combat: All bonuses are in addition to other combat skills, weapon
proficiencies, or attribute bonuses. Applies to the rider, not the horse.
The rider gains a combat advantage from the height and speed of being
mounted.

• + 1 to parry or dodge while on horseback.
• Inflicts +1D4 to damage when on horseback.
• Charge attack (running horse) with a lance, pole-arm or spear: +lD6
damage. The attacker must roll under the second percentile number
to avoid being dismounted. Charge attacks count as two melee actions/attacks.
• Horse attack: This indicates that the rider is skilled enough to remain
saddled while he attacks and has his horse rearing or kicking in simultaneous attack (roll under second percentile number). Damage
from the kick of a horse will vary with the size and breed of the animal; generally 2D6 from the front legs and 4D6 from the rear legs.
Base Skill: 50%/25% +5%
Literacy: Northern Human: 45% +5%
Language: Western Human 55% +5
. Bonuses: +2% to Prowl, +5% to Track & Trap Animals, +5% to Skin & Prepare Animal Hides, +4% to Imitate Voices & Sounds and
+10% to Cook game animals (rabbit, raccoon, pheasant, deer, etc.) only.



Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus:
Strike Bonus: +2
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus: +8
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +2
Bonus to Disarm:
Other: Pin/incapacitate on a natural roll of 18, 19, or 20

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

Archery Bonuses: Add 20ft to the normal effective range per level of the character, + 1 to parry with that weapon (effective @ lvl 1), + 1 strike at levels 2, 4, 6, 8, 11, 14.

Archery Movement Penalty: loses all bonuses and rate of fire is half when running and shooting, flying, when riding on horse back or from a moving vehicle, or otherwise unbalanced.

Archery Rate of Fire: Two at level one, and + 1 at levels 2, 3, 5, 7,
9, 12.

Average Ranges: Does not include W.P. bonus for range.
Bow Type and Ranges Damage Per Arrow/Weapon
Short Bow - 340 ft / 1d6 damage
Long Bow - 640 ft / 2d6 damage
Modem Compound Bow - 700 ft / 2d6 damage
Light Cross Bow - 340 ft / 2d4 damage
Heavy Cross Bow (large) - 600 ft / 2d6 damage
Pistol Cross Bow (small) - 120 ft / 1d6 damage

Combat skills with large and small shields used primarily for parrying and self-defense. Bonuses: + 1 to parry at levels 1, 3, 6, 9, 12 and 15. A shield can be used in one hand and a weapon in the other. + 1 to strike with a shield (ld4 damage) at levels 4, 8, and 12. No bonus to strike when thrown.

+ 1 to strike at levels 1, 3, 6, 9, 12
and 15. +1 to parry at levels 2 , 4 , 7, 10 and 1 3 . +1 to strike when thrown at levels 4, 8, and 12 pg 60 PFRPG

Combat skill with large and small spears (the use of a rifle equipped with a bayonet also falls into this category). Bonuses: + 1 to strike and parry at levels 1, 3, 5, 8, 11 and 13. + 1 strike when thrown at levels 3, 6, 10 and 14

Users of paired weapons can:
1. Strike and parry simultaneously. In other words, warriors skilled
in paired weapons can often perform two actions for every one melee
action/attack.

2. Twin, simultaneous strikes against the same target. Both weapons
hit, but is considered ONE melee attack/action, (roll only once to
60 strike). The defender can only try to parry one of the weapons in the parry! The other will strike, unless he too is using two weapons, or a weapon and a shield, and has the W.P. paired weapons skill.

3. Strike two different targets (or strike one and parry the other), simultaneously; both must be within reach.

4. Parry two different attackers; one with each hand.
Weapons are limited to the one-handed types and can be used in any
combination; for example, two short swords, or short sword and broadsword, sword and knife, mace and shield, etc. Two-handed weapons
cannot be used as a paired weapon.




Saving Throw Bonuses
Coma/Death: +4%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+):+1
Insanity (12+):
Psionics (varies):

Mercenary Warrior
1) 0,000 - 1,900
2) 1,901 - 3,800
3) 3,801 - 7,600
4) 7,601 - 12,000
5) 12,001 - 20,000
6) 20,001 - 30,000
7) 30,001 - 45,000
8) 45,001 - 55,000
9) 55,001 - 75,000
10) 75,001 - 110,000
11) 110,001 - 140,000
12) 140,001 - 180,000
13) 180,001 - 240,000
14) 240,001 - 300,000
15) 300,001 - 350,000
Last edited by Jorg Ashblight on Mon Feb 05, 2024 12:07 pm, edited 28 times in total.
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Jorg Ashblight
Posts: 31
Joined: Tue Jul 25, 2023 9:20 am

Re: Jorg Ashblight (Human, Mercenary Warrior: PF)

Post by Jorg Ashblight »

Jorg Ashblight wrote: Tue Jul 25, 2023 11:42 am human stats 2.0
4d6-L: [6, 3, 4, 5]-L = 15 = me
4d6-L: [3, 4, 5, 6]-L = 15 = pe
4d6-L: [4, 3, 4, 6]-L = 14 = ma
4d6-L: [4, 5, 3, 1]-L = 12 = pb
4d6-L: [1, 6, 5, 5]-L = 16 *
1d6!: [1] = 1
= str
4d6-L: [1, 2, 4, 2]-L = 8 =spd
4d6-L: [6, 6, 2, 5]-L = 17 *
1d6!: [1] = 1
=pp
4d6-L: [3, 3, 6, 4]-L = 13 =iq


Random Psionics Table
01-09 Major Psionics
10-25 Minor Psionics
26-00 No Psionics

1d100: [92] = 92
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Jorg Ashblight
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Re: Jorg Ashblight (Human, Mercenary Warrior: PF)

Post by Jorg Ashblight »

3d6: [3, 4, 6] = 13 for Mercenary Fighter S.D.C.
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Jorg Ashblight
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Re: Jorg Ashblight (Human, Mercenary Warrior: PF)

Post by Jorg Ashblight »

Athletics (General) 1d6: [2] = 2 Spd, 2d4: [2, 3] = 5 SDC
Running 4d4: [2, 3, 2, 2] = 9 spd, 1d6: [3] = 3 sdc
Boxing 3d6: [1, 6, 2] = 9 SDC
Wrestling 4d6: [5, 2, 5, 1] = 13 sdc
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Jorg Ashblight
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Joined: Tue Jul 25, 2023 9:20 am

Re: Jorg Ashblight (Human, Mercenary Warrior: PF)

Post by Jorg Ashblight »

Leveling Info
O.C.C. Bonuses: +2 to pull punch, and + I to save vs horror factor at levels I, 3 , 6, 9, and 12

O.C.C. Related Skills: Select ten other skills at level one, plus select two additional skills at levels three, six, nine and twelve. All new skills start at level one proficiency.

Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and two additional skills at lvls 5, 10 & 15


Level
1 Starts with two attacks per melee round. +2 to roll with punch/fall/impact, +2 to pull punch.
2 +3 to parry and dodge.
3 +2 to strike.
4 One additional attack per melee round.
5 Kick attacks: Karate style kick does 2D4 damage and any two of
choice.
6 Critical strike on an unmodified roll of 18, 19 or 20.
7 Paired weapons.
8 Body throw/flip and disarm.
9 One additional attack per melee.
10 +3 to damage and an additional +2 to pull punch.
11 Knockout/stun on an unmodified roll of 18, 19 or 20.
12 An additional +2 to parry and dodge.
13 Critical strike (triple damage) or knockout from behind.
14 One additional attack per melee round.
15 Death Blow on a roll of a natural 20 (if desired).


2d6: [5, 5] = 10 for hit points for lvl 2 and 3
1d6: [2] = 2 hit points for lvl 4
+ 1 apm from h2h expert
Increased natural skills, occ , occ related and secondary one level.
Last edited by Jorg Ashblight on Thu Feb 01, 2024 7:49 pm, edited 2 times in total.
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Jorg Ashblight
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Jorg Ashblight equipment

Post by Jorg Ashblight »

Equipment

Vehicles/Mounts are listed first.
Riding horse of good quality & Saddle.

"Sigurd" The horse has 36 S.D.C.18 hit points, running speed 33 (22.5 mph/ 36 kph)
see avatar photo.



Worn on Person
Backpack
Utility belt
Scabbard +Bastard Sword (See Utility belt)
Shield (See Utility belt)
Tesla Bow (Patron Item)
Enchanted Long Spear
Spiked Buckler (shield)
Boots
Pants
Shirt
Belt
Leather Armor of Iron (full)

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: knife, canteen, food ration pack, minor items or individual tools.
• Attachment: Bastard sword & Scabbard (2d6+2)
• Attachment: Spiked Buckler (small Shield) 2d4 bashing, Spike (Small knife) 1d6 piercing/ slashing
• Attachment: Large Knife 1d6 damage
• Attachment: Hatchet (small axe) / 2d4 damage

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Tinder box
• Set of clothing
• Used ^
• Used ^
• Waterskin
• Food Ration (dried fruit)
• Food Ration (Hard tack)
• Food ration (jerky)
• Small Sack (coins)
• Handful of flint stones

Saddlebags
Saddlebags are padded, and sealable. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Bedroll < Sitting on top of tied down
• Large Leather Sack (secured inside saddle bag, but mostly outside)
• Used ^
• Used ^
• Small Sack (coins)
• Some leather hides rolled up
• Bellows
• Arrows 20 (ammo, not quiver's arrows)
• Used ^
• Used ^

Large Leather Sack/Metal working Tools
• Cross peen hammer
• Straight peen hammer
• Ball peen Hammer
• Rounding Hammer
• Tongs
• Thick Metal plate (Used as Anvil Surface)
• Spikes( Large nails)
• Chisels (large/Medium/Small)
• Cauldron

Gear Stats

Leather Armor of Iron (full)
Image
  • A.R.: 15
  • S.D.C.: 160
  • Modifiers: -5% to SPD & physical skills
  • Weight: 20 lbs.
  • Enchantments: Leather of Iron (Pg 249 PFRPG)



Enchanted Long Spear
Image
  • Range: Close Combat
  • Damage: 2D6+2
  • Weight: 6.5 lbs
  • Length: 8.5ft
  • Modifiers: None
  • Enchantments: Returns to Wielder When Thrown (mental command, 120', Counts as 1 Attack)
  • Book Reference: Pg.269, Pg.250, PFRPG 2ndEd



Tesla Bow (Patron Item)
Image
  • Range: 1,500'
  • Damage: 4D6 per bolt of lightning + Tesla Effect
  • Rate of Fire: per the skill of the archer
  • Payload: Unlimited
  • Weight: 8 lbs.
  • Features: Does M.D. in a mega-damage environment
    • Tesla Effect: Stunned (lose initiative & 1 APM) for 1 melee round per each hit and failed save vs. non-lethal toxins; effective even against environmental M.D.C. armor
  • Modifiers: +2 to strike; two-handed weapon; no minimum strength to use
Last edited by Jorg Ashblight on Sun Oct 08, 2023 9:20 pm, edited 7 times in total.
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Jorg Ashblight
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Re: Jorg Ashblight (Human, Mercenary Warrior: PF)

Post by Jorg Ashblight »

Background Story
A small boy is playing in the snow outside a small village in the Northern Territory. His name is Jorg. As he plays with some of the other kids, using sticks as pretend swords, a howl is heard. Jorg, Son of Ashblight, refuses to stand down, as he thinks himself a warrior at barely 6 years of age already. Like a lot of kids in the area, his father was a soldier in the Northern Army, and this gave him a naive confidence in his fighting skills. He convinced the other kids they could take whatever it was because surely if their father's were good at it, they would be too, right?

Soon he would discover the howls belonged to a fairly decent-sized pack of wolves. The other kids ran, and Jorg froze in terror at the sight of the predator canines. A few of the wolves went after one of the slower kids as the rest slowly surrounded Jorg. The sounds of the kid being massacred were occurring behind Jorg as he was afraid to break eye contact with the feral beasts, but as long as he swung his stick around and yelled, they seemed to be staying at bay.

After what seemed like an eternity, which was only a handful of minutes, reinforcements arrived in the form of some of the adult warriors of the village. About half of the pack was slain, while the other half fled after seeing their pack mates killed. However, things were not over yet for Jorg and his family.

The kid that fell to the hungry wolves happened to be the village leader's son, and with the other kids telling of Jorg's idea to stay and fight enraging the man, he ostracized Jorgs father, mother, and brother, deeming them shunned and casting them out of the village. Fortunately, Ashblight was able to pick up work as an adventurer and mercenary eventually, and with the aid of his eldest son Rafan, son of Ashblight, the family was able to thrive, moving from territory to territory as well as forests, woods, and nearly all over the land, but mainly the human territories.

Ashblight taught his sons how to survive in most situations, sword play, and martial combat, as well as some repair and maintenance for the equipment and weapons. As Jorg grew up, he entered the family business. Growing up and traveling through so many human territories helped the young man develop an ear for human languages.

The incident as a kid that led to his friend's death gave him a guilty conscience throughout most of his developing years, even to the point of taking a pay cut at times if the job was protecting people. Though he was still a bit of a selfish person, he seemed to have a weak spot for kids.

On his downtime, Jorg can be found repairing his armor and weapons.
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Jorg Ashblight
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Re: Jorg Ashblight, needs approval

Post by Jorg Ashblight »

Riding horse of good quality & Saddle. The horse has 30+2d6
S.D.C., 6d6 hit points, running speed 33
Didn't realize I had missed that.

horse stat rolls. 2d6+30: [2, 4]+30 = 36 for sdc/ 6d6: [3, 3, 3, 5, 2, 2] = 18 for hit points
No longer active character Jorg, Son of Ashblight
Description: P.B.: 12, A large man, 6ft 7in, 285 pounds, slightly tan, Large dark auburn Beard, Long matching hair, some braids in it, looks as if he has spent a large portion of his life doing hard manual labor, very muscular, tree trunk like core build.
User avatar
Jorg Ashblight
Posts: 31
Joined: Tue Jul 25, 2023 9:20 am

Re: Jorg Ashblight (Human, Mercenary Warrior: PF)

Post by Jorg Ashblight »

Mercenary Warrior
Levels/Exp requirements
(1) 0,000 - 1,900
(2) 1,90 1 - 3,800
(3) 3,801 - 7,600
(4) 7,601 - 12,000
(5) 12,00 1 - 20,000
(6) 20,001 - 30,000
(7) 30,001 - 45,000
(8) 45,001 - 55,000
(9) 55,00 1 - 75,000
(10) 75,001 - 110,000
(11) 110,001 - 140,000
(12) 140,001 - 180,000
(13) 180,00 1 - 240,000
(14) 240,001 - 300,000
(15) 300,001 - 350,000
No longer active character Jorg, Son of Ashblight
Description: P.B.: 12, A large man, 6ft 7in, 285 pounds, slightly tan, Large dark auburn Beard, Long matching hair, some braids in it, looks as if he has spent a large portion of his life doing hard manual labor, very muscular, tree trunk like core build.
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