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Drakkar Varn (character sheet)

Varney
Person
Old version of the removed Drakkar Varn character sheet.

This is an old version of the character sheet, this version is for Pathfinder.

Currently not playable. View final character page.
Class:
Rogue 3, Barbarian 3
Favored Class:
Rogue

Levels

1
Rogue 1
Favoured Class Bonus:
+1 HP
2
Rogue 2
Favoured Class Bonus:
+1 HP
3
Rogue 3
Favoured Class Bonus:
+1 HP
4
Barbarian 1
Ability Bonus:
+1 Strength
5
Barbarian 2
6
Barbarian 3
Experience:
23 000 xp
Next Level:
35 000 xp
Character Level:
6
Alignment:
Chaotic Neutral
Race:
Half-Orc
  • Darkvision
  • Intimidating
  • Orc Blood
  • Orc Ferocity
  • Weapon Familiarity
Size:
Medium
Gender:
Male
Culture:
Faction:
Religion:

Ability Scores

Strength
18 (+4)

Strength Score

Base Value:
17

Modifiers:

  • +1 (Level 4)

Strength Checks

No modifiers listed
Dexterity
14 (+2)

Dexterity Score

Base Value:
14
No modifiers listed

Dexterity Checks

No modifiers listed
Constitution
14 (+2)

Constitution Score

Base Value:
14
No modifiers listed

Constitution Checks

No modifiers listed
Intelligence
10 (+0)

Intelligence Score

Base Value:
10
No modifiers listed

Intelligence Checks

No modifiers listed
Wisdom
12 (+1)

Wisdom Score

Base Value:
12
No modifiers listed

Wisdom Checks

No modifiers listed
Charisma
14 (+2)

Charisma Score

Base Value:
14
No modifiers listed

Charisma Checks

No modifiers listed

Saves

Fortitude
+7

Modifiers:

  • +1 (Rogue 3)
  • +3 (Barbarian 3)
  • +2 (Constitution)
  • +1 Resistance (Cloak of Resistance +1)

Conditional Modifiers:

Reflex
+7

Modifiers:

  • +3 (Rogue 3)
  • +1 (Barbarian 3)
  • +2 (Dexterity)
  • +1 Resistance (Cloak of Resistance +1)

Conditional Modifiers:

Will
+4

Modifiers:

  • +1 (Rogue 3)
  • +1 (Barbarian 3)
  • +1 (Wisdom)
  • +1 Resistance (Cloak of Resistance +1)

Conditional Modifiers:

HP & Init

Hit Points
54 hp
Rogue 1:
11 hp
  • d8: 8 +2 (con) +1 (fav)
Rogue 2:
8 hp
  • d8: 5 +2 (con) +1 (fav)
Rogue 3:
8 hp
  • d8: 5 +2 (con) +1 (fav)
Barbarian 1:
9 hp
  • d12: 7 +2 (con)
Barbarian 2:
9 hp
  • d12: 7 +2 (con)
Barbarian 3:
9 hp
  • d12: 7 +2 (con)
Initiative
+8

Modifiers:

  • +2 (Dexterity)
  • +2 Trait (Reactionary Trait)
  • +4 (Improved Initiative Feat)

Combat

BAB
+5

Base Attack Bonus:

  • +2 (Rogue 3)
  • +3 (Barbarian 3)
CMB
+9

Modifiers:

  • +4 (Strength)
  • +5 (Base Attack Bonus)
CMD
21
Base Value:
10

Modifiers:

  • +4 (Strength)
  • +2 (Dexterity)
  • +5 (Base Attack Bonus)

Armour Class

Armour Class
18
Base Value:
10

Modifiers:

  • +2 (Dexterity)
  • +5 Armor (Chain Shirt Armor)
  • +1 Natural Armor (Amulet of Natural Armor +1)
Touch AC
12
Base Value:
10

Modifiers:

  • +2 (Dexterity)
Flat-Footed AC
16
Base Value:
10

Modifiers:

  • +5 Armor (Chain Shirt Armor)
  • +1 Natural Armor (Amulet of Natural Armor +1)

Attacks

Weapon:
Great Sword
2d6 19-20/x2
Attack:
+9
Crit:
×2
Damage:
Type:

First Attack

Attack:
+9
Crit:
×2
Damage:
Extra dmg.:
Type:

Modifiers:

  • +5 (Base Attack Bonus)
  • +4 (Strength)
Weapon:
Great Sword (Sneak Atk)
2d6 19-20/x2 +2d6
Attack:
+9
Crit:
×2
Damage:
Type:

First Attack

Attack:
+9
Crit:
×2
Damage:
Extra dmg.:
Type:

Modifiers:

  • +5 (Base Attack Bonus)
  • +4 (Strength)

Movement

Speed:
30 ft. (6 squares)
Base Value:
30 ft.
Light Load:
0 ft.

Base

  • +30 ft. (Half-Orc)
No modifiers listed
Run Modifier:
×4
Base Modifier:
×4

Skills

Acrobatics
+8
(4)
Class Skill
Ranks:
4 ranks

Modifiers:

  • +2 (Dexterity)
  • -1 (Armour Check Penalty)
  • +3 (Class Skill)
Climb
+11
(5)
Class Skill
Ranks:
5 ranks

Modifiers:

  • +4 (Strength)
  • -1 (Armour Check Penalty)
  • +3 (Class Skill)
Disable Device
+10
(6)
Class Skill
Ranks:
6 ranks

Modifiers:

  • +2 (Dexterity)
  • -1 (Armour Check Penalty)
  • +3 (Class Skill)
Intimidate
+17
(6)
Class Skill
Ranks:
6 ranks

Modifiers:

  • +2 (Charisma)
  • +2 Racial (Half-Orc)
  • +4 (Strength -- Intimidating Prowess Feat)
  • +3 (Class Skill)
Perception
+10
(6)
Class Skill
Ranks:
6 ranks

Modifiers:

  • +1 (Wisdom)
  • +3 (Class Skill)
Survival
+7
(3)
Class Skill
Ranks:
3 ranks

Modifiers:

  • +1 (Wisdom)
  • +3 (Class Skill)
Stealth
+10
(6)
Class Skill
Ranks:
6 ranks

Modifiers:

  • +2 (Dexterity)
  • -1 (Armour Check Penalty)
  • +3 (Class Skill)
Appraise
+0
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +0 (Intelligence)
Bluff
+2
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +2 (Charisma)
Craft
+0
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +0 (Intelligence)
Diplomacy
+2
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +2 (Charisma)
Disguise
+2
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +2 (Charisma)
Escape Artist
+1
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +2 (Dexterity)
  • -1 (Armour Check Penalty)
Fly
+1
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +2 (Dexterity)
  • -1 (Armour Check Penalty)
Heal
+1
(0)
Not a Class Skill
Ranks:
0 ranks

Modifiers:

  • +1 (Wisdom)
Perform
+2
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +2 (Charisma)
Ride
+1
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +2 (Dexterity)
  • -1 (Armour Check Penalty)
Sense Motive
+1
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +1 (Wisdom)
Swim
+3
(0)
Class Skill
Ranks:
0 ranks

Modifiers:

  • +4 (Strength)
  • -1 (Armour Check Penalty)

Feats

  • Power Attack
  • Improved Initiative
  • Intimidating Prowess

Languages

  • Hodgepot

Special Abilities

No special abilities listed

Traits

  • Reactionary — Combat
  • Fortified Drinker — Religion

Other

Spell Resistance:
N/A

Equipment

Wealth

Gold:
0 gp
Net Worth:
8000 gp
Job:
Mercenary
Income:
1 gp / week

Income Details:

  • 1 gp
Last processed

Armour Effects

Armor:
Light
ACP:
-1

Base

Armor:
-1
Shield:
+0
Encumbrance:
+0
Max Dex Bonus:
+4

Base

Armor:
+4
Shield:
N/A
Encumbrance:
N/A
Spell Failure:
20%

Modifiers

Armour:
20 %

Encumbrance

Current Load:
64 lbs.
Light Load:
100 lbs.
Medium Load:
200 lbs.
Maximum Load:
300 lbs.
Encumbrance:
Light Load
Lift Over Head:
300 lbs.
Lift Off Ground:
600 lbs.
Push / Drag:
1500 lbs.

Equipped

Items that are actively equipped by your character. Contribute towards carried load and provide bonuses as appropriate.

Amulet of Natural Armor +1
Weight:
0 lbs.
Value:
2000 gp
Number:
1
Slot:
Neck
Base Item:
Amulet of Natural Armor +1
Cloak of Resistance +1
Weight:
1 lbs.
Value:
1000 gp
Number:
1
Slot:
Shoulders
Base Item:
Cloak of Resistance +1
Handy Haversack
Weight:
5 lbs.
Value:
2000 gp
Number:
1
Slot:
Slotless
Base Item:
Handy Haversack
Greatsword
Weight:
8 lbs.
Value:
1350 gp
Number:
1
Base Weapon:
Greatsword
Enhancement Bonus:
+1
Size:
Medium
Base Damage:
2d6 Slashing
Critical:
19‒20 / ×2
Chain Shirt Armor
Weight:
25 lbs.
Value:
1250 gp
Number:
1
Base Armor:
Chain Shirt Armor
Enhancement Bonus:
+1
Size:
Medium

Carried

Items that are carried but not equipped by your character. Contribute towards carried load, and mundane and unslotted wondrous items provide bonuses.

Adventuring Gear
Rope, Rations, Potions, etc.
Weight:
25 lbs.
Value:
400 gp
Number:
1

Stored

Items that are stored away and not currently held by your character. Does not contribute towards carried load and never applies bonuses.

No equipment listed

Other

Items stored in extradimensional spaces, creatures that move under their own power, ships, buildings, etc. Do not contribute load but do provide bonuses.

No equipment listed

Equipment Notes

Drakkar Varn cuts an imposing figure, a Half-Orc forged in the crucible of West Vorus’s unforgiving wilds. Standing a head taller than most, his frame is a mix of brute strength and lean, predatory agility—a survivalist honed by years of hardship. His skin is a dusky gray-green, marred by old scars that tell stories of battles won and lost, while his weathered hands bear the calluses of a warrior and a thief.

Varney’s face is a study in contrasts: his sharp, angular jawline and slightly crooked nose offset by eyes that glint with sardonic humor—a reflection of the grim wit that keeps him sane. His tusks are small and chipped, barely peeking out from beneath his lips, giving him a faintly wolfish grin when he smirks. Long black hair, streaked with a few early strands of gray, is tied back in a loose tail, though it often escapes in wild strands that frame his face.

Drakkar's clothing is practical and unadorned, favoring dark leathers reinforced with scraps of chainmail and scavenged metal plates. His armor bears signs of frequent repair—stitches holding tears together, metal rivets reinforcing weak spots. A battered red scarf wraps around his neck, doubling as a makeshift mask in the dust storms of Vorus. At his side, he carries a greatsword, its blade polished to a dull sheen and hilt wrapped in worn leather for better grip. Strapped across his back is a heavy pack with a few personal belongings: a bottle of strong spirits, a whetstone, and a small token of his past—perhaps a carved bone talisman or a trinket from his mother.

When Varney speaks, his voice is gravelly, with a thick Voran accent that hints at his rough upbringing. His words are often laced with biting sarcasm and dark humor, but there’s a sharpness to his tone that suggests he’s always measuring the people around him. He moves with a deliberate, almost lazy confidence, but there’s an animalistic tension to his gait, like a predator waiting for the right moment to strike.

Notes

Drakkar was born into a small, nomadic Half-Orc tribe that roamed the rocky badlands of Vorus. The tribe was known for their strength and resilience, surviving on the fringes of Vorus’s brutal society. As a child, he was taught to hunt, track, and fight for survival, but he always felt out of place among his people, who valued tradition over adaptability. Drakkar’s chaotic nature and sharp tongue earned him enemies within his tribe. During a leadership dispute, he openly challenged the chieftain, accusing them of cowardice for failing to defend their territory from rival factions. Though his accusations were true, the tribe's elders saw his insubordination as dangerous, and Drakkar was cast out. Branded as a traitor, he wandered the badlands, forced to survive on his own.

Life as a Mercenary:

After years of solitude, Drakkar began selling his services to Vorus’s warring factions. He became known for his brutal efficiency in combat and his knack for navigating treacherous terrain. He often worked for the highest bidder, whether they were petty warlords, desperate settlers, or unscrupulous merchants. This work exposed him to all the worst aspects of Vorus’s cutthroat politics, further souring his view of authority. Though Drakkar claims to care only for gold and survival, his actions often betray a grudging sense of justice. He has a habit of taking jobs that allow him to protect the underdog or exact vengeance on those he sees as abusing their power. However, his methods are often brutal and pragmatic, earning him as many enemies as allies.