Joran Vhane

Gall the Half-Giant's page

236 posts. Alias of LAB Rat.


Race

| HP: 24/28 | AC: 15 (11 Tch, 14 Ff) | CMB: +8, CMD: 19 | F: +4, R: +4, W: +3 | Init: +1 | Perc: +9, SM: +2

Classes/Levels

| Speed 30ft | Spells: 1st 0/0 | Active conditions: (0) Nonlethal

Gender

TN Male Half-Giant Ranger 3

About Gall the Half-Giant

Gall the Half-Giant

Backstory:

Born of a forced union between a human woman and a storm giant, Gall never knew his birth father. A few months prior to coming into the world, his mother escaped her enslavement and fled to the lawless Shackles where she might disappear. Early in the young half-giant's childhood, she married a fisherman and the pair raised the abnormally large boy as their own. Gall did not have a perfect childhood, as who truly does? But he and his parents were happy, which was all that mattered. As he grew, he worked with his father to learn the trade, eventually going on to work as a sailor during a few short stints on merchant ships. Though it had initially been a means to get away from home and see the world, he found that he enjoyed the sea-faring life. Work as a sailor was hard, but rewarding and the bonds of a good crew were strong. Despite his surly demeanor and regularly poor word choice, he found that nothing helped him make fast friends better than strong drink. With just a bit of gambling here and there, of course. During one routine stop in Port Peril, he elected to while away his evening at the Formidably Maid, which ended about as well as expected.

Appearance and Personality:

At upwards of seven feet and three hundred pounds, Gall is a mountain of a man, which is fitting. His heritage certainly seems to imply that he could not be anything but, not that he talks about his heritage much. Broad shoulders, a barrel chest, and a strong jaw all rest below dark brown eyes that scan their surroundings warily. Long black hair sprouts from both his crown and chin, kept carefully tucked into thick braids, so that it stays out of his way. Few scars mar his form, most of which are located on his hands or forearms. In warmer weather, he wears little more than a pair of black breeches and a loose beige tunic. During colder weather, rain, or if expecting combat, Gall garbs himself in a long oiled leather coat with a chain shirt beneath it. He is rarely seen without his steel sword of bizarre make strapped to his belt.

Far from the "strong, silent type," the half-giant does love a good yarn especially over some proper grog. Despite not being the most intelligent man or woman in the room, he is very far-sighted in his goals, preferring to plan ahead as best he can. Like most of his kin, he abhors slavery to a violent degree and does all that he can to avoid becoming wrapped up in it as his mother once was. Unfortunately, it seems fate is not on his side in that matter...

Male Half-Giant Ranger 3
Medium Humanoid(giant)
Initiative +1; Senses low-light vision; Perception +9
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor)
hp 28 (3d10+3+3)
Fort +4, Ref +4, Will +3; +2 vs fire spells and effects
Defensive Abilities Giant Blood, Fire Acclimated, Powerful Build
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OFFENSE
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Speed 30 ft
Melee large steel terbutje +8 (2d6+5/19-20), large cestus +8 (1d6+5/19-20)
Ranged large sling +4 (1d6+5/x2/50 ft)
Special Attacks Favored Enemy(aberrations), Favored Terrain(water)
Spells Known/Prepared (CL 0; concentration +0)
1st (0/day) —
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STATISTICS
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Strength 20 (+5), Dexterity 12 (+1), Constitution 13 (+1), Intelligence 10 (+0), Wisdom 14 (+2), Charisma 8 (-1)
Base Atk +3; CMB +8; CMD 19
Feats Power Attack, Two-Weapon Fighting, Endurance, Improved Shield Bash
Skills
Climb +8
Handle Animal +5
Knowledge(dungeoneering) +6
Knowledge(engineering) +3
Knowledge(geography) +1
Knowledge(nature) +7
Perception +9
Profession(sailor) +9
Stealth +3
Survival +10
Swim +8
Traits Besmara's Blessing: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Shackles Seafarer: You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.

Magical Knack: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Drawback Paranoid: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Languages Common
SQ Giant Blood, Low-light Vision, Fire Acclimated, Powerful Build, Survivor, Favored Enemy(aberrations), Track, Wild Empathy, Combat Style, Endurance, Favored Terrain(water)
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EQUIPMENT
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Weapons large steel terbutje, large cestus, large sling, bullets (18)
Armor chain shirt, traveler's outfit
Slotted Items none
Wands, Rods, Etc none
Backpack ranger's kit
Belt Pouch 470g 3s
Mount
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OTHER INFORMATION
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Carrying 83.3 lbs
Carrying Capacity 133lbs/266lbs/400lbs
Favored Class Bonuses
1st-3rd — HP
Ability Score Increases
4th —