Baron Hannis Drelev

Hermann von Rabenstrange's page

352 posts. Alias of Macharius.


Race

HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear)

Classes/Levels

Fighter 3

Gender

M

Size

M

Alignment

LN

About Hermann von Rabenstrange

Hermann von Rabenstrange
Human Fighter 3
LN Medium Humanoid (human)
Init +2; Senses Perception +0

Defense
hp 41 (3d10, +3 Con/level, +3 Feat, +1 Favored Class/level)
CMD 20 (10, +3 BAB, +4 Str, +2 Dex, +1 Dodge)
AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
Fort +7, Ref +4, Will +2 (+1 vs Fear)

Offense
Speed 20 ft. (30 ft. base, Medium Encumbrance)
Base Atk +3
CMB +7 (+3 BAB, +4 Str)
Melee
Greatsword +8 (2d6+7/19-20/x2) Power Attack +7 (2d6+10/19-20/x2)
Longspear +8 (1d8+7/20/x3) Power Attack +7 (1d8+10/20/x3)
Shortsword +8 (1d6+5/19-20/x2) Power Attack +7 (1d6+7/19-20/x2)
Ranged
Crossbow, Light +5 (1d8/19-20/x2)

Statistics:

35 total - 9 RP (human) = 26 BP

STR: 16+2R=18 (10 BP)
DEX: 14=14 (5 BP)
CON: 16+1L=17 (10 BP) Bonus Level: 2
INT: 10=10
WIS: 11=11 (1 BP)
CHA: 10=10

Languages Common

Traits:

Armor Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

World Traveler: You gain a +1 trait bonus on Knowledge (local) skill checks, and it is always a class skill for you.

Feats:

1-Dodge
1R-Toughness
1C-Power Attack
2C-Combat Reflexes
3-Endurance

Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. Additionally, you may sleep in light or medium armor without becoming fatigued.

Skills:
  • Acrobatics -2 (+2 Dex, -4 ACP)
  • Appraise +0 (+0 Int)
  • Bluff +0 (+0 Cha)
  • *Climb +0 (+4 Str, -4 ACP)
  • Diplomacy +0 (+0 Cha)
  • Disguise +0 (+0 Cha)
  • Escape Artist -2 (+2 Dex, -4 ACP)
  • Fly -2 (+2 Dex, -4 ACP)
  • Heal +0 (+0 Wis)
  • *Intimidate +0 (+0 Cha)
  • *Knowledge (local) +6 (3 ranks, +3 Class)
  • Knowledge (nobility) +3 (3 ranks)
  • Perception +0 (0 Wis)
  • *Profession (Soldier) +6 (3 ranks, +3 Class)
  • *Ride -2 (+2 Dex, -4 ACP)
  • Sense Motive +0 (+0 Wis)
  • Stealth -2 (+2 Dex, -4 ACP)
  • *Survival +0 (+0 Wis)
  • *Swim +0 (+4 Str, -4 ACP)
    *Class Skill

Equipment:

Encumbrance Light 100, Medium 200, Heavy 300 - Current 154, Medium Encumbrance!

Wealth 278gp, 56sp, 40cp

Combat Gear

  • Bolts, Crossbow (20) (2 lbs, 2gp)
  • Chainmail (40 lbs, 150gp)
  • Crossbow, Light (4 lbs, 35 gp)
  • Greatsword (8 lbs, 50gp)
  • Longspear (9 lbs, 5gp)
  • Shortsword (2 lbs, 10gp)

Other Gear
  • Backpack (2gp, 2lbs)
  • Bedroll (0.1gp, 5lbs)
  • Blanket (0.2gp, 1lbs)
  • Flint and steel (1gp, 0lbs)
  • Grappling hook (2) (2gp, 8lbs)
  • Hammer (2) (1gp, 4lbs)
  • Iron spike (3) (0.15gp, 3lbs)
  • Lamp, common (0.1gp, 1lbs)
  • Oil (5) (1-pint flask) (0.5gp, 5lbs)
  • Piton (10) (1gp, 5lbs)
  • Pot, iron (0.8gp, 4lbs)
  • Pouch, belt (1gp, 0.5lbs)
  • Rations, trail (per day) (10) (1.5gp, 10lbs)
  • Rope, hemp (50 ft.) (2) (2gp, 20lbs)
  • Sack (3) (0.3gp, 1.5lbs)
  • Torch (10) (0.1gp, 10lbs)
  • Waterskin (2) (2gp, 8lbs)
  • Whetstone (0.02gp, 1lbs)

Tracked Resources:

Bolts, Crossbow - 19
Hero Points - 1

Level Enhancements:

1-Armor +1
2-Melee +1, Con +1
3-Saves +1

Class Features:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats."

Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Racial Abilities:

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Background:

Hermann has lived a life of ups and downs. Enamored with the soldiers of the local garrison, he enlisted in the militia on the day he came of age. His great size and strength stood him in good stead, and he adapted easily to military discipline and training. He excelled at pike and sword training, and was eventually granted the privilege of training with the massive two-handed swords used by the company's color guard. Widely known for his friendly nature, he was soon the most popular soldiers of the company.

When they were inevitably rotated out of garrison duty to front-line combat, it was Hermann's steadfastness in the front rank that held the other untested recruits in their first engagement and rallied them to victory when their sergeant was killed by arrow fire. That first night, though, Hermann was roaring drunk in the victory celebration and got in a fight with another company's sergeant who mocked his unit for being weaklings that cowered at the first sign of the enemy. When his friends finally pulled him off the sergeant, the foolishly unfortunate man had multiple broken bones and would require expensive healing from the Crown's healers if he were to serve again.

It was only his popularity with the other troops and the fact that it had been he who literally saved the day that kept him from being hanged. Lashed instead, his barely hours-old promotion to corporal was stripped. The burly man took it in stride: at least he was still able to carouse with his fellows.

Several years of this followed: Hermann would earn a reward or promotion, but something would always happen and it would be taken away. Eventually, the otherwise happy-go-lucky man was among the oldest of the low-ranked troops with his friends either dead or promoted above him. Realizing he wasn't getting anywhere with his life, he resigned to form his own mercenary company, the Bears of Iron.

The Bears began small, being little more than Hermann and some of his close friends with whatever new recruits could be brought in. Picking up small contracts with merchants as guards, they soon earned a reputation for integrity as well as solid fighters that Hermann parlayed into increasingly more lucrative contracts. With each success, the Bears gained new recruits and larger-paying jobs until they were a full regiment in its own right. Now modestly wealthy and with a company of troops, Hermann thought he'd finally out-run his bad luck.

Deciding it was time to retire and settle down to raise a family, Hermann took the single most profitable contract he could find before hanging up his sword for good: to hunt down and destroy a cult of necromancers that had sprung up seemingly overnight and was beginning to cause trouble in the outer counties of the kingdom.

Hermann and the Bears set out confident in themselves and their leader, quickly setting up camp and sending out patrols to the local villages. The patrols easily wiped out a few roving bands of undead, and began following up on clues to hunt down the necromancers leading the cult. The night before they were to set out for the final raid, the camp was swarmed by an immense horde of zombies, ghouls, skeletons, and necromancers. The fighting was fierce, as fallen Bears were animated to fight against their erstwhile comrades. Through it all, Hermann was there with his men slaying the monsters one, two, three, sometimes even four at a time with mighty swings of his greatsword. Eventually, the horde was thinned to the point at which the few remaining Bears could pick out the necromancers. Capturing the evil priests was even more difficult than before, as they soldiers had to chase them down and then fight through the spells cast at them. Eventually, and with the Bears reduced to but a handful, the necromancers were caught and most put to the sword immediately except for their leader.

The leader of the necromancers was none other than the duke's marshal who'd hired them in the first place, the contract now exposed as a trap specifically created to destroy the Bears and give Hermann into the hands of his enemies... made worse by the fact that Hermann hadn't even been aware he had such an enemy. The marshal laughed hysterically and in between bouts of coughing up blood revealed he was that same sergeant who Hermann had, many years before, beat nearly to death. Enraged at what had been done, and all for the purpose of killing him, Hermann moved to execute the marshal. As soon as his blade drew blood, though, the man vanished magically and a voice of magic laughed and taunted him to search him out in Rappan Athuk.

Grieving for the loss of so many friends, Hermann disbanded what was left of the Bears and paid out the entirety of his accumulated fortune to the widows and heirs of his fallen troops. He kept only enough for himself to make the journey to Zelkor's Ferry, the anticipation of finishing the necromancer off at last sustenance for any ten men.

Rumors Heard:

Rappan Athuk

When the craven armies of Orcus fled from Zelkor and his army long ago, a great lieutenant was instrumental in holding off the pursuers. He bought time for the priests to enter the dungeon and lick their wounds. For his valor, the dark champion was entombed. The halls around his burial chamber are filled with terrible creatures, red mist, and visions of ancient sins, long forgotten.

"Rappan Athuk? Bah! No one ever gets out of that place alive!"

Zelkor's Ferry

The Mouth of Doom, which leads into the dungeons of Rappan Athuk, can be found to the south of Zelkor’s Ferry.

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