Neolandis Kalepopolis

Tallak son of Keldor's page

164 posts. Organized Play character for Daxter.


Full Name

Venture Captain Tallak Jerfalk, Son of Keldor

Classes/Levels

Male Ulfen Ranger(Infiltrator) 15

Age

25

Alignment

Chaotic Good

Deity

Pharasma

Languages

Common, Skald

Occupation

Hunter, Trapper

Strength 27
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 18
Charisma 7

About Tallak son of Keldor

20056-2

Origin:

Born the son of a great Ulfen chieftain, Tallak was raised to be a warrior like his brethren. However, he did not grow up to be as big nor as strong as his brothers. He wasn't scrawny by any means except when compared to the rest of the clan. However he had other talents that were useful. No one was better at tracking prey and stalking it than he was. One day while scouting an area where some boar were known to frequent, Tallak ran into a young woman. She was strong and fierce as well as beautiful. Her first response was a right hook which knocked Tallak to the ground. He was in love instantly. When she realized he was alone and not trying to kill her. She introduced herself as Astrid. She explained she was on her way back to her clan. The boy introduced himself as well and they began to talk. They had a lot in common and soon began seeing each other whenever possible. Usually in a secluded spot in a meadow or by a lake.
Eventually Tallak decided that this was the woman he was going to spend the rest of his life with. So he convinced her to come to his village so he can announce it to his people.

However the reception was not as friendly as he thought. When his father saw her, he instantly recognized her. She was the daughter of a chieftain in a rival tribe. He called Tallak a traitor and an idiot for being in love with an enemy of his people. He ordered her executed immediately. The boy refused to let it happen. So he fought off every guard that stepped forward to take his love away. His father became fed up with his son's insolence. So he stood from his throne and walked over to the boy. He commanded that the boy step aside. Tallak refused and was thrown aside several feet. The older Ulfen picked up a longaxe and executed the girl right in front of his son. Tallak tried to held back his tears as he ran over to her body. He buried her body later that night.

The next morning, he left his people. If they could condone the murder of someone innocent just because of who her father was, he wanted nothing to do with them. It took many months before he crossed paths with anyone on his self exile. Oddly enough, for him they were pathfinders on a mission. Although at first he did not want to even talk to them, they convinced him to help guide them to where they needed to go. He led them to the town they were looking for. They offered him money for his help which he refused. He said he helped them, it was good enough. Though he would not turn down a few drinks that night however.
While having a few drinks, they explained that their mission. There was a necromancer in this area killing people to feed his undead army. Tallak thought about their situation and realized that his exile has left him feeling empty. He only lived for himself in the wilderness and that was no way to live. He had no purpose, no reason for existence anymore. He offered to help them the next day.

So the group set up to defend the town from the evil caster. Tallak scouted using all his skills and figured out that they would be coming around midnight from the west side of town. The battle was fierce as the necromancer had some sycophants as well as some undead minions. As Tallak fought these foul abominations, he thought about his former life in the tribe. He saw the same disdain for innocent life in the evil necromancer's eyes that his father had. As his ferocity and his hatred grew, Tallak felt a surge of energy as he cut down the evil undead with speed and precision unlike anything his party had seen. The party priestess sensed the Lady of Grave's influence in Tallak. After the battle was over, they celebrated in the tavern. As people were getting to bad after their long night, the priestess asked to talk to Tallak alone. So they walked to his room and she explained that Pharasma was guiding his blade in that fight. As he did not seem to understand, she brought out some texts and read them to him. They stayed up all night talking about her teachings. In the morning, they asked if he would like to join them. They said that he would have to go through some training, but one day he could be a pathfinder. He agreed, and now you know the rest of the story.

He has recently retired from active duty.

Character Sheet:

Venture Captain Tallak
Male Human(Ulfen) Ranger(Infiltrator) 13
Init +2; Senses Perception +25
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DEFENSE
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AC 28, touch 15, flat-footed 26. . (9 armor + 2 dex + 2 Deflection + 1 Insight + 4 Natural)
hp 134 (13d10 + 78)
Fort +15, Ref +14, Will +14
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OFFENSE
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Spd 40 ft.
Melee Shadow Slayer (+1 Vicious Ghost-Touch Greatsword) +23/+18/+13 (2d6+ 13 +2d6/17-20/x2)
Ranged +1 Composite Longbow(Str+7) +16/+11/+6 (1d8+8/20/x3)
Spells Known (CL 10 melee touch +22, ranged touch +16):
4 (1/day): Aspect of the Wolf
3 (2/day): Instant Enemy, Fickle Winds
2 (3/day): Barkskin x3 (xxx)
1 (4/day): Longstrider(x), Gravity Bow, Resist Energy, Feather Step
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STATISTICS
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Str 21/27, Dex 14, Con 14/16, Int 12,Wis 12/18, Cha 7
Base Atk +13; CMB +24; CMD 36
Feats Weapon Focus(Greatsword), Power Attack, Cleave*, Iron Will, Endurance*, Boon Companion, Furious Focus*, Toughness(+13), Improved Critical(Greatsword), Improved Sunder*, Sundering Strike, Diehard
Traits Sacred Touch, Undead Slayer
Skills: Climb +13, Diplomacy +5, Handle Animal +13, Intimidate +13, Knowledge(Dungeoneering) +10, Knowledge(Geography) + 10, Knowledge(Nature) +10, Perception +25, Profession(Trapper) + 20, Ride +9, Stealth +14, Survival +26, Swim +13
Languages Common, Skald, Kellid
Combat Gear: Belt of Giant Strength +6, Headband of Inspired Wisdom +6, Pink Rhomboid Ioun Stone, Dusty Rose Ioun Stone(Wayfinder), +3 Mithral Breastplate, Ring of Protection +2, Cloak of Resistance +4, Pearl of Power 2, Pearl of Power 2, Pearl of Power 1, Eyes of the Eagle, Ring of Feather Fall, Rod of Extend(Lesser), Rod of Extend(Lesser), Wand of Endure Elements(30), Wand of Shield(31), Cracked Purple Ioun Stone, Wand(CLW)(2)
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SPECIAL ABILITIES
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Bonus Feat:
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
Favored Enemy(Undead) +6: Tallak gains a +6 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +6 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Favored Enemy(Constructs) +2: Tallak gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Favored Enemy(Oozes) +2: Tallak gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track: Tallak adds half his level (+6) to Survival skill checks made to follow tracks.
Wild Empathy(+11):
Combat Style(Two Handed Style)
Adaptation: Tallak selects one ability or feat from the adaptation list for that type (see below). A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.
Adaptations: Darkvision 60, Skill Focus(Perception), Skill Focus(Stealth), Natural Armor +2, Acid Resistance 10.
Hunter's Bond: Animal Companion :
Woodland Stride: Tallak may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker: Tallak can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion: Tallak can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Quarry: Tallak can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, he can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. He can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If he sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Camouflage: Tallak can use the Stealth skill to hide while under the effects of an adaptation, even if the terrain doesn't grant cover or concealment.

Thor!:

VL Thor
Large Animal(Wolf)
Init +3; Senses Perception +7, Lowlight Vision, Scent
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DEFENSE
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AC 32, touch 12, flat-footed 29. . (6 armor + 3 dex +14 Natural -1 size)
hp 44/93 (11d8 + 44)
Fort +10, Ref +10, Will +6
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OFFENSE
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Spd 40 ft.
Melee Bite +16/+11 (2d6+13/20/x2)
+13/+8 (2d6+22/20/x2)
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STATISTICS
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Str 27, Dex 17, Con 17, Int 2,Wis 12, Cha 6
Base Atk +8; CMB +18; CMD 30
Feats: Toughness(+11), Power Attack, Armor Proficiency(Light), Improved Natural Attack(Bite), Iron Will, Improved Natural Armor
Skills: Acrobatics +10, Perception +7, Stealth +2, Survival +7
Equipment: +2 Chainshirt Barding, Amulet of Mighty Fangs +1
SPECIAL ABILITIES: Scent, Link, Share Spells, Evasion, Devotion, Multi-Attack
Tricks (11):Attack x2, Come, Defend, Down, Fetch, Flank, Guard, Heel, Stay, Watch

Buffs!:

Barkskin CL 10 (+4)
Longstrider CL 10