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About Aéron SkáhInitiative : +6
Defence:
Hit Points : 51 / 51 Armour Class : 20 Flat Footed : 15 Touch : 15 Fortitude : 6 (+1 vs Fear) Reflex : 7 (+1 vs Fear) Will : 5 (+1 vs Fear) Offence:
Base Attack Bonus : 3 CMB : 5 CMD : 20 +1 Earth-Breaker : +7 (2D6+4) Critical x 3 Sling : +7 (1D4+2) Critical x 2 Rage:
Rounds : [x] [x] [x] [x] [ ] [ ] [ ] [ ] [ ] [ ] Hit Points : 57 / 57 Armour Class : 18 Flat Footed : 11 Touch : 13 Fortitude : 8 (+1 vs Fear) Reflex : 7 (+1 vs Fear) Will : 7 (+1 vs Fear) +1 Earth-Breaker : +9 (2D6+7) and Spirit Wisps : +5 (1D4+2) Sling : +7 (1D4+4) and Spirit Wisps : +5 (1D4+2) Konabos:
Race : Heavy War-Horse, Size : Large, Speed : 50 ft, Senses : Low-light vision, Scent. Hit Points : 17 / 17 Strength : 16, Dexterity : 13, Constitution : 15, Intelligence : 6, Wisdom : 12, Charisma : 6 Armour Class : 20, Flat-Footed : 19, Touch : 11 Fortitude : 6, Reflex : 4, Will : 1 Bite : 4 (1d4+3), Hoof x 2: 4 (1d6+3) Skills : Acrobatics (6)
Special Abilities : Link (Aéron), Share Spells
Equipment : +1 Studded Leather Saddle Background:
Aéron was born cursed, his father had Orc blood in him, but he had not been a full Orc. About 40 years back and Orc has raped his grand-mother, the resulting child was a Half-Orc, which she threw out of the tribe as Orcs and all of their kin are abominations. 20 years after that and there was an Orc raid in the settlement, loads of Orcs and a half-blood Orc who raped a young woman. This woman became with child and everyone was preparing to kill the child once it was born to remove the Orc filth from the village. But when it was born it didn't look like an Orc, it looked just like a large human baby, with a slight grayish tint to its skin.
For reasons unknown they decided not to kill the child and instead raised it in the tribe, it was not however a nice upbringing and thus he became part of the Sklah-Quar clan. The clan of warriors and the elite warriors, known as the "Burn Riders". They used to beat the boy severely, make him do all of the worst things and even make him help the Shaman with his chores. The boy, whom the Shaman has name Aéron grew to be strong, proud and utterly despised all Orcs. In fact whenever the Orc scum would try pillage from the city, he would be in the front lines killing as many as he could and he always found it wasn't enough. No-body told him of his heritage, his blood or why he was so much taller than everyone else. By the time that he was a man grown, he was covered in scars and despite the villages best efforts to make him feel unwanted and to remain cold with him, they had started to warm up to him and even accept him as one of their own. But still they did not tell him of his blood. His mother had to go away to help some friends in a far off town every couple of years and one time she came back telling Aéron of how she saved on of them from a Goblin attack and that she had become truly good friends with the man. If Aéron should ever need help or guidance, he should go and ask for Daviren Hosk in the small town of Sandpoint. IT wasn't long after that that his mother passed away from natural causes and he helped the Shaman with the burial ceremony, as he had become accustomed to doing, but something was different this time. He felt the soul of his mother stay with him! The Shaman thought he had just tried to eat the spirit, a most grave offense and calls to the warriors to have him removed. The Shaman was not of the Sklah-Quar, he came from the most respected of clans, the Skoan-Quah, the protectors of the burial grounds and the dead. These warriors Aéron had trained with for all of his life, he could ride as well as the next warrior, fight as well and take just as much as a beating, but the one thing that Aéron always had, was an unusual anger that he could "harness" in times of need. They had even given him his nickname, Aéron Skáh, for all of the scars he had on his chest, that he wore with pride ... they meant he had survived, he had been awarded the name when he had proved himself and managed to make it into the ranks of the "Burned Riders". He knew the crime of stopping a soul pass on, he had to flee or his life would be forfeit, even if he didn't do any such thing. He didn't have time to pick up any of his things, he was already wearing his armour, as was tradition and turned to go and fetch his weapon when all eyes fell on a stranger. All the warriors stopped focusing of Aéron for a minute at the sight of the Elf with the Red hair with silver streaks, the black robes and the strange mirrored mask. Seeing that Aéron was in trouble he spoke up to the warriors, the Shaman and Aéron, inviting the Shaman and Aéron into his tent, they both went in. Inside there was a table and chair and he elf pulled out some cards, they were the first time Aéron had seen anything like them, but the Shaman muttered under his breath, "Harrow!" Aéron knew what that meant, this man was powerful, probably more so than the Shaman. So they sat down and the man read the cards. The cards it seemed had other plans for Aéron, he was to be the man's bodyguard and travel to Sandpoint. He could live with that, stay here and be killed, travel to Sandpoint on his own and maybe be killed or travel with this man and have a higher chance of survival. Aéron nodded and accepted the position. He leaves the tent with the Shaman who passes on the message to the warriors, who all grow angry, but know better than to say or do anything about it. The only words going through Aéron's head were, Daviren Hosk in Sandpoint. So that is where he headed, he may as well meet up with him and see if he can help him, after all he was friends with his mother and she had saved him. The Elf introduced himself as Tiazara Tyrneamitore, by the time they got to Sandpoint, they had become quite good friends. They arrived in Sandpoint in the middle of a festival the like Aéron had never before seen. Aéron had just arrived in a new place with only 1 person that he knew, Tiazara. His life was just opening up in front of him and he planned to live for much longer yet. He wouldn't give the clan the satisfaction of dying here, besides he had to protect Tiazara from those who wished him harm. Skills:
Skill : Total (Ability Modifier, Ranks, Class Skill, Feat, Other) Acrobatics : 11 (3, 3, 3, 2)
Feats:
Level 1 : Totem Spirit (Sklah-Quar) : Gain a +1 to Reflex Saves and +2 to Tumble Checks.
Traits:
Almost Human (Race) : Gain a +4 Trait bonus on Disguise checks to appear human and it is always a class skill.
Equipment Carried:
PP : 0 , GP : 743 , SP : 0 , CP : 3 +1 Earth Breaker : 14 lb +3 Bracers of Armour : 1 lb Sling : 0 lb Sling Bullets ( 10 ) : 5 lb Hide Shirt : 25 lb Knife : 1 lb Gloves : 1 lb Belt Pouch : 0.5 lb Backpack : 2 lb Canteen : 1 lb Bedroll : 5 lb Blanket : 3 lb Dog Collar (Amulet) : 1 lb Total Carried : 59.5 lb Light Load : 58, Medium Load : 116, Heavy Load : 175 Magic Equipment:
Head : Face : Throat : Amulet of Natural Armour + 1 Shoulders : Body : Torso : Arms : Bracers of Armour + 3 Hands : Gloves of Climbing Ring 1 : Ring 2 : Waist : Feet : Potions :
Barbarian Abilities:
Fast Movement : A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. Rage : A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. Uncanny Dodge : At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. Naked Courage : At 3rd level, the savage barbarian gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd. This ability replaces trap sense. Rage Powers:
Spirit Totem, Lesser : While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian's full base attack bonus, plus the barbarian's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian's Charisma modifier. Oracle Details:
Oracles Curse : Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet. Mystery : Nature Class Skills : An oracle with the nature mystery adds Climb, Fly, Knowledge (nature), Ride, Survival, and Swim to her list of class skills. Bonus Spells : Charm animal (2nd), Barkskin (4th), Speak with plants (6th), Grove of respite* (8th), Awaken (10th), Stone tell (12th), Creeping doom (14th), Animal shapes (16th), World wave* (18th). Orisons Revelations:
Bonded Mount : You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6. Spells:
Orisons : (DC : 12) Create Water Guidance Purify Food and Drink Spark Level 1 : (DC : 13) [x] [x] [x] [x]
Appearance:
Aéron is a giant of a man, standing just short of 7 feet, he was wide with muscles and his chest is covered with hundreds of scars which he wears with pride. Unlike most Shoanti, Aéron's hair hasn't been cut since he fled his home, so he now has long thick dreads that form together and a rough beard. In fact he hardly looks Shoanti anymore; if it wasn't for his armour and weapon which were both of Shoanti design and make, then no-one would ever have even guessed. |