Baron Hannis Drelev

Ahran Draknir's page

151 posts. Alias of Andyr.


Full Name

Ahran Draknir

Race

Human

Classes/Levels

Slayer 6; - HP 46/46 ,- AC 17/T: 13/FF: 14 - F: +6 R: +7 W: +3 - CMB: +8 - CMD: 23, Speed: 30, Init. +4, - Perception +13

Gender

Male

Size

Medium

Alignment

CG

Deity

Kurgess

Occupation

Hired sword

Strength 18
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 13
Charisma 10

About Ahran Draknir

Leadership Role Bonus

+4 (General; +4 STR, no other modifiers)

Background
Ahran Draknir is an athletically-built Chelaxian man in his prime. He has a generally upbeat demeanour, and a wry sense of humour. Ahran is often to be found with his valet, Derry, and clearly has fond feelings for the halfling.

When asked about his past, Ahran tells of how he grew up in a small town in western Cheliax and is, in ‘about the most minor way possible’, a minor noble and hedge knight. He and Derry left to pursue new opportunities and the listener is generally left with the impression that Ahran is looking for somewhere to settle down, after spending most of his twenties on the road employed for his skill at arms. When asked why leave Cheliax in the first place, his most common response is: “Well, have you been there?” It’s obvious he is in no great hurry to return to the land of his birth.

In combat, Ahran wields a bastard sword to great effect. A patient swordsman, he takes careful note of his opponents, before stepping in to catch them unawares and deliver a devastating blow. He prefers to fight lightly armoured so as to move around rapidly, unencumbered.

Mystery

Goals

To find a nice, stable place to settle in, away from his past life in Cheliax.

Sheet

Ahran Draknir
Male human (Chelaxian) slayer 6 (Pathfinder RPG Advanced Class Guide 53)
CG Medium humanoid (human)
Init +4;
Senses Perception +13
--------------------Defense--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 43 (6d10+6)
Fort +6, Ref +7, Will +3
Defensive Abilities trap sense +2
--------------------Offense--------------------
Speed 30 ft.
Melee dagger +8 (2d4+8/19-20) or. . dasarion family blade +10 (2d10+13/19-20) or. . mwk short sword +9 (2d6+8/19-20)
Ranged composite longbow +8 (2d8+3/×3) or. . darkwood composite longbow +9 (2d8+3/×3)
Special Attacks sneak attack +2d6, studied target +2 (2nd, move action)
--------------------Statistics--------------------
Str 18, Dex 14, Con 12, Int 13, Wis 13, Cha 10
Base Atk +6; CMB +8; CMD 23
Feats Combat Expertise, Dodge, Improved Feint, Power Attack, Skill Focus (Bluff), Vital Strike, Weapon Focus (bastard sword)
Traits pioneer, reactionary
Skills Acrobatics +6, Bluff +12, Climb +7, Diplomacy +4, Disable Device +6, Disguise +4, Handle Animal +1, Heal +5, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nobility) +4, Perception +13, Profession (soldier) +6, Ride +7, Sense Motive +9, Stealth +8, Survival +8, Swim +12
Languages Common, Halfling
SQ combat style (two-handed weapon[APG]), slayer talents (combat trick, ranger combat style[ACG], trapfinding[ACG], weapon training), track +3, trapfinding +3
Combat Gear -;
Other Gear mwk lamellar (leather) armor[UC], dasarion family blade, arrows (40), composite longbow (+3 Str), dagger, darkwood composite longbow (+3 Str), mwk short sword, deadeye’s spotter ring, ring of swimming, pack saddle, donkey, light horse, 45 pp, 6 gp, 6 cp
--------------------Special Abilities--------------------
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time)
(Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to survival checks made to track.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Vital Strike Standard action: x2 weapon damage dice.

Note that Power Attack and Vital Strike are both SWITCHED ON in the above stats.