Born into a slave family in the southern city of An, Akori's life went from bad to worse when a raid murdered his parents and captured him and many of his siblings, with all of them being dragged back to the dread Pyramid of Kamaria.
Spending the following decade as a plaything of the Cult of Rovagug did little to endear him to humanity's finer points, especially when he watched every one of his brothers and sisters be tortured and murdered in an effort to give the cultists access to the lower levels of the pyramid.
When he finally escaped, he was sixteen years old, angry, and after the punishments he'd endured, he felt more or less invincible. He proceeded to prove his invincibility to himself by getting involved in just about every scrap he could find. Thanks to his rapidly-developed reputation as a troublemaker, he was run out of town in fairly short order.
In the years he spent on the road, he mellowed somewhat--and now sees he has an opportunity to make his own life meaningful by getting out and making a difference in the world--taking up the life of an adventurer.
AKORI BAKHOUM CR 1/2
Male Human (Garundi) Fighter (Unbreakable) 1
CG Medium Humanoid (Human)
Init +0; Senses Perception +3
Defence:
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DEFENSE
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AC 15, touch 10, flat-footed 15. . (+5 armor)
hp 17 (1d10+6)
Fort +6, Ref +0, Will +3
Offence:
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OFFENSE
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Spd 20 ft.
Melee Falchion +4 (2d4+4/18-20/x2) and
. . Gauntlet (from Armor) +4 (1d3+3/20/x2) and
. . Javelin +0 (1d6+3/20/x2) and
. . Unarmed Strike +4 (1d3+3/20/x2)
Statistics:
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STATISTICS
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Str 16, Dex 10, Con 17, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 14
Feats Diehard, Endurance, Fast Healer +1, Toughness +3
Traits Indomitable Faith, Resilient
Skills Acrobatics -4, Escape Artist -4, Fly -4, Perception +3, Ride -4, Stealth -4, Survival +6, Swim -1
Languages Common, Osiriani
Gear:
Combat Gear Falchion, Javelin (6), Scale Mail; Other Gear Backpack (18 @ 42 lbs), Bedroll, Blanket, Block and tackle, Chalk, 1 piece, Crowbar, Flint and steel, Grappling hook, Hammer, Iron Spike (6), Pouch, belt (2 @ 0 lbs), Rope, hempen (50 ft.), Sack (empty), Sack (empty), Torch (3)
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SPECIAL ABILITIES
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Diehard You are stable and can choose how to act when at -1 to -9 HP.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Fast Healer +1 Add your CON mod to all HP gains due to healing.