About Aneirin HahleMale Human (Lohnen) Adept 1, 22 years old Quick View Stats for Combat:
Initiative: +6
ADEPT SPELLS:
Concentration: +xx (1, +1 Wis) DC = 10 + SPELL LEVEL +1 WIS = 10 1st level spell slots: (_) (Listed for use; (_),(_), to represent open slots and (X),(X), to represent used slots) Prepared Spells/day 3 Orisons, 1 1st
STATS:
Ability Scores Score/Point buy/Mod [racial adjustment] [level up] Str : 13/ 3/ +1 Dex: 14/ 5/ +2 Con: 12/ 2/ +1 Int: 13/ 3/+1 Wis: 12/ 2/ +1 Cha: 16/ 5/ +3 [+2 Human] Initiative: +6 (+2 Dex, +4 improved initiative) DEFENSE:
AC: 12 touch 12 flat-footed 10 ( +0 armor , +2 dex) HP: 10 (1d6 maxed, +1 con, +3 Toughness) Fort +1 (0 + 1), Ref +2 (0 + 2), Will +4 (0 + 2 + 1 trait)) OFFENSE:
:
Speed 30 ft Melee:
or Mace, Heavy +1, 1d8 + 1 or Spiked Gauntlet +1, 1d4 + 1 or Dagger +1, 1d4 + 1 Ranged:
or Dagger +2, 1d4 + 1 (10 ft) Base Atk: +0 (+0 Adept)
Favored Class Bonus TBD Background:
They could not break him if they tried. And try they did. They tried to remove his attachment to his long lost family and the twin seas - one of wave and whim, the other of spirit. They failed.
They tried to instill in him a proper deference and respect, nay even an appreciation for their stolid, and moronically singular One True God. They failed. They tried to mold him, shape him and change him. They failed. Or perhaps, they changed him. If brutalizing a child, and punishing an adolescent and debasing a young adult could be called a "change" and not the abomination Aneirin knows it to be. Thankfully that time is not now. A new time presents itself, and the wasteland beckons. Aneirin is philosophical about his time in the Learning Centre. He has not let the inimical events he experienced there mold or shape his frame of mind. He knows there is beauty, and life, and truth beyond the lies and vengefulness of the One True God. How could a lone god truly know love? It was ridiculous. The spirits told him so. Lohne. The Learning Centre. A synonym for quenched desire and a bastion of futile and misguided attempts to halt the expansion of the wasteland. Aneirin sighed. He had managed to keep his spirit power hidden. Also managed to get (and keep) almost every instructor and functionary in the facility offside. "Too slow."
He knew he wasn't slow, nor clumsy. As for the rest, well he made life as hard for those that made life hard for him. And he had prevailed. He had little in the way of skills, was not trained to use armor and few weapons. He had saved his stipend, equipped himself as best he could. Mace. Gauntlet. Spear - though it might be favoured of the hated God. It could pierce believers and non-believers alike. He waited in the classroom with the others, wondering if this next phase of life might afford a fraction more self-direction. His fingers clenhed and unclenched in the wicked gauntlet he wore openly. He would grab destiny with an armored fist... Description:
Ht: 6' 1" Wt: 195 lbs Age: 22 Hair: Dark brown Eyes: Grey-blue Skin: Slight olive complexion Description A tall, if gangly, lad of 22, Aneirin is handsome and well proportioned. He walks without swagger, if anything a slight rolling, fisherman’s gait is in evidence. His ropy frame is lean and lithe He wears his hair long, tied back in two braids, both tied together for ease of movement and activity. He keeps his clothing clean and maintained, though he dislikes showy fashion, jewellery or grandiose raiments – simple homespun tunic and breeches accompanied by serviceable low boots. Aneirin keeps his holy symbol hidden under his tunic at all times.
Aneirin's Dream:
Aneirin examined the blue shell of the crab with renewed interest, admiring its stark elegance and wicked design before dropping it carefully back in the lobster pot before lowering it through the hatch back into the water. The articulated carapace of the crab matched his treasured spiked gauntlet – he rose and moved to open his lockbox of possessions. There, hidden under his clothing and simple prayer book was the gauntlet. He fastened it to his hand, held it up to the fading afternoon light. It gleamed, polished and buffed, a thing of dark and exquisite beauty. Protective, and offensive – a shell of dual purpose. TRAITS:
Indomitable Faith You gain a +1 trait bonus on Will saves. - A lifetime of keeping his true faith hidden has maid his faith strong. He is an avid student of the natural world and the fluctuations of environmental conditions. This unshakeable faith strengthens his willpower. Helpful
Feats:
[1 Human, 1 First Level] 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). - Aneirin has honed his already impressive physique through a regimen of physical training and endurance. Though not strong, his whipcord musculature allows him to endure great hardship and his stamina is improved. Improved Initiative You gain a +4 bonus on initiative checks. Skills:
: (4 ranks – 2 adept, +1 int, +1 profession/campaign)
The adept's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis). Skill/Class/Ranks/Ability Modifier/Bonus Acrobatics (Dex)/No/0/xx = +0 Appraise (Int) /No/0/xx = +0 Bluff (Cha)/No/0/xx = +0 Climb (Str)/No/0/xx = +0 Craft (armor) (Int)/Yes, +3/1/+1 = [b]+5 Diplomacy (Cha)/No/0/xx = +0 Disable Device (Dex)/No/0/x = +0 *cannot use untrained Escape Artist (Dex)/No/0/xx = +0 Fly[ (Dex)/b]/No/0/xx= [b]+xx Handle Animal (Cha)/Yes, +3/0/+3 = +xx Heal (Wis)/Yes, +3/1/1 = +5 Intimidate (Cha)/No/0/xx = +xx Knowledge (any) (Int)/Yes, +3/0/xx = +xx* *cannot use untrained Linguistics (Int)/No/0/xx = +xx* *cannot use untrained Perception (Wis)/No/0/+1 = +1 Perform (Cha)/No/0/xx = +xx Profession (Fisher) (Wis)/Yes, +3/1/xx = +xx* *cannot use untrained Ride (Dex) /No/0/xx = +xx Sense Motive (Wis)/No/0/xx = +xx Sleight of Hand (Dex)/No/0/xx = +xx* *cannot use untrained Spellcraft (Int)/Yes, +3/0/xx = +0 Stealth (Dex) /No/0/xx = +xx Survival (Wis)/Yes, +3/1/+1 = +5 Swim (Str)/No/0/0 = +xx Use Magic Device (Cha)/No/0/xx = +0* *cannot use untrained Languages: Lohnen, +1 other Adept Spellcasting:
An adept casts divine spells, which are drawn from the adept spell list. Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells. To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept's spell is 10 + the spell level + the adept's Wisdom modifier. Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day during which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells. Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Adept. In addition, she receives bonus spells per day if she has a high Wisdom score. Equipment:
:
Weapons:
Cold Iron Javelins (3) 1d6, 30ft, 6 gp, 6 lbs. 25 lbs. Armor:
Skill Equipment:
28 lbs. Carrying Capacity Light: 50 lbs. or less Medium: 51-100 lbs. Heavy: 101-150 lbs.
|