Valeros

Aneirin Hahle's page

114 posts. Alias of Oceanshieldwolf.


Full Name

Aneirin Hahle

Race

Human (Lohnen)

Classes/Levels

Adept 1; HP 10/10; AC 12/T 12/FF 10; Fort +1, Ref +2, Wil +4; CMB +1, CMD 13; Init +6; Per +1, Spd 30ft

Gender

Male

Size

Medium (Ht 6'1'', Wt 195 lbs)

Age

22

Special Abilities

Orisons

Alignment

N

Occupation

Fisherman

Strength 13
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 12
Charisma 16

About Aneirin Hahle

Male Human (Lohnen) Adept 1, 22 years old

Quick View Stats for Combat:
Status: Healthy
HP: 10/10
AC: 12, touch 12, flat-footed 10
Saves: Fort: +1, Reflex: +2, Will +4
CMD 13

Initiative: +6
Hero Points:
Conditions:
Spells in Effect:
Currently wearing: Spiked Gauntlet
Items in Hand: Longspear

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
Prepared Orisons: create water, purify food and drink, stabilize
1st level spell slots: bless, burning hands, comprehend languages

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:
Longspear +1, 1d8 + 1 (reach)

or Mace, Heavy +1, 1d8 + 1

or Spiked Gauntlet +1, 1d4 + 1

or Dagger +1, 1d4 + 1

Ranged:
Javelin +2, 1d6 +1, (30 ft)

or Dagger +2, 1d4 + 1 (10 ft)

Base Atk: +0 (+0 Adept)
CMB: +1 (+0 BAB, +1 str) CMD: 13 (10 +0 BAB, +1 str, +2 dex)

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."
"Truculent."
"Clumsy".
"Obstructive."
Even "wilfully disobedient".
And somehow, also managed at every point to avoid the eastbound train.

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
When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus - Aneirin is a quick study and even more alacritous aid. He may not be the best fighter, but he supports his adopted crew.

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 Heavy Mace 1d8, 24 gp, 8 lbs.
Cold Iron Longspear 1d8 x3, 4 gp, 9 lbs.
Cold Iron Spiked Gauntlet 1d4, 10 gp, 1 lb
Cold Iron Dagger 1d4, 19-20 x2, 4 gp, 1lb

Cold Iron Javelins (3) 1d6, 30ft, 6 gp, 6 lbs.

25 lbs.

Armor:
None

Skill Equipment:
Miscellaneous:
Bedroll, 1 sp; 5lbs.
Lamp, 1 sp, 1 lb
Tindertwig, 1 gp
Backpack, common 2gp, 2lbs.
Fishhook x5, 5 sp, -
Caltrops x5, 1 gp, 2lbs
Grappling hook, 4 lbs
Paper 20 sheets, 8 gp
Ink, 8 gp
Inkpen 1 sp
Waterskins (1) 2 gp, 4 lbs.
Alchemist's Fire x2 40 gp, 2 lbs.
Rope, 50 ft silk, 10 gp, 5 lbs.
Rations, trail (3 days) 15 sp, 3 lbs.

28 lbs.

Carrying Capacity Light: 50 lbs. or less Medium: 51-100 lbs. Heavy: 101-150 lbs.
Money: xx GP SP CP
Total Weight: (all gear) 53 lbs. Medium load.