Villamar Koth

Arkhad Giltenhammer's page

1 post. Alias of TheSuperDodo.


Full Name

Arkhad Giltenhammer

Race

Human (Kellid)

Classes/Levels

Barbarian (unchained) (Breaker) 1 (HP: 15/15) (AC:15 FF:13 T:12) (Fort: +4 Ref: +2 Will: +1) (Init: +2) (Perc: +5) (Rage 6/6)

Gender

Male

Size

Medium

Age

20

Alignment

Neutral Good

Location

Torch, Numeria

Languages

Common, Hallit, Orc

Occupation

Blacksmith

Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 7

About Arkhad Giltenhammer

Statblock:

Arkhad Giltenhammer
Male Human (Kellid) unchained barbarian (breaker) 1
NG Medium humanoid (human)
Init +2, Senses Perception +5
=================================================
DEFENSE
=================================================
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 15 ((1d12)+3)
Fort +4, Ref +2, Will +1, +2 trait bonus on Will saving throws made against emotion and fear effects.

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee greataxe +5 (1d12+6/x3), or
short sword +5 (1d6+4/19-20)

=================================================
STATISTICS
=================================================
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +1; CMB +5 (+7 to bull rush, drag, overrun, sunder); CMD 17
Feats Gate BreakerPotH, Powerful Maneuvers
Skills

  • Acrobatics +5 (+1 rank, +3 class, +2 DEX, -1 ACP)
  • Climb +7 (+1 rank, +3 class, +4 STR, -1 ACP)
  • Craft (Armor) +5 (+1 rank, +3 class, +1 INT) (Background Skill)
  • Craft (Weapons) +7 (+1 rank, +3 class, +1 INT, +2 trait) (Background Skill)
  • Knowledge (Nature) +5 (+1 rank, +3 class, +1 INT)
  • Perception +5 (+1 rank, +3 class, +1 WIS)
  • Survival +5 (+1 rank, +3 class, +1 WIS)
  • Swim +7 (+1 rank, +3 class, +4 STR, -1 ACP)
    Traits Artisan (Craft (Weapons)), Skymetal Smith
    Languages Common, Hallit, Orc
    Combat Gear potion of cure light wounds
    Other Gear Greataxe, short sword, studded leather, tiny glaucite hammer, 15.0 gp
    =================================================
    SPECIAL ABILITIES
    =================================================
    Artisan (Craft (Weapons)) (Social) You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (weapons).

    Destructive (Ex) Whenever the breaker barbarian makes a melee attack that targets an unattended object or makes a sunder combat maneuver, he adds +1 on the damage roll.

    Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 6 rounds per day. You can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, you gain a a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, you take a -2 penalty to Armor Class. You also gain 2 temporary hit points. These temporary hit points are lost first when you take damage, disappear when the rage ends, and are not replenished if you enter a rage again within 1 minute of your previous rage. While in a rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). You can end your rage as a free action, and are fatigued for 1 minute after a rage ends. You can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If you fall unconscious, your rage immediately ends.

    Skymetal Smith (Campaign) The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You've long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice-you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.

  • Backstory:

    Arkhad Giltenhammer is the only son of Urraca Giltenhammer, an ex-member of a Kellid tribe notorious for its craftsmen and a beloved inhabitant of the sprawling Numerian village of Torch. Urraca started mingling with the civilized people of Torch early in her career, dreaming to utilize the scraps of mysterious metal her tribes’ scavengers collected to craft powerful and awe-inspiring weapons. The key to this ambition was a nearby town’s eponymous Torch, a bonfire of purple flames that could smelt skymetals. Urraca never spoke of Arkhad’s father. When asked, she would simply waive the question as “irrelevant”, claiming his identity does not matter to Arkhad’s daily life, and he should not bother himself with it.

    She was wrong. Arkhad’s father, Marhus Bellad, was an agent of the Technic League, who took fancy to the Kellid smith when he saw her in Torch and seduced her into falling pregnant before leaving her. Marhus grew paranoid that Giltenhammer would seek revenge, and arranged with a few fellow members to ambush her when she was on her way back from atop Torch Hill and wipe her memory. However, his plan proved problematic; they did manage to catch Urraca mostly alone, but not only was she stronger and fiercer than he had predicted in fighting back, if only to protect her son that was making the way with her after his first day apprenticing for her at the forge. After she killed one of his friends, Marhus decided to pull the trigger on his blaster and kill his former lover. Pitiful for his son, but with his paranoia greater than ever, Marhus used his memory-wiping device on Arkhad.

    The memory wipe functioned strangely on Arkhad. He had completely forgotten the ambush on him and his mother, but the very last event that had occurred to him - his mother teaching him how to use the forge - was forever burned into his mind. The simple sequence of actions became his bread and butter: first he disassembled a dagger Urraca had crafted, then he smelted the pieces back together. An urge appeared in him whenever a weapon was wielded against him: break the weapon, then craft it back together.

    Nobody knew the fate of his mother; Arkhad went on with his life, not asking too many questions. He was told not to inquire about his father, so he shouldn’t ask about his mother either. This was Arkhad’s daily routine, breaking and fixing the same weapons over and over again, learning the trade on his own. Arkhad finally managed to forge a new creation of his own - a crude, tiny hammer of glaucite - before the Torch suddenly died out. Frustrated with the sudden disappearance of the flames that fed his obsession, Arkhad decided to go and search for a group to accompany on an expedition below the Torch and rekindle its purple fires.

    Personality:

    Arkhad is a simple man. He doesn't tend to argue with others, often assuming they understand what they're talking about more than he does, except when dealing with the subjects he excels in - breaking things, building things and hitting things. Even though he was born with above-average intelligence, the memory wiper damaged Arkhad's mind and blocked him from these abilities. This may create the illusion that he is dim-witted, but behind the mass of muscles and simple-mindedness lies a brain that can understand and analyze most situations, reacting in an appropriate way - even if that way is usually to break stuff.