Full Name |
Baern Holderhek |
Race |
HP: 13/13|AC 20/14/16|Init: +5|Fort: +4 Ref: +5 Will: +2|Perception +6, SM: +9| |
Classes/Levels |
Conditions: Martial Flexibility (10 rounds) |
Gender |
Male |
Size |
Medium |
Age |
49 |
About Baern Holderhek
Baern Holderhek
Male Brawler (1)
CG Medium Humanoid (Dwarf)
Init: +5 Senses: Darkvision 60ft Perception: +6
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Defense
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AC 20 TAC 14 FF: 16 (leather lamellar +4 AC, Max DEX +3, ACP -2; heavy wooden shield +2 AC, -2 ACP)
HP 13 Fort +4 Ref +5 Will +2
Special Defenses:
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Set Mind: Once per day when you fail a saving throw against a charm or compulsion effect that would cause you to act differently than you normally would, you can immediately reroll that saving throw as a free action. You must take the second result, even if it’s worse.
Hardly A Fool: You gain a +1 trait bonus on Sense Motive checks and a +1 trait bonus on saving throws against illusion effects.
Saltbeard: +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype
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Offense
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Melee
. . unarmed +4 (1d6+2/x2)
...while power attacking... +3 (1d6+4/x2)
. . dagger +4 (1d4+2/19-20x2)
...while power attacking... +3 (1d4+4/19-20x2)
Ranged
. . sling +4 (1d4+2/50ft/x2)
. . dagger +4 (1d4+2/10ft/19-20x2)
Speed 20 ft.
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Statistics
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Str 14 (+2) Dex 17 (+3) Con 15 (+2) Int 13 (+1) Wis 15 (+2) Cha 10 (+0)
Base Atk: +1 CMB: +3 CMD: 17
Feats: Weapon Finesse, Power Attack, Improved Unarmed Strike, Dodge
Skills: Diplomacy +6 (1), Perception +6 (1), Prof: Sailor +8 (1), Climb +6 (1), Swim +6 (1), Acrobatics +7 (1), Sense Motive +9 (1), Prof: Porter +6 (1)
Languages: Common, Dwarvish, Elvish
SQ: Saltbeard, Greedy, Hardy, Iron Citizen, Weapon Familiarity, Darkvision 60ft
Traits: Set Mind, Hardly A Fool, Reactionary, Entomophobe
Favored Class: Brawler - +1 Skill
Combat Gear: leather lamellar, heavy wooden shield, dagger, sling, 20 bullets
Mundane Gear: backpack, bedroll, belt pouch, flint and steel, rope, torches (10), trail rations (5 days), waterskin, 26gp, 9sp
Magical Gear:
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Special Abilities
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Brawler's Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
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Background
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Appearance:
Baern stands just an inch over four feet but weighs a great deal more than his height would dictate, weighing over two hundred pounds without any of his equipment on. The dwarf is near the pinnacle of physical fitness; he moves with a grace to him that is almost comical for a dwarf with his squat, wide structure if it was not for how unsettingly fast he was on his feet. Bearing the rough hands of a sailor and dockworker, his knuckles are scarred from numerous drunken fights in the harbor. His red hair is kept shaved in a mohawk, a shock to his traditionalist family while showing off the scar he had received from a particularly violent bout at the tavern. His beard is kept braided with simple, gold jewelry.
Baern typically wears a well worn brown tunic with the sleeves taken off, revealing a series of tattoos on his arms and chest. These tattoos are a mixture of holy symbols dedicated to Torag, Desna, Gozreh, Gorum, Cayden Cailean, and Pharasma. Amidst those are traditional dwarven and sailor tattoos. His clothing is durable if simple and well-worn, the kind you'd find on any sailor. When prepared for combat, Baern wears a lamellar cuirass made from leather that covers his chest and and shoulders. A well-worn wooden shield is strapped to his back at all times, while a dagger and sling with a bullet pouch rest on his hips.
Personality & Motivation:
Baern both epitomizes what a dwarf is yet strains against it. While he may appear surly, a fact that the brooding look his face naturally takes doesn't help dissuade from, the dwarf is more than happy to share a drink with strangers and take the perspectives of others. Loyal to a fault and prideful beyond belief, Baern tends to bite off more than he can chew on a regular basis. To those who tolerate him and join him in fighting and drinking though, one would be be hardpressed to find a more loyal companion.
Baern has always been stubborn in his beliefs and his need to be free from the tedium of his clan's stoic and conservative nature. This dead-set rebellious nature is what brought him to the sea at first and now brings him with the Bountiful Venture's expedition to set up a new colony. His cousin had written him of the opportunity while Baern was out at sea and has already settled in with the first wave of colonist to settle the land. A brand-new break, away from the scornful eye of family, debts, and burnt bridges, appeals to the hardened brawler greatly.
History:
The son of two dwarven merchants in the city of Almas, Baern was raised in the family halls of Clan Holderhek. Steeped in history and tradition, Baern found family life to be absolutely and atrociously boring. Baern constantly found ways out of the compound and wandered down to the dockyards to watch the ships be built, supplies delivered, and sailors come and go from their journeys. Enraptured by the idea of a life on the sea, Baern tolerated his family's teachings long enough to escape under their thumb and cast away with the first ship he could sign in on out of Almas.
For years since, Baern has found any excuse he could to be out on the seas and learn the craft of sailors. The clan eventually accepted that one of their children had become "wayward" and let Baern become the tattooed, wild dwarf he was today. Only his cousin Sedna, a family member that accepted his strange behavior and mimicked his open nature, stayed in contact. It was this cousin that had left a letter for Baern when he arrived back from a successful journey, one that detailed Sedna's decision to leave Almas and begin anew in a newly settled colony. Convinced of the opportunity to start anew, Baern approached the Bountiful Venture Company to travel upon the next outing to Talmandor's Bounty. The company realized the asset of having an experienced sailor with such determination and eagerly accepted his application.
Now upon the Peregrine, Baern savors the little bit of family whiskey he had left over the long journey and awaits his chance to see his cousin and her family while having a chance to maybe find a place to truly settle down at.