Vencarlo Orinsini

Braham's page

126 posts. Alias of Pastiche.


Full Name

Braham

Race

Male Human Fighter 1 | AC 19/13/16 | CMD 18 | HP 17/17 | F+5/10 against cold, R+2, W+1 | Init +2 | Perc +1, SM +1

Size

7'1''; medium

Age

19

Alignment

Lawful Good

Location

Heldren

Languages

Common

Occupation

Blacksmith apprentice

Strength 18
Dexterity 15
Constitution 17
Intelligence 10
Wisdom 13
Charisma 14

About Braham

Basics:
AC: 19
Touch: 13 Flat: 16
CMD: 18

HP: 17/17 (dead at -17)

BAB: +1
CMB: +5
Fort: +5
Ref: +2
Will: +1

Init: +2
Speed: 20'

Racial traits:

Bonus Feature:
Skilled:

Class Features:

Fighter
Bonus Hit Points
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Feats and Traits:
Feats
Toughness: You gain +3 hit points.
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Traits
Povery-Stricked: Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Blood of Giants: You’re a big person, and people have
always said you’ve got some giant blood in you. Even as
a child, you towered over your friends, and as you grew
older, you grew even taller and stronger. Maybe your
hair has a tint of blue as well, or your skin is as pale
as snow. Perhaps someday you’ll get the opportunity
to travel to the North and meet some real giants, and
see whether the rumors about you are true. You gain a
+1 trait bonus on combat maneuver checks to sunder,
and a +1 trait bonus to your CMD against bull rush and
overrun combat maneuvers. (Campaign trait)

Basic Attacks:

Greataxe (S,M), 2 handed: +5, 1d12+6 damage, crit x3

Skills (*class skill) (#r trained levels):

-3 Acrobatics
+0 Appraise
+2 Bluff
-1 Climb*
+4 Craft (Armor)* (#1)
+4 Craft (Weapons)* (#1)
+2 Diplomacy
+0 Disable Device
+2 Disguise
-3 Escape Artist
-3 Fly
+6 Handle Animal* (#1)
+1 Heal
+6 Intimidate* (#1)
+0 Knowledge (Arcana)
+0 Knowledge (Dungeoneering)*
+0 Knowledge (Engineering) *
+0 Knowledge (Geography)
+0 Knowledge (History)
+0 Knowledge (Local)
+0 Knowledge (Nature)
+0 Knowledge (Nobility)
+0 Knowledge (Planes)
+0 Knowledge (Religion)
+0 Linguistics
+1 Perception
+2 Perform
+0 Profession
-3 Ride*
+1 Sense Motive
+0 Sleight of Hand
+0 Spellcraft
-3 Stealth
+6 Survival* (#1)
-1 Swim*
+0 Use Magic Device

Equipment:

Encumbrance: 70/116 lbs
Gear:
Greataxe 20 gp [12 lbs]
Chainmail 150 gp [40 lbs]
Masterwork Backpack 50 gp [4 lbs]
Bedroll 1 sp [5 lbs]
Waterskin 1 gp [4 lbs]
Rations, trail x5 25 sp [5 lbs]
Cold Weather outfit 8 gp [weightless when worn]

Money:
PP:
GP: 6g 4s
SP:
CP:

Background:

Braham gave the sword he was working on a final polish and held it up to the light to investigate it.

-"Master, I have finished."
-"Good work, lad. You can go home now if you want."

The young apprentice gathered what few belongings he had and left the forge.

When he rounded a corner, he spotted them. "Carey and his friends.", thought Braham. "I don't like them. They are not nice kids...". Indeed, when Carey spotted the lumbering giant, he picked up a rock and threw it at Braham. "Ah, our Braham, with a brain smaller than a crow's egg! I guess that's why your parents left you on a doorstep when you were a baby!" All the boys laughed and quickly ran away. Braham had never hit them, but still, it was better to be on the safe side with someone as big and strong as he.

Braham sighed. Sometimes he wished he wasn't standing out so much, with his white hair and being a lot bigger than most other humans in Heldren. But a single thought rarely occupied Braham's mind for long, so dusted off his clothes where the rock had hit them, and continued home, to his attic room at Mr and Mrs Becket's ...