Regular: AC 17, Tch 13, Flat 14 -- HP 33 -- F/R/W 7/3/2 -- CMB/D 6/19
Raging : AC 15, Tch 11, Flat 12 -- HP 39 -- F/R/W 9/3/4 -- CMB/D 8/19
Size
6'2"
Age
23
Alignment
Neutral
Deity
Tyr
Languages
Common, Draconic, Dwarven, Giant, Goblin, Shoanti
Occupation
Bowmaker
Strength
17
Dexterity
14
Constitution
14
Intelligence
14
Wisdom
12
Charisma
7
About Brak'kadur
Brak
Human Barbarian (Elemental Kin) 1/Fighter (Lore Warden) 2
Init +2; Senses Perception +10
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
HP 33 (1d12+2d10+10)
Fort +7, Ref +3, Will +2
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Offense
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Speed 40 ft.
Melee dagger +6 (1d4+3/19-20) and
. . glaive +6 (1d10+4/×3) and
. . longsword +6 (1d8+3/19-20) and
. . masterwork cold iron earth breaker +7 (2d6+4/×3) and
. . silver morningstar +6 (1d8+3) and
. . throwing axe +6 (1d6+3)
Ranged longbow +5 (1d8/×3)
Special Attacks rage (12 rounds/day)
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Statistics
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Str 17, Dex 14, Con 14, Int 14, Wis 12, Cha 7
Base Atk +3; CMB +6; CMD 19
Feats Combat Expertise, Dodge, Extra Rage, Point-Blank Shot, Power Attack, Skill Focus (Perception), Toughness
Traits deft dodger, indomitable faith
Skills Acrobatics +5, Appraise +7, Climb +4, Craft (bows) +6, Knowledge (dungeoneering) +8 (+10 to navigate underground), Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (religion) +6, Linguistics +8, Perception +10, Survival +6 (+8 to avoid becoming lost when using this)
Languages Common, Draconic, Dwarven, Giant, Goblin, Shoanti
SQ fast movement
Combat Gear potion of cure light wounds, potion of cure light wounds, alchemist's fire, alchemist's fire, oil (3), oil (2); Other Gear chain shirt, dagger, dagger (3), glaive, longbow, longsword, masterwork cold iron earth breaker, silver morningstar, throwing axe (2), artisan's tools, backpack, bandolier, bedroll, belt pouch, belt pouch, belt pouch, belt pouch, belt pouch, blanket, block and tackle, bottle (5), candle (10), canteen, cards, chalk (5), compass, crowbar, dice (2), dominos, drill, earplugs, earplugs, explorer's outfit, flask (5), flint and steel (5), grappling arrow (5), grappling hook, hooded lantern, waterproof, journal, magnet, manacles, piton (4), silk rope (2), vial (10), whetstone (5), wrist sheath, spring loaded, wrist sheath, spring loaded, 35 GP, 5 SP, 7 CP
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged
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Background
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Simply put, Brak'kadur (or Brak to most) is a killer...but he is a smart killer.
The product of two master tacticians who wanted a good life for their child, Brak grew up learning the art of war from both the physical and mental perspectives. He is skilled with many weapons - though his giant hammer "Stompy" is his preferred choice of arms - and he is well versed in a number of scholarly areas, specifically focusing on dungeoneering, engineering, history, religion and the art of linguistics. He has been raised to understand that fights and skirmishes are typically decided with sword and blood...but battles and wars are won because of knowledge and tactics; the honing of both will make a great warrior and leader.
For some time now, Brak has practiced his skills in local clan wars, but those wars have come to resolutions recently, and Brak has decided to set off on his own for a bit.
So it was that Brak ended up in the Isles, looking for work...