Dashki

Eiron Walhhun's page

4 posts. Alias of DSXMachina.


Full Name

Eiron Walhhun

Race

Human

Classes/Levels

Barbarian Thaneborn 10

Gender

Man

Size

5'10"

Age

28

Alignment

Good

Deity

Totemic, Ancestor Spirits & Genus Loci

Languages

Common, Giant

Occupation

Sheriff

Strength 20
Dexterity 10
Constitution 15
Intelligence 10
Wisdom 13
Charisma 14

About Eiron Walhhun

Appearance: A weather-worn man with a enigmatic smile and sparkling eyes. In his late 20's his bearing is that of a man much older and more confident in his abilities. He is sinuous & whip thin, through many years hard labour. He wears a grey woollen cloak with a sapphire lining, clasped together with his badge of office. His long ochre hair is tied back in a tail. Wearing a tight-fitting hide/leather bodice over a white shirt, with a large efficient looking single bladed great-axe casually balanced over his shoulder.

Motivations: He wishes to help his town defend itself from future threats, to do this he plans to recruit guards, find treasure to pay for this and obviously improve his own skills. He also believes the best form of protection is offence, thus he attempts to reduce the amount of evil/ problems in the world. By making the local area safer he hopes that his home will be safe. He also is looking out for a potential mother to his daughter, whilst knowing that she is safe with her Grandma.

Personality: Resolute, jovial with a strong sense of justice. When in towns he likes to be social, integrating himself with the common man with the ease.

Background:
The town of Gilsholm for long years had been largely peaceful. Located in the rolling hills, this walled town beside the lake had slowly grown. After becoming self-sufficient over time they have taken to exporting smoked fish, soft stone jewellery, woollen cloaks and a honeyed cake called mead-cake. The spring was particularly cold that year, the lingering snow of summer had not gone. All the townsfolk were particularly nervous, the wolves cried of their hunger throughout the night. A youth nigh-starved, collapsed at the town entrance, soot adorned face showing signs of hardship and battle. It was a couple of mornings before he regained consciousness, with a tale of marauders to the north. His village was annihilated, he escaped in the chaos. Slowly over the next few weeks the youth regained strength, thanks to the wise-woman’s daughter. Her knowledge and care lifted Eiron's spirit.

Unfortunately, the North-men followed the path south. With fire and beasts they attacked Gilsholm, but it held. Until suddenly overnight the weather broke, the snow melted and the lake flooded. This gave the marauders the impetus to breach the palisade. Eiron rose from his bed a grabbing a weapon and rushed to the defence of the town that had showed him such kindness. A long & bloody day drew into a freezing night, by the end of it the raiders had lost. The retreated into the woods, but the decimated town did not pursue. In fact, some raiders even came to town as beggars and the town welcomed them. Eiron found a home, a love the healers' daughter (Nieve) and a purpose amongst the town guard.

A chill summer’s eve found him sat before a fire, desperately trying to recall his youth. ‘The sign is upon you’ an old woman had said, her wrinkles deep as her voice was sorrowfully kind. A spirit whistled. The ashes whipped up causing motes to drift on the air, a voice called to him 'protect....heal the land'. The motes coalese into the transluscent form of a raven; 'you will protect the people, i will teach you how. I will watch our you.' The raven flew from the fire and vanished in a burst of ash. Frequently Eiron sits by the fire on a night and asks the raven he sees within questions. He learns the rituals and theories of magic the power to summon his raven to this world from 'where he watches'.

Slowly over the years he rose through the ranks as attacks became more frequent. Usually none so direct, mostly travellers or, foresters being assaulted. Eiron and Nieve had a daughter, Clair after their marriage though Nieve succumbed to an illness before Clair reached infancy. Through tireless efforts Eiron reached head-sheriff of the town. He has ensured the town is as fortified as he can make it.

Level: 10 Thane-born Barbarian - xp

Strength - _____20 - +5 / (9pts +2human +2raises)
Dexterity -_____10 - +0 / (0pts)
Constitution -__15 - +2 / (5pts+1raise)
Intelligence - _10 - +0 / (2pts)
Wisdom -________13 - +1 / (3pts)
Charisma -______14 - +2 / (3pts+ 1raise)

AC = 10(base) + 5(lvl) + 1(barb) + 2(expert) + 3 (hide) + 3 (Enhancement) = 24

Reflex = 5(lvl) +1(human) + 1 (Barb) + 0 (dex) + 2 (cloak)= 19
Fort = 5(lvl) +1(human) + 2 (Barb) + 5 (str) + 2 (cloak) + 1 (Earth Hide)= 26
Will= 5(lvl) +1(human) + 0 (Barb) + 2 (cha) + 2 (cloak)= 20

Total Hit Points (Bloodied) = 84 (42)
Current = 84/84
Temp HP = 0
Healing Surges = 12/12
Surge value = 22
Resist Fire/Cold 5

Initiative = + 5 (+2 if Grafire within 10)

Senses:
Passive Insight = 16
Passive Perception = 21

Speed: 6 squares

Background – able to take Arcana as a trained skill

Action Points = 1

Weapons:
Great Axe; +2 (prof) + 5(str) + 1 (expert) – 2 (PA) + 5 (lvl) + 2 (enhance)= +13
Short Bow; +0 (dex) + 5 (lvl) = +5 ; damage= d6

To Hit = +5(str)+5(lvl)+1(feat)-2(PA)+weapon= +9
Damage (Axe) = [W] + 5(str) + 3(PA) + 1(WF) + 2(bracers) + 2 (enhance)= d12+13

Armour:

Skills:
Skill Name___Bonus__Key_____Ability__Train___Misc.
_________________Ability____Modifier_______Modifier
Acrobatics:____4_____DEX____5___0_________-1
Arcana:________10___INT____5___0______X___
Athletics:_____14____STR___5___5______X____-1_
Bluff:_________7____CHA____5___2________
Diplomacy:_____7____CHA____5__2__________
Dungeoneering:__6___WIS___5___1__________
Endurance:______9___CON___5___2________-1___+2
Heal:__________11____WIS___5___1_______X____
History:________5____INT___5___0___________
Insight:________6___WIS____5___1__________
Intimidate:_____7___CHA____5___2___________
Nature:________11___WIS___5__1_____X______
Perception:______11__WIS___5__1_____X______
Religion:_______5_____INT__5___0___________
Stealth:________4___DEX____5__0_________-1___
Streetwise:_____7_____CHA___5_2____________
Thievery:_______4___DEX____5__0___________-1_

Class/Path Features:

Barbarian Agility - +AC & ref
Feral Might – Thane-born
Rage Strike – Swap a Daily for a powerful attack.
Rampage – On a crit, get a free basic attack to any melee target.
Call Spirit Companion - Healing Spirit?
Spirit Fang OA when move away from spirit
Speak with Spirits 1/day

Feats:

Human – Ritual Caster
1 – Spirit Talker [Shaman Multi-class]
2 – Power Attack (-2/+2 with +2 per tier)
4 – Durability (+2 surges)
6 – Weapon Expertise (+1 to hit, +1 per tier, Re-roll first 1 on dam dice)
8 – Hide Armour Expertise (+2 AC)
10 – Weapon Focus (+1 damage, +1 per tier)

Powers

At-Will:

Recuperating Strike
Action – Standard
Target – One creature
Range – Melee
Attack (str) Vs. AC
Hit; 1(W)+ Str mod damage, gain temp HP= to Con mod. If raging 5+Con mod.

Pressing Strike
Action – Standard
Target – One creature
Range – Melee
Attack (str) Vs. AC
Before the attack shift 2 squares including enemy squares, but you cannot end there.
Hit; 1(W)+ Str mod damage, push target 1 square. If raging +d6 damage.

Howl of Fury
Action – Standard
Target – One creature
Range – Melee
Attack (str) Vs. AC
Hit; 1(W)+ Str mod damage, you then howl in a blast 3 that includes the target; each other enemy takes thunder damage equal to your con modifier. If raging equals 3+ con mod.

Encounter:

Level 1 - Escalating Violence
Action – Standard
Target – One creature
Range – Melee
Attack (str) Vs. AC
Hit; 2(W)+ Str mod damage, if you take damage before the start of your next turn you gain a bonus +2 to hit & attack. UEONT an ally within 5 gains a bonus to damage against the target equal to your charisma modifier.

Level 3 - Rippling Blades
Action – Standard
Target – One creature
Range – Melee
Attack (str) Vs. AC
Hit; 2(W)+ Str mod damage.
Miss: you can take 5 damage to enable an ally adjacent to the target to make a melee basic attack as a free action, with a damage bonus equal to your charisma modifier.

Level 7 - Curtain of Steel
Action – Immediate Reaction
Target – Adjacent Enemy hits OR misses
Range – Melee 1
Attack (str) Vs. AC
Hit; 3(W)+ Str mod damage.

Daily:

Level 1 - Life Thane Rage
Action – Standard
Target – One Creature
Range – Melee
Attack (str) Vs. AC
Hit; 2(W)+ Str mod damage.
Miss; Half damage.
You can spend a healing surge. Until the rage ends, any ally who starts his/her turn with 3 squares gains temp. HP = to your cha modifier.

Level 5 - Silver Phoenix Rage
Action – Standard
Target – One Creature
Range – Melee
Attack (str) Vs. AC
Hit; 2(W)+ Str mod fire damage and ongoing 5 fire damage (save ends).
Miss; half damage
You gain regen 3, the first time you drop to 0HP or fewer you can spend a healing surge as an immediate interrupt.

Level 9 - Rage of the Battle Tyrant
Action – Standard
Target – One creature
Range – Melee
Attack (str) Vs. AC
Hit; 2(W)+ Str mod damage snd the target gains vulnerable 5 to all damage (save ends)
Miss; Half damage.
When you hit an enemy with a Primal attack power, one all within 2 of that enemy can shift 1 as a free action.

Utility:

Level 2 - Shrug It Off
Action – Immediate Reaction - Encounter
Target – Subject to a save ends effect
Range – Personal
Make a saving throw against triggering effect, if successful you shift 1 square as a free action.

Level 6 - Run Rampant
Action – Minor
Range – Personal
Make either an escape attempt or a saving throw against an effect that immobilises, restrains or slows you. You gain a bonus to the roll equal to your strength modifier

Level 10 - Heart Strike
Action – Minor Action - DAILY
Range – Personal
Until the stance ends, whenever you hit with an At-Will power, the attack deals extra damage equal to your cha modifier.

Shaman Powers:

Action - Standard - At Will
Range - Close Burst 20
Effect - Conjure a spirit in an unoccupied sqaure (which it occupies). Enemies cannot move throught it but allies can. When Eiron takes a move action you can move the spirit squares=your speed. If an attack deals 15pts damage itis dismissed & you take 10 damage.

Spirits Prey
At-will Opprtunity attack.
An enemy leaves a square next to spirit without shifting. 1 ally within 10 squares can make a free ranged attack with CA.

Equipment (magical):

Level 11 – +3 Earthenhide Armour (+1 to fort save)
Level 10 – + 2 Life Drinker Great Axe (5 temp Hp when KO enemy)
Level 9 – Cloak of Survival + 2 (fire/cold resist 5)
4200 gold worth of equipment;
Acrobat Boots Minor to stand from prone {520gp}
Gloves of Piercing Ignore anything lower than RESIST 10 {680}
Belt of Vigor +1 to healing surge value {520}
Bracers of Mighty Striking (+2 damage) (Arm Slot) (bear skin wrap with fur interior) {520gp}
Bag of Holding (a small ornately carved ebony box inlaid with shell & a ‘tree of life’ & spider web design) {1000gp}
Ritual Book {50gp} (containing rituals – Brew Potion {75 gp}, Gentle Repse {50gp}, Portend Weather {50gp}, Raise Dead {680GP}) a small leather book lovingly kept
Brewing Components (including pot & dried mountain herbs) {50gp}

Equipment (mundane):

Twine, Chalk, Incense, Soap, Rope (50’ silk), rough map, whittling tools, hand axe, short bow (20 arrows), snare wire, cook pot, water-skin, skinning knife, tarpaulin, wolf pelt blanket, small hammer, dozen torches, flint & steel tinderbox, lantern with 10 pints of oil, outdoor/ travelling clothes, tavern clothes, ‘finery’ clothes, smoked meat (rabbit), a restraints or cuffs, hard tack/biscuits, 2 bottles of brandy, a portrait of a young girl, a silver locket containing a picture of his dead wife, a symbol of office – brass cloak clasp engraved in the shape of an eagle – Gilsholm Heraldic device .

Gold:

5 gold!

IMPORTANT NOTE;
Enemy Bloodied – Next attack against them by anyone @ + 2 to hit
Enemy reduced to 0HP – Roar of Triumph, + 5 temp HP (lifedrinker)
Critical Hit – Free attack (rampage) & +1d12 (high crit) damage
Take a Critical Hit –

Status-

Potential future PC build direction – wild runner/ spirit talker