Iadrin

Faolan Baran's page

709 posts. Alias of Euan.


Full Name

Faolan Baran

Race

AC 30 Flat 20 Touch 16 | HP 83/83 | F+9 R +9 W +8 | Init +2 | Perc +13 | Sense Motive +12

Age

34

Deity

Gorum

Location

Phaendar

Languages

Common, Skald

Strength 22
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Faolan Baran

Stats & Saves:
Brawler (Shield Champion) (9)
Base Stats (unenhanced by magic, 25pt buy, +1 str(4th), +1 str(8th))
Str 20, Dex 14, Con 14, Int 10, Wis 14, Cha 10

Saving Throws
Fortitude = +9 (Base +6, Con +2, Cloak +1)
Reflex = +9 (Base +6, Dex +2, Cloak +1)
Will = +8 (Base +3, Wis +2, Iron Will +2, Cloak +1)

Armor Class = 30 (Shield +6)
Flat-Footed AC = 20 (Chain Shirt +6, Deflection +2 (jingasa, ring), Natural Armor +2 (amulet))
Touch AC = 16 (Dex +2, Dodge +2 (class), Deflection +2 (jingasa, ring))
-2 penalty to AC against attacks with improvised weapons

BAB = +9/4
CMB = +15 (Str +6)
CMD = 30 (Dex +2, Dodge +1, Deflection +2)
–2 penalty to CMD against dirty trick combat maneuvers

HP = 95 (d10 +2 con +1 favored class) (Favored Class: Brawler) (13+11+10+11+7+10+11+10+12)

Initiative = +2 (Dex +2)
Movement = 30'

Traits & Feats:

Traits
Shield Bearer (race)(+1 dam w/ shield bash, +2 AC (trait) to ally 1/day)
Ironfang Survivor (+2 dodge vs goblinoids, and roll twice once a day on some skills)
Naive for Armor Expert (combat) (-1ACP)

Feats
Simple Weapons (class)
Shields as Weapons (class)
Light Armor (class)
Buckler, Light Shield, Heavy Shield (class)
Improved Unarmed Strike (class)
Improved Shield Bash (AC & Attack) (1st)
Shield Focus (+1 AC) (human)
Weapon Focus (shield) (class, 2nd)
Combat Expertise (-2 attack, +2 AC (dodge)) (3rd)
Iron Will (5th)
Weapon Specialization (shield +2 damage) (class, 5th)
Stumbling Bash (-2AC to those hit until end of next round) (7th)
Toppling Bash (swift trip -5 CMB) (class, 8th)
Improved Trip (+2 CMB, no AoO) (9th)
Greater Shield Focus (+1 AC) (class, 9th)

Skills:
(4 class + 1 human)
Acrobatics = +15* (5 ranks +3 class +5 competence (boots))
Appraise = +0
Bluff = +0
Climb = +11* (2 ranks + 3 class)
Diplomacy = +0
Disable Device = +2
Disguise = +0
Fly = +10 (8 ranks)
Handle Animal = +4 (1 rank +3 class)
Heal = +2
Intimidate = +5 (2 ranks +3 class)
Knowledge Dungeoneering = +4 (1 rank +3 class)
Knowledge Local = +4 (1 rank +3 class)
Knowledge Religion = +1 (1 rank)
Perception = +14 (9 ranks +3 class)
Ride = +2*
Sense Motive = +12 (7 ranks + 3 class)
Spellcraft = +0
Stealth = +5* (3 ranks)
Survival = +8 (3 ranks + 3 class)
Swim = +11* (2 ranks + 3 class)
*Armor Check Penalty 0
Languages: Common, Skald

Special Abilities:

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 swift 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 (7).

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).

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. (d8 damage)

Brawler’s Flurry (Ex): Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry.

Brawlers Flurry Improves at level 8 (Improved Two Weapon Fighting (Extra attack at -5))

Throw Shield (Ex): At 3rd level, a shield champion can throw a heavy or light shield as a normal (nonimprovised) thrown weapon with a range increment of 10 feet or the shield’s range increment, whichever is greater. The thrown shield deals the same damage as a shield bash, and any damage increases from shield spikes apply to this attack. A shield champion is treated as having the Far Shot feat (-1 per range increment instead of -2) for the purpose of determining range increment penalties for throwing a shield.

A shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if she were making a melee shield bash attack.

Knockout (Ex): Once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier)(20) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.

Returning Shield (Ex): At 5th level, a shield champion can throw a shield so it ricochets off her target (and possibly other solid objects) to return to her at the end of her turn. This ability functions whether or not the shield champion hits her opponent or moves on her turn. The shield deals no damage to targets it bounces off other than the original target of the shield champion’s attack. Other circumstances can prevent the shield from returning to the shield champion, such as an opponent using a readied action to catch the shield, or the shield sticking to a mimic’s adhesive. The shield champion can opt to not have a thrown shield return to her, in which case it falls to the ground as it normally would. If the shield has the returning weapon special ability, she can use either that or this ability.

If a shield champion has additional attacks from a high base attack bonus, these additional attacks can be ricochets off an earlier target. The distance to each additional target adds to the total range of the shield, and range penalties apply, but there are no additional penalties for attacking in this manner. Because ricocheting attacks are treated as separate attacks, effects and modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not to the others. A shield champion can throw a shield as part of a brawler’s flurry.

Close Weapon Mastery (Ex): When wielding a close weapon (shield), she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (1d8). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon’s base damage instead of her adjusted unarmed strike damage - this must be declared before the attack roll is made.
- - -

Equipment & Wealth:

Comfortable heavy, durable clothing
Cloak of Resistance +1
Boots of Elvenkind (+5 acrobatics)
Chain Shirt, mithral +2 (13#)(+6 AC, +6 maxdex, -0 ACP)
Heavy Shield, MW/MW, cold iron throwing spiked (20#) (+2 AC, -1 ACP, dam d6)
Heavy Shield, +2/MW (15#) (+4 AC, -1 ACP, dam d4)
Hand axe (3#)
Dagger (2gp)(1#)
Long Composite Bow (+1 str), +1 adaptive (3#)
26 Arrows (cold iron w/ silver blanch) (6#)
14 Arrows (cold iron w/ ghost salt) (3#)
Ring of Protection +1
Amulet of Natural Armor +2
Belt of Giant Strength +2
Jingasa of the Fortunate Soldier (+1 AC (deflection), cause normal damage from crit or sneak x1)
Holy Symbol to Gorum, small stone (5gp)
Snapleaf

Versatile Vest (5#, holds 21#, free day’s worth of trail rations, a quart of water in a waterskin, two candles, and a tindertwig 1/3days)
- Candle x5
- Chalk x5
- Charcoal x5
- Flint & steel (1gp)
- Holy Water (25gp) x2
- Oil of Magic Weapon x2
- Oil (5 flasks)
- Potion Cure Light Wounds x6
- Potion Cure Moderate Wounds x27
- Potion of Bull's Strength
- Potion of Fly (5) x2
- Potion of Gaseous Form (5)
- Potion Pass Without Trace
- Potion of Touch of the Sea (CL 3) x2
- Potion of Water Breathing (5)
- Rations x5 (5#)
- Sunrod x5 (5#)
- Tindertwigs x15

Handy Haversack (5#)(40/120#)
- Campfire Bead
- Feather Token, Swan Boat x2
- Rope of Climbing (3#)
- Alchemy Fire x2
- Bedroll & winter blanket (1gp)(2#)
- Manacles (2#)
- Manacles, MW (2#) x3
- 50' Silk Rope w/ Grapple (9#)
- Spyglass
- Steel flagon and wooden bowl (1gp)(1#)
- Tent, small (20#)
- Waterskin (4#)

Weight: 69# (medium load >116#, heavy load > 233#)
Total Cash: 2,471gp

Appearance:
As with other Ulfen men, he stands tall and is broadly built. He wears leathers that look several seasons too old (and a little tight), but his real pride seems to be a large battered round cold iron shield - carefully manufactured and grasped. He’s clearly a man who knows the value of a good shield. Though his clothes are lighter than you might find in the north, he does sport a fringe of fox fur on his cloak - a throwback to a colder climate.

He also wears a crossbow & simple quiver and dagger at his hip, but no other weapons of note. His pack seems light, and a holy symbol to Gorum, a small stone affair, hangs on his chest.

Background, Private Details:
After Faolan lost a duel to a dirty fighter who kept pushing his braids in his eyes to blind him, he shaved his head. It wasn’t so much the loss that galled him, but the method of his loss. Sure, he could have blamed the other combatant for his technique, but Faolan is not much into blaming others - he’d rather find a solution, however extreme it may seem to the outside. That lesson however is past, and his hair has regrown, along with his gullibility to such techniques in combat.

Having lost the duel to the local Jarl, a man who felt it was more feud then duel, he decided it was wiser to spare his family the ongoing battle, and head south into Varisia to see what the ‘cultured races’ were up to and make his fortune. Without many skills but his obvious physique, he found himself more often than not a guard on one of the many caravans crisscrossing that land. He enjoyed the work, and the sights.

When an opportunity arose for him to work a caravan going through orc territory, he thought it might be a nice change from the relatively dull Varisian routes. Dangerous sure, but these civilized folk were easy enough to deal with - how bad could their orcs be? After all they weren’t the giants of his homeland.

The caravan made it most of the way through the Hold of Belkzen, when they were quite simply overrun. Prisoners were taken of which Faolan was lucky enough to be one. The rest were summarily slaughtered.

He spent a year there, biding his time and looking for a way out of his slavery. Eventually an opportunity came, and he fled, running hard to the south and out of the orc’s long reach. He came to Nirmathas where he was very nearly captured again, this time by the IronFang Legion before escaping again and resting in Phaendar. He’s been here several months and has only just fully recovered from his many injuries and a bruised ego thanks to the kindness of the villiagers.

He has grown to like the tough resourceful folk here. He’s bounced around a few jobs, but nothing has quite struck his fancy. He’s thinking of heading south to the Molthuni Front to find some action, but something of the quiet here and the inertia keep him from going abroad again.

However, he's running out of cash, so he might be forced to move sooner than he'd like.

Secrets:

Known - During the chaos in Belkzan, Faolan took an opportunity to remove, violently, one of the guards in their caravan. The man was a mercenary, like Faolan, but evil to the core. He was stealing from the caravan, but when he threatened the rape of one of the washer-women, Faolan stumbled in and put a stop to it by ending the man’s life with his bare hands. He later blamed it on the orcs, and the woman backed him up - thankful for his intervention.

Unknown - Faoian left his home under a cloud as he had offended the local Jarl. The night of his departure, the Jarl was in fact assassinated by his enemies, and the blame has naturally landed on Faoian, a known enemy of the Jarl, and a man who disappeared the same night. Faoian is unaware the Jarl is even dead, let alone that he’s wanted in connection with it. The Jarl was not particularly well liked, so he hasn’t been hunted as much as he might have been, but someday this may catch up with him in some way.
- - -

Odds and Ends:
A few people in his immediate past…
- Faolan’s older sister, Einfridur, left his community a few years before he did. Nothing nefarious, she just wanted to see the larger cities of the south - wanderlust runs in the family. He lost touch with her however, and does not know where she is, though she was headed toward Korvosa last he heard but he did not find her there.
- Amundi is Faolan’s cantankerous old landlord. He owns a meager pub, that often the locals even avoid, as Amundi is famous for his poor attitude and bad manners. Faolan manages though, in part because the rooms above the pub are relatively quite, even during otherwise busy times, and cheap - for you have to put up with Amundi to get them.

A few memories…
- He remembers his first shield - how heavy it was in his tiny hands, how hard it was to hold, and hold high, to defend against the training of his father. He remembers how it rang when struck. It was a sound that scared him at first, but he learned it meant a blow avoided, and he grew to enjoy the bell-like tone.
- He remembers carrying his young best friends body down the stairs of the tower after the accident. The other boy didn’t mean to kill him, but childhood games could be dangerous, and this one proved to be very dangerous indeed. He lay the cooling body on the flagstones just outside the tower as he ran for help that wouldn’t be enough.
- He remembers that night not long before his departure from home. Emilia was warm, and tender, and neither wanted to part. But his inner drive drove him onward, and her desire for home and hearth left her behind.
- - -