Valeros

Gaelen The Ironfist's page

55 posts. Alias of overfiend_87.


Full Name

Gaelen Foesmiter

Race

Human

Classes/Levels

Fighter+Ranger/1st

Gender

Male

Size

Medium

Age

21

Special Abilities

Bonus feat (Double Slice)

Alignment

Lawful Neutral

Languages

Common, Goblin

Occupation

Bounty Hunter

Strength 18
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 12
Charisma 7

About Gaelen The Ironfist

HP, Speed & Initiative:

Max HP: 13 (10 + Con + Favoured Class)
Current HP: 11
Death Value: -14
Speed: 30 feet
Initiative: +3

Experience:

XP: 400/2000

Skills, Feats, Traits, Racial & Class Features:

Class Skills: Climb, Craft, Handle Animal, Intimidate, Knowledge (dungeoneering), Knowledge (engineering), Profession, Ride, Survival, Swim.

Armour Check Penalty: -1 from armour

Skill Modifiers:

Heal: 5 (+1 skill point + 1 Wisdom, +3 from class skill)

Intimidate: 2 (+1 Skill Point, -2 Charisma, +3 Class Skill)

Knowledge (Dungeoneering): 5 (+1 Skill Point, +1 Intelligence, +3 from class skill)

Knowledge (Nature): 5 (+1 Skill Point, +1 Intelligence, +3 from class skill)

Perception: 6 (+1 Skill Point, +1 from Wisdom, +3 from Class Skill, +1 from Pioneer)

Ride: 7 (+1 Skill Point, +3 Dexterity, +3 from Class Skill)

Stealth: 6 (+1 Skill Point, +3 Dexterity, +3 from Class Skill, -1 from Studded Leather)

Survival: 6 (+1 Skill Point, +1 Wisdom, +3 from Class Skill, +1 from Poverty-Striken)

Feats:

Two-Weapon Fighting

Two-Weapon Defence

Double Slice (bonus feat)

Traits:

Killer:
You made your first kill at a very young age and
found the task of war or murder to your liking. You either
take particular pride in a well-placed blow, or vile pleasure
in such a strike as you twist the blade to maximize the
pain. You deal additional damage equal to your weapon’s
critical hit modifier when you score a successful critical
hit with a weapon; this additional damage is added to the
final total, and is not multiplied by the critical hit multiple
itself. This extra damage is a trait bonus.

Poverty-Striken:
Your childhood was rough and your parents saved every copper peice. hunger was your constant companion. You gain +1 bonus to Survival Checks and survival is always a class skill for you.

Pioneer: You have long lived along the southern
border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through
hunting, trapping, trading, and coaxing crops from
the freezing earth, you’ve learned how to survive on
the rugged frontier. With the wilderness ever at your
door, you’ve also learned much about its denizens and
the wild creatures that lurk in that unwholesome land.
Your family might even claim holdings in the Stolen
Lands, with elders telling stories of being driven from or
robbed of a lost ancestral homestead, fertile farmlands,
bountiful orchards, or a hidden mining claim. Whether
because of your personal expertise and familiarity with
the borderlands or in order to reclaim your family’s land,
you’ve joined the expedition into the Stolen Lands. You
begin play with a horse. Also, choose one of the following
skills: Climb, Handle Animal, Knowledge (nature),
Perception, Ride, Survival, or Swim—you gain a +1 trait
bonus on this skill.

Class Features:
Simple and Martial weapon proficiency
Armour Proficiency (Light, Medium, Heavy)
Shield Proficiency (Including Tower Shields)

1st favoured enemy: Humanoid (Human)
+2 bonus to Bluff, Knowledge, Perception, Sense Motive and survival against creatures of this type. Likewise gains a +2 bonus to weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger adds his ranger level and his Charisma bonus to determine the wild empaphy check result. Takes a -4 when attempting to influence a magical beast with an intelligence score of 1 or 2.

Racial Features:

#Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

#Normal Speed: Humans have a base speed of 30 feet.

#Bonus Feat: Humans select one extra feat at 1st level.

#Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


Offence:

BAB: +1
CMB: +5 (+1 BAB, +4 Strength)
CMD: 18 (10 + 3 Dex + 4 Strength, +1 BAB)

Common Attack Rolls

Longsword/Spiked Gauntlet- +3/+3 (+1 BAB, +4 Strength, -2 Two-Weapo penalties) 1d8+4/1d4+4 19-20x2/20x2 slashing/peircing damage

Warhammer/warhammer- +1/+1(+1BAB, +4 Strength, -4 Duel-weapon penalties) 1d8+4/1d8+4 20x3/20x3

Light Crossbow- +4 (+1 BAB, +3 Dexterity) 1D8 19-20x2 Piercing damage


Defence:

AC: 17 (+3 Studded Leather, +3 dexterity, +1 off-hand weapon)
Flat-Footed: 14(+3 Studded Leather, +1 off-hand weapon)
Touch: 13 (+3 Dxterity)

AC (Crossbow): 16 (+3 Studded Leather, +3 dexterity)
Flat-Footed: 13 (+3 Studded Leather)
Touch: 13 (+3 dexterity)

CMD: 15 (+1 BAB, +4 Strength, +3 Dexterity)
Fort: +4 (+2 Base, +2 Constitutione)
Reflex: +4 (+2 Base, +2 Dexterity)
Will: +1 (+1 Wisdom)


Gear:

Longsword (main hand) (15 Gold)
Gauntlet, Spiked (off-hand) (5 Gold)
Studded Leather (25 Gold)
Backpack (2 Gold)
Bedroll (1 Silver)
Blanket, Winter (5 Silver)
Caltops (10) (10 Gold)
Crowbar (2 Gold)
Lantern, hooded (7 Gold)
Oil (5 flasks) (5 Silver)
Rations, Trail (20) (10 Gold)
Rope, Hemp (50ft) (1 Gold)
Tent (10 Gold)
Waterskin (5) (5 Gold)
Alchemist's fire (4) (80 Gold)
Warhammer (2) (24 Gold)
Longbow, Composite (100 Gold)
Arrows (40) (2 gold)

Money: 9 Silver


Appearence:

Scruff would be the term the nobles would call him, but they would never say so infront of him unless heavily armed guards were nearby. His hair isn't the best kept and left to grow wild and his face sports many cuts and scars, even possibly a bite or two from some animal. If someone looks into his eyes they can almost see the suffering he's had to put up when growing up and as with human nature, will ignore it

Background:

Having lived a life of persuing those who have angered the town's people, Gaelen earned his nickname from mastering a odd fighting technique that involves using a sword and spiked gauntlet. Some say he grins whenever he lands a hit with his gauntlet, especially when it crashes into a enemy's face. The Ironfist made his fame by collecting on bountys and chasing them down, no matter what the target might be.

He is a surly character and doesn't get along with many people and wears the cuts on his face with pride, having a story on every single one. His main goal is just to travel the world and collect all he can through hunting down those who have painted targets on the back. Pride rules his life and he cannot let anyone escape once he has tracked them down. Perhaps in years gone by he will have this wealth kept away and settle down with a family. For now he's out to track to anyone in order to pay his way through life.

His past was different however, he was raised in a poor family and often found himself hungry, so he would steal, however when he first stole his meal he was given such a beating by his father he never dared do it again. Growing up hardened him, training in combat at a young age and then learning how to track down an enemy. His first kill he gave half the bounty to his family along with a letter telling them he was leaving for good and when he left his home town that day he didn't even turn back to look at it.