Ranger

Garran Fain's page

473 posts. Alias of Phntm888.


Full Name

Garran Fain

Race

Human Fighter 2 | AC 17 19, T 11, FF 16 18 | HP 26/26 | Fort +6, Ref +1, Will +2; +1 vs fear |

Classes/Levels

Init +1 | Perception +2 | Hero Points: 2 | Stamina 3/3

Gender

Male

Size

Medium

Age

25

Special Abilities

Combat Stamina

Alignment

N

Location

Korvosa

Languages

Common, Varisian

Strength 18
Dexterity 13
Constitution 14
Intelligence 13
Wisdom 14
Charisma 9

About Garran Fain

Crunch:

Garran Fain
Male human Fighter 1
N humanoid (human)
Init +1; Perception +2
Favored Class: Fighter
FCB: +2 Hit Points
Hero Points: 2
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DEFENSE
AC 17 19, touch 11, flat-footed 16 18 (+6 Armor, +1 Dex, +2 shield when equipped)
HP 26 (2d10+4 Con+2 FCB)
Fort +5, Ref +1, Will +2
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OFFENSE
Speed 20 ft
Melee bastard sword +7 (1d10+4, 19-20/x2)
Melee morningstar +6 (1d8+4, x2)
Melee dagger +6 (1d4+4, 19-20/x2)
Melee spiked gauntlet +6 (1d4+4, x2)
Ranged composite longbow +4 (1d8, 19-20/x2, 80 ft)
Ranged dagger +4 (1d4+4, 19-20/x2, 10 ft)
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STATISTICS
Str 18, Dex 13, Con 14, Int 13, Wis 14, Cha 9
Base Atk +2, CMD +6, CMB 17
Traits Betrayed (Reformed Criminal), Child of the Streets
Feats Armor Exotic Weapon Proficiency (bastard sword), Power Attack, Weapon Focus (bastard sword)
Skills (ACP -4) Diplomacy +5, Intimidate +4, Knowledge (planes) +2, Sleight of Hand +2, Survival +7
Languages Common, Varisian
SQ none
Other Gear bastard sword, morningstar, spiked gauntlet, composite longbow with 40 arrows, dagger, breastplate, heavy steel shield, fighter’s kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (11 days), waterskin), gear maintenance kit (contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons), 11 gp

Weight Carried: 100 lbs
Carrying Capacity: 100 lbs/200 lbs/300 lbs
Encumbrance Level: Light
Lift overhead: 300 lbs
Lift off-ground: 600 lbs
Push: 1500 lbs

Special Abilities:

Traits
Betrayed (Reformed Criminal): You were hardly a model citizen as a child or young adult. Your reasons for turning to a life of crime may be varied, but what matters is that you eventually fell in with a certain well-connected and notorious crime lord named Gaedren Lamm. His reputation as a snake and a treacherous scoundrel was known to you, but for reasons of your own, you chose not to turn him down when he offered you a chance to work for him. You may have assumed you were an exception, or that you'd be able to handle him, or perhaps even planned to betray him. As it worked out, though, Gaedren got the upper hand and took you down you first. You may have served time in jail, may have been beaten by his thugs and left for dead, or could simply have had your profits stolen out from under you. Whatever the cause, Gaedren wronged you, and you are eager for the chance to get revenge.
Reformed Criminal: You've given up the life of crime, and managed to talk your way out of any repercussions such as jail time or fines. You've told yourself that you would rather leave your past behind, yet the concept of seeing Gaedren Lamm pay for his crimes still appeals to you. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Child of the Streets: You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person.
Benefits: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.

Feats
Exotic Weapon Proficiency (bastard sword): You make attack rolls with the chosen weapon normally.

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Weapon Focus (bastard sword): Gain +1 to attack rolls with bastard swords.

Backstory:

Tymo Flint was born in Bridgefront, to a family that could barely feed his siblings, let alone him. Every one of his siblings engaged in theft or begging to put food on the table, and not a one of them knew an honest enterprise. Once their parents deemed them old enough (around 10 or so), the children were kicked out of the house to fend for themselves, so there would be one less mouth to feed. As the youngest, by the time Tymo was 10, there was no need for his parents to kick him out, but they did so anyway, saying maybe they’d finally make some money now that the brats were out of the way. Fortunately, Tymo had always been a big child, and his size made him less vulnerable to the predations of children that most experienced. Unfortunately, it also made picking pockets and stealing off a merchant’s stall harder.

Fortunately, he learned that if you could catch someone in an alley unawares and hit them hard enough on the head, you had time to steal their purse while they lay on the ground snoozing. By the time they awoke, they would remember nothing, and he would be long gone. For the better part of a decade, he made a living through strong arm robbery and simple pick pocketing, doing far better on his own than he had done with his parents. Eventually, he gathered together his own gang of bullyboys - other orphans of Bridgefront, plus those who enjoyed rougher pursuits. He kept them in check, though - all it took was a reminder that a dead body brought the watch faster than a stolen purse, most of the time, and the few times it didn’t, beating the offender to a pulp usually sufficed.

One day, he was approached by a crime lord he’d heard about by reputation, Gaedren Lamm. Gaedren was planning a big crime, and needed some muscle to back it up. Tymo had heard rumors of betrayed partners before, and, though reluctant, the opportunity to get his hands on large chunk of gold won out. Tymo agreed to get his gang in on the action - while hatching a plan to sell Gaedren to the watch and take over his turf. He entertained thoughts of having enough wealth to actually move someplace out of Old Korvosa, maybe to get out of the game entirely.

Garran should have thought about this a lot more than he did. Gaedren hadn’t ever intended to rob the warehouse - he merely wanted to get rid of Tymo’s gang. When Tymo moved in, the watch was waiting. His bully boys were arrested or scattered, and Tymo got himself pinched as well. Desperately, Tymo bargained himself a reprieve from time spent in a cell by giving up the information on Gaedren he had accumulated with the intent of selling the other to the watch. He managed to avoid the clink and paid only a fine, but though the watch caught some of Gaedren’s cronies, they didn’t catch the man himself. Knowing he had to get out of town, Tymo signed on to guard a merchant’s caravan and left Korvosa.

He traveled all over Varisia, and seen Magnimar, Sandpoint, Riddleport, and even Kaer Maga. He had learned the art of weapons, and how to fight in armor. He had also learned that he could earn a far steadier living as a caravan guard than a strongarm thief, which would hopefully keep him out of trouble. He hardly gave a thought to his family in his travels, but he always thought of one thing - how he would get his revenge on Gaedren Lamm. Now, Tymo has returned to Korvosa, under a new name - Garran Fain. Garran Fain has no connection to Gaedren Lamm, no criminal past. Garran Fain can hunt for Gaedren Lamm without interference - and either turn him over to the watch, or kill the bastard. Either option was preferable.

Appearance & Personality:

Garran stands at 6’3” tall and 235 lbs, a towering figure with thick arms and shoulders. He has a scar on his cheek from a wound he took in a goblin attack, and dusty, battle-worn armor. His weapons are well-oiled and show signs of use. He has grown a full beard since he left to help disguise his face, and keeps both it and his hair short so enemies can’t grab ahold of them in combat.

Garran appears stone-faced by nature, and has a hard gaze. He is quick to laugh at a joke, however, and possesses a rough sense of humor. He freely talks of his travels about Varisia, but never about his past before. He might well never have existed before then - and in a way, he didn’t.