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Gathien Toran's page

301 posts. Alias of Tilnar.


Race

Halfling (HP: 20/20)

Status:
(AC: 16/13/16 ; Percep: +6; Init: +2; Fort: +6; Ref: +3; Will: +2 [+4 vs. fear]; CMD: 15; CMB +3; Rage: 8/8)

Classes/Levels

Skills:
(Acro +6, Appr +1, Bluff +3, Climb +6, Diplo +3, Disg +3, EscArt +1, Intim +3, Perc +6, Ride +5, SenMot +0, Stealth +11, Surv +0, Swim +5)
Bloodrager (Fire) 2

Gender

Male

About Gathien Toran

Gathien Toran, Halfling Warslinger
Male Halfling
Bloodrager (Elemental Bloodline: Fire) 2
NG Small Humanoid (Halfling)

Init: +2, Senses:Normal (Perception +6)
Languages: Common, Halfling
Deity: Desna
Age: 18 Birthday: 23 Sarenith
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DESCRIPTION/BACKGROUND
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Small by even halfling standards, Gathien stands only 2'10", though he'd never be mistaken for a human child. His left eye and cheekbone are covered with a dark brown tattoo of arcane flame sigils, which mostly conceal the scarring from an older burn. His tussled, cropped auburn hair frames the rest of his pale face, a single braid hanging down to his chin on the right side. His eyes are a pale green, the colour of old jade.

History:

Gathien is the third child (and only son) of two former Chelish halfings who became adventurers, freed themselvs and a large band of their fellows and settled down, establishing a (mostly) halfling village with the liberated slaves in the free Highlands of Andoran. His mother, Chloe, was a bard, while his father, Owan, was a sorcerer of the Elemental Bloodline. Gathien grew up in a magical household, with his parents using their arcane abilities for even simple tasks, and teaching his sisters to use their powers as they discovered them. Gathien, however, was the exception and never developed magical abilities, despite his father's insistence that he was simply not listening to his blood.

Gathien spent as little time at home as possible, trying to escape the constant testing and "exercises" his father insisted would allow him to harness his powers, and instead began to spend time with the brave warriors and warslingers of the village, who took him under their wing and began to teach him to fight.

On his fifteenth name-day, Gathien announced to his parents that he intended to join the village guardsmen. The ensuing argument was loud and painful for both sides: Gathien promised to leave the house even as his father cast him out. Gathien found that his plans had been blocked, however, as the local watch did not want to upset the village's sorcerer and lose access to enchanted gear. Rather than apologize, Gathien gathered up a small pile of coins from his home and left the village, heading away, wandering aimlessly until he reached Korvosa.

Despite the lack of opposition from his father (which he always thought was holding him back), Gathien found it difficult to adapt to the City, especially since none of the warriors or guardsmen would take him seriously due to his small size and lack of formal training. After a few months of repeated attempts to join any order that would have him, the coin he'd brought with him began to run out.

The night before he set to leave town, however, there was a fire in the warehouses near the docks. Hearing the voices of a few trapped stevedores, Gathien ran into the burning warehouse in order to help out. His heroic virtue was rewarded by a smoldering beam falling on him, pinning him to the ground. Lying there, trapped under a burning piece of wood too heavy to lift, Gathien began to curse his situation - thinking that his father would be especially pleased to know his son burned to death. His anger began to build, but it wasn't until the hot embers struck his face that something snapped within him, and Gathien heard the flames whisper to him as he felt his blood begin to boil as the rage took him for the first time. Using his rage-assisted strength, he freed himself, and defeated the thugs who were attempting to burn the warehouse and kill those inside, rescuing three people -- one of whom was Staran, a member of the Starfell mercenary company.

Impressed with the tiny halfling, Staran rewarded him with the equipment that a warrior would require and, more importantly, the opportunity to work. Unfortunately, showing a complete lack of the usual halfling luck, Gathien's first contract found himself hunting a group of corsairs... who were, unknown to him, allied with the self-styled Pirate Queen Trienna Waverunner. Finding himself in the Shackles with a price on his head, the halfling quickly leapt on the opportunity to join the expedition to the Mwangi Expanse... though he keeps looking over his shoulder. [Trait: Boarded in the Shackles].


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STATUS LINES
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Status:
(AC: 16/13/16 ; Percep: +6; Init: +2; Fort: +6; Ref: +3; Will: +2 [+4 vs. fear]; CMD: 15; CMB +3; Rage: 8/8)

Status (raging):
(AC: 14/11/14 ; Percep: +6; Init: +2; Fort: +8; Ref: +3; Will: +4 [+6 vs. fear]; CMD: 16; CMB +4; Rage: 6/6)[/ooc]

Skills:
(Acro +6, Appr +1, Bluff +3, Climb +6, Diplo +3, Disg +3, EscArt +1, Intim +3, Perc +6, Ride +5, SenMot +0, Stealth +11, Surv +0, Swim +5)

Skills (raging):
(Acro +6, Climb +8, Intim +3, Perc +6, Ride +5, SenMot +0, Swim +7)

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DEFENSE
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AC 16, Touch 13, Flat-footed 16 [14], CMD 15 or
Raging: AC 14, Touch 11, Flat-footed 14 [12], CMD 17
HP 20/20 [24/24 raging] (2HD) [(10+2), (6+2)]
Fort: +6 [+8 rage], Ref: +3, Will: +2 [+4 rage] (+2 vs. fear)
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee:
Greatsword +5 [1d10+3] (19-20)
- Power Attack: +4 [1d10+6] (19-20)
- Raging: +7 [1d10+6] (19-20)
- Raging Power Attack: +6 [1d10+9] (19-20)

Dagger +5 [1d3+2] (19-20)
- Power Attack: +4 [1d3+3] (19-20)
- Raging: +7 [1d3+4] (19-20)
- Raging Power Attack: +6 [1d3+5] (19-20)

Ranged:
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Halfling Sling Staff +5 [1d6+2] (20/x3) 80' increment
- Raging: +5 [1d6+4] (20/x3)

Base Atk: +2, CMB: +3 [+5 raging]
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STATISTICS
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Str 14 [18], Dex 15, Con 14 [18], Int 10, Wis 10, Cha 17

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TRAITS
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Halfling Luck (Ex)
Halflings receive a +1 racial bonus on all saving throws.

Keen Senses (Ex)
Halflings receive a +2 racial bonus on Perception checks.

Weapon Familiarity (Ex)
Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Warslinger
Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.

Boarded in the Shackles (Campaign) -- +1 Will
Your last home was in the Shackles, a dangerous land of pirates and treachery, but also of fantastic opportunity. A life of weal and woe on the sea and amid the pirate controlled lands has toughened you to a variety of hardships. Pick one of the three categories of saving throws—you gain a +1 trait bonus on all saving throws of that type.

Higlander (Regional)
You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

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FEATS
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Armour Proficiencies: Light, Medium.
Weapon Proficiencies: Simple, Martial. [+ Halfling]

Selected Feats:

  • Power Attack (-1 to hit, +2/+3 damage)

Bonus Feats:

  • None (Yet)

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SKILLS
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Trained are marked with *, italics for class skills. [4+int]

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics* [+6] = 2.0 + 2 + 3 - 1 AC
Appraise [+0] = 0.0 + 0 + 0
Bluff [+3] = 0.0 + 3 + 0
Climb* [+6] = 2.0 + 2 + 3 - 1 AC
Craft (Untrained) [+0] = 0.0 + 0 + 0
Diplomacy [+3] = 0.0 + 3 + 0
Disguise [+3] = 0.0 + 3 + 0
Escape Artist [+1] = 0.0 + 2 + 0 -1 AC
Intimidate [+3] = 0.0 + 3 + 0
Knowledge (Untrained) [+0] = 0.0 + 0 + 0
Perception* [+5] = 2.0 + 0 + 3
Perform (Untrained) [+3] = 0.0 + 3 + 0
Ride* [+5] = 1.0 + 2 + 3 -1 (AC)
Sense Motive [+0] = 0.0 + 0 + 0
Stealth* [+11] = 2.0 + 2 + 3 + 5 (Trait, Size) -1 (AC)
Survival [+0] = 0.0 + 0 + 0
Swim* [+5] = 1.0 + 2 + 3 -1 (AC)
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MAGIC
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Known Spells (None, yet)
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SPECIAL ABILITIES
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Fast Movement (Ex)
A bloodrager's land speed is faster than the norm for his race by 10 feet. This benefit applies only when he is wearing medium or lighter armour, and not carrying a heavy load.

Uncanny Dodge (Ex)
At 2nd level, a bloodrager gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Bloodrage (Su) (ooooo ooo)
A bloodrager can enter the bloodrage as a free action. While in a bloodrage, the bloodrager gains a +4 morale bonus to strength and constitution, as well as a +2 morale bonus to will saves. In addition, he takes a -2 penalty to his armour class. While in bloodrage, the bloodrager cannot use any Charisma, Intelligence or Dexterity based skills (other than ride, acrobatics, intimidate and fly).
A bloodrager can exit the bloodrage as a free action. He is fatigued for twice as long as he was in the rage, and cannot enter the bloodrage while exhausted.

Bloodline Powers:
Elemental Strikes (Su) [ooo]
As a swift action, you can imbue your melee attacks with elemental (fire) energy. For 1 round your melee attacks deal an extra d6 fire damage.

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EQUIPMENT
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Carried/Equipped
studded leather (small); greatsword (small); outfit (explorer's/small); Coinpurse ; Sling Staff (Halfling) (Small), Dagger (small)

Backpack contains:[ Bedroll (Small); Torch, Rations (Trail/Per Day) (Small) (x5); Waterskin (Filled) (Small); 50' Rope];

Belt Pouch #1 contains: [ Bullet (Sling) (Small) (x20); ];
Belt Pouch #2 contains: [ Chalk (x5)]; [/i];

Coinpurse Contents: 4gp, 4sp, 16cp.