Kellid

Hakon <Sir Longears>'s page

34 posts. Alias of Sir Longears.


Race

| HP: 14/14| AC: 18 (13 Tch, 15 Fl) | CMB: +6*, CMD: 19* | F: +5, R: +5, W: +2 | Init: +3 | Perc: +5, SM +1

Classes/Levels

| Speed 30ft | Active conditions: None.

Gender

Male N Human Brawler (living avalanche)//Fighter (siegebreaker) 1

Age

25

Alignment

True Neutral

Deity

Desna and Gorum

Languages

Common, Giant, Hallit

Occupation

Hunter

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

About Hakon <Sir Longears>

Background:
Hakon never knew his parents, for he was found by the Greathorn tribe during one of their raids, still an infant, living among a tribe of frost giants. It was speculated that Hakon had some portion of giant blood in his veins, for he grew fast and beyond those of his age. Embracing his new tribe, Hakon was raised by the Greathorn tribe in the Realm of the Mammoth Lords, and under the Greattusk Following, learning their ways, enduring their dangerous come-of-age rites and becoming a hunter himself. As many in his tribe, the adopted the wooly rhinoceros as his guardian spirit.

When Hakon was 25, while roving after the great beasts of his land, his group was ambushed by a group of orcs from the Hold of Belkzen, looking to capture the same beasts to use as war beasts. Many were killed and others were put in chains to be used as slaves or entertainment. Hakon was brought to Urgir, marching the whole Flood Road, and there he was sold as a slave to the Bearslayer tribe. To his luck, however, Hakon never reached their hold, for a patrol of knights from Lastwall attacked them. During the chaos of combat, Hakon and a couple other slaves escaped, reaching the Northern Fangwood and then the Southern Fangwood, for one of them was from Nirmathas, which was much closer than his own home.

Once Hakon and his companions thought themselves safe from the orcs, they were attacked by a patrol of the Ironfang Legion. Hakon isn't sure if he was the only survivor, but wounded, he escaped once more. He eventually collapsed from his wounds and was rescued by travelers heading for Phaendar. There he recovered slowly and regained his strength, and is now only waiting for a known merchant to finish his business in town before he follows him back to the north...

Description:
Hakon is a towering kellid man with 6 ft. 9 in. of height and weighting over 230 lbs. His hair is dark-brown and is kept long and wild, while his skin is light brown, deeply tanned. His eyes are blue, which is not common among Kellids. Lean but muscular, Hakon bears many scars, the most prominent being one in his chest from when he was trespassed by the horn of a wooly rhino (an accident during his come-of-age rite). Having spent his whole life in the north among "savages", Hakon doesn't know how to behave in more civilized lands.

Goals, Fears and Quirks:
Goals
As any young kellid from the Realm of the Mammoth Lords, Hakon wants a name for himself. According to their ways, one should earn their names according to their deeds.

Being an orphan, Hakon wants a family for himself. He wants to find a good and brave wife to eventually have children.

Fears
Hakon is a proud man and one of his worst fears is to die before earning his name, for he would be just another 'Hakon', not to be remembered by anyone.

As many others from his home, Hakon also fears to die by the forces of nature (cold, starvation), something quite less risky now in the south.

Quirks
When stressed, Hakon constantly cracks his knuckles, shoulders and neck.

Hakon of the Greathorn
Male human (kellid) brawler (living avalanche)//fighter (siegebreaker) 1
N Medium humanoid (human)
Initiative +3; Senses Perception +5

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DEFENSE
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AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield; +2 vs. goblinoids)
hp 14 (1d10+4)
Fort +5, Ref +5, Will +2

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OFFENSE
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Speed 30 ft.
Melee unarmed strike +5 (1d6+4) or
Melee armor spikes +5 (1d6+4) or
Melee spear +4 (1d8+6/x3) or
Melee longsword +5 (1d8+4/19-20)
Melee dagger +5 (1d4+4/19-20)
Ranged javelin +4 (1d6+4, 30 ft) or
Ranged dagger +4 (1d4+4/19-20, 10 ft) or
Ranged spear +4 (1d8+4/x3, 20 ft)
Special Attacks breaker rush (4 damage), martial flexibility 3/day

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STATISTICS
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Str 18 (+4), Dex 16 (+3), Con 16 (+3), Int 12 (+1), Wis 12 (+1), Cha 7 (-2)
Base Atk +1; CMB +6 (+8 for bull rush, grapple, and overrun); CMD 19 (21 vs. grapple)
Feats
H: Tribal Scars (greattusk)
1: Spiked Destroyer
B: Unarmed Combatant
Skills 5 ranks; 2 background
Acrobatics +5 (1 rank, 3 class skill, 3 Dex, -2 ACP)
Climb +6 (1 rank, 3 class skill, 4 Str, -2 ACP)
Handle Animal +2 (1 rank, 3 class skill, -2 Cha)
Perception +5 (1 rank, 3 class skill, 1 Wis)
Profession (herbalist) +5 (1 rank, 3 class skill, 1 Wis)
Ride +3 (3 Dex, +2 feat, -2 ACP)
Stealth -1 (3 Dex, -2 racial, -2 ACP)
Survival +5 (1 rank, 3 class skill, 1 Wis)
Swim +6 (1 rank, 3 class skill, 4 Str, -2 ACP)
-2 Armor Class Penalty
Traits Ironfang Survivor, Spirit Animal (wooly rhinoceros)
Languages Common, Giant, Hallit
SQ brawler's cunning, giant ancestry, martial training

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EQUIPMENT
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Weapons dagger, javelin [3], longsword, spear
Worn buckler, spiked chain shirt
Slotted Items -
Wands, Rods, Etc -
Backpack -
-Consumables: -
Belt Pouch 123 gp
Other

Carrying Capacity
Total Carried Weight: 57 lbs. (57 [combat]/0 [other gear])
Light Load: 100 lbs. or less
Medium Load: 101 - 200 lbs.
Heavy Load: 201 - 300 lbs.
Lift Over Head: up to 300 lbs.
Lift: up to 600 lbs.
Push or Drag: up tp 1500 lbs.

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SPECIAL ABILITIES
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Brawler's Cunning (Ex) Hakon’s Intelligence score counts as 13 for the purpose of meeting the prerequisites of combat feats.
Breaker Rush (Ex) Hakon can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Powerful Maneuvers, the damage dealt increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic).
Giant Ancestry (race) Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks.
Martial Flexibility (Ex) Hakon can take a move action to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. He must meet all the feat’s prerequisites. Hakon can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
Martial Training (Ex) Hakon counts his total brawler levels as both fighter levels and monk levels for the purpose of feats and magic items that have different effects based on whether the character has levels in those classes.

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FEATS
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Spiked Destroyer [combat] When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack roll with your armor spikes against the target of the maneuver as a swift action, using your highest attack bonus.
Tribal Scars (Greattusk) You gain a +2 bonus on checks to perform bull rush or overrun combat maneuvers and a +2 bonus on Ride checks.
Unarmed Combatant [combat] You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes now deal 1d6 damage if you are medium sized or 1d4 damage if you are small sized, and you can deal lethal or nonlethal damage, at your choice. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Progression:
Feats
1: Spiked Destroyer
1H: Tribal Scars (greattusk)
1Blr: Unarmed Combatant
2Bonus: Nature Soul
2Blr: Powerful Maneuvers
3: Bulette Charge Style
4Bonus: Animal Ally
4Ftr: Disruptive
5: Bulette Leap
5Blr: Deft Maneuvers
6Bonus: Collector's Boon
6Ftr: Bulette Rampage
7: Greater Overrun
7Ftr (armor training): Poised Bearing
8Bonus: Boon Companion
8Blr: Quick Bull Rush
9: Combat Reflexes
9 (weapon training): Weapon Style Master
10Bonus: Improved Collector's Boon
10Ftr: Vicious Stomp
11: Brute Style
11Blr: Brute Stomp
12Bonus: Iron Will
12Ftr: Brute Assault
13: Shield Focus (buckler)
14Bonus: Heroic Will
14Blr: Weapon Focus (close)
14Ftr: Guarded Stance
15: Penetrating Strike
15Ftr (armor training): Improved Poised Bearing
16Bonus: Improved Iron Will
16Ftr: Weapon Specialization
17: Greater Weapon Focus
17Blr: Greater Weapon Specialization
18Bonus: Toughness
18Ftr: Improved Critical (close)
19: Bull Rush Strike
20Bonus: Endurance
20Blr: Unbreakable
20Ftr: Greater Penetrating Strike