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About Hanz StroudHanz Stroud
Skills:
Total: (4 Class + 1 FC - 2 Int) x1 = 3 ACP = (-1) ()Acrobatics ()Climb ()Craft (1)Diplomacy +5 (1)Handle Animal +4 ()Intimidate +8 ()Knowledge (Nature) ()Perception ()Ride (1)Survival +8 (+10) ()Swim -Modifiers-
-------------------- Gear:
--Equipped-- Studded Leather 25 Improvised Large Great Club free belt pouch 1 Dagger 2 Grappling hook 1 silk rope (100) 20 --Backpack-- blanket flint and steel iron pot soap torches (10) trail rations (5 days) waterskin Shovel 2 Iron Spikes (10) 1 Hammer .5 Fishing Kit .5 Medium Tent 15 Random tools 5 Mirror 10 Bell 1 Signal Horn 1 Dandy Brush 2 MW Survival Kit 50 --Money--
-------------------- Racial Abilities and Traits/Drawback:
Ability scores: +2 Constitution, +2 Strength, –2 Intelligence: Half-hill-giants are tough and intuitive, but not too nimble. Giant Blood: Half-hill-giants count as both human and humanoid (giant) for any effect related to race. Medium: Half-hill-giants are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-hill-giants have a base speed of 30 feet. Languages: Half-hill-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, and Ignan. Low-Light Vision: Half-hill-giants can see twice as far as humans in conditions of dim light. See Vision and Light. Powerful Build: The physical stature of Half-hill-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. Fearsome Grimace: Half-hill-giants are naturally intimidating creatures. Half-hill-giants gain a +4 racial bonus on Intimidate checks and Intimidate is always a class skill for them. In addition, half-hill-giants gain the Intimidating Prowess feat as a bonus racial feat. Large Hands: Half-hill-giants have remarkably large hands for their size, allowing them to catch projectiles thrown at them. Half-hill-giants gain Rock Catching and Rock Throwing as racial traits. The half-hill-giant is treated as Large size for these abilities. In addition, half-hill-giants receive a +2 racial bonus on grapple checks. Survivor: Half-giants gain a +4 racial bonus to Survival checks. --Traits-- Surprise Weapon: You gain a +2 trait bonus on attack rolls with improvised weapons. Peace Maker: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you. --Drawback-- Unlearned: Choose one Knowledge skill (Nature). You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check's DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.
-------------------- Special Abilities:
Rock Throwing (Ex): This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size; for example, a Large hill giant can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. The size of the range increment varies with the creature. Damage from a thrown rock is generally twice the creature’s base slam damage plus 1-1/2 times its Strength bonus. Rock Catching (Ex): The creature (which must be of at least Large size) can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a creature that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The creature must be aware of the attack in order to make a rock catching attempt. Fast movement: A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. Rage (7-Rounds/day): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
-------------------- Backstory:
Colewin Binderbook had never been to the farm of the resident celebrity Leon Stroud. The man originally hailed from Cheliax but his reputation in the area was that of a good, honest and honorable person. He had once been a paladin of Erastil and one of great faith and renown apparently. Or at least he had a few years ago. Now he was a simple farmer living the simple life. Anyway, Colewin wasn't even heading for the man's farm the day he ended up there. He was investigating a lead one of his scouts had dropped off recently about signs of bandits. So as the leader of the Silver Shields, it was his duty to check it out. After a days ride down the road, and a few hours in Egan's Wood, Colewin found the signs his scout mentioned. Hard to miss all the blood. A quick check of the area showed that it wasn't a poor farmer or trader but the bandits themselves that seem to have gotten killed. And, unfortunately, the killers were still around. From above several tiny, blue skinned creatures riding giant spiders descended to attack. Colewin was confident in his abilities as a fighter but he was at a disadvantage and his companions weren't as capable. He had brought some of the newer recruits, hoping to give them some experience in the field. This was way out of their league. They tried to escape but they found themselves surrounded too quickly. Colewin thought to try and break their line and drag his companions with him if he had too, but that wasn't necessary. With a crash and a crunch, the mite and mount on one side of the circle was crushed beneath a small tree. When it lifted back up, Colewin thought things had just gone from bad to impossible. It looked so big at first, Colewin thought a giant had stumbled into their skirmish. It turned to the next stunned mite and swung, taking it off the spider and clear across the ring of combatants. "Go away little blue bugs," the creature said in common. Wait, Common? That's when Colewin finally realized it wasn't a giant, just a very large and strong person. Almost 8 feet tall and a body built like a bear, he made short work of the remaining mites as they tried to escape. He took a few bites in return but seemed unaffected by the poison, showing impressive fortitude. After the fight the man turned to them "Hi. Paw always said ta help those in trouble." Then he thinks for a moment. "You were in trouble right? Cause sometimes I get confused and people aren't really in trouble. Like when I thought I saw this naked man trying to hurt this naked woman behind some bushes." He face begins to turn a bright shade of red at the memory. "They a...he wasn't...um hurtin her like I thought. They were really mad." After laughing, both at the story and situation he found himself in, Colewin and the two trainees from his mercenary company followed the large youth, they found out he was still a teen, back to his father's farm. From then on, Colewin made it a point to see the family anytime they visited the town to for supplies and to trade.
-------------------- Personality and Description:
Hanz stands nearly 8 ft tall and is muscularly built. In fact, some might call his size freakish, and some have, which has caused more than a little pain in town. Growing up, some children made fun of him and tried to take advantage of his dull wit and gentle nature. Some of the adults have too. They also politely ask him not to come into their stories as he is also rather clumsy. His large body and ridiculous strength mean he has the potential to do a lot of damage if he trips. But even though he isn't treated well sometimes, he is still the nicest person most ever met. He also has strong protective instincts. Colewin has witnessed a few other times the righteous fury that sometimes boils out of the gentle giant and so far he has had no reason to reprimand. Hanz speaks slowly and doesn't get the words right all the time but every now and then has a moment of clarity and insight people find surprising. These are usually prefaced with "Paw always said" because his father has attempted to teach him the paladin code in ways he would understand. His father also saw the hill giant rage hidden deep inside, hidden usually by his gentle nature. As a child, he sometimes threw tantrums capable of leveling a house. So his father has done his best to teach him the difference between right and wrong and to put others before himself. To turn that anger into righteous fury. Both he and Colewin believe it worked.
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