Grau Soldado

Hetra Karet's page

32 posts. Alias of Valdast.


Full Name

Hetra Karet

Race

Human

Classes/Levels

Ranger (Trapper) 1/Wilder 1 (Gestalt) | HP: 12 | AC: 14, T: 11, FF: 13 | Fort: +4, Ref: +3, Will: +1 | CMB: +5, CMD: 16 | Init: +1

Gender

Male

Size

Medium

Age

20

Alignment

TN

Deity

None

Location

Trapped Beyond Time

Languages

Common

Occupation

?

Homepage URL

http://www.myth-weavers.com/sheetview.php?sheetid=902687

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Hetra Karet

The body is weak.
The soul is weak.
Death is everywhere.
Protect me.

Hetra Kerat was a conscripted guard, convicted of cowardice in the face of duty before being stolen away. Fear is the name of the game for this man, a human forced to confront the horrors of the world around him. Constantly covered by armour and clothing, Hetra avoids all contact with the outside world, scared of the danger that rests outside his bubble.

A fragile boy, hiding.
A boy who wants to be safe.
Take everything and end it.

Hetra Kerat is a boy who wants to be seen as strong, but is scared. A braggart, he was foolish. His actions lead to his guard being attacked and slaughtered by a powerful Orc warlord. He would have died then, had he not been “too pitiable to kill.”

A boy who wants to prove his power.
A boy who wants no risk.

I take the path of the Kishin.

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Description: The man who would hide from everything covers himself in a close-fitting robe, covering almost every piece of skin from view. Though you can see his face easily, his hood covers up his matted brown hair, covering his brown eyes in shadow. Two swords lie eagerly in their sheaths, ready to leap to their master's command without a word, hanging from his hips.

Underneath his cloak, he wears a well-made suit of armour, which further separates him from the world around him. Light guards cover his forearms and shins, protecting him from those that would threaten his precious safety.

Perhaps he is overly cautious,
or perhaps he is completely right.

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Traits:

Desperate Focus (+2 on Concentration Checks)
No, don't lose it... DON'T!
Suspicious (+1 on Sense Motive)
Who are you really? Can I trust you?
Carefully Hidden (+1 Will, +2 vs. Divinations)
You won't find me again. I won't let you.
Nervous (Take 10 becomes Take 8)
What if... What about... Can I?

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Mechanics:

Spoiler:
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Hetra Karet
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TN Humanoid (human)
INIT: +1 | SENSES: Perception +3
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Defense
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AC: 14 (+3 Armour, +1 Dex) | Touch: 11 | Flat-Footed: 13
hp: 12 (1d10+2)
Fort: +4 Ref: +3 Will: +1
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Offense
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Speed: 30 ft.

(All attacks +2 AR and DMG against MH)
Melee: TH Warhammer +7 (1d8+6, x3)
OH Warhammer +5 (1d8+4, x3)
Kukri +5 (1d4+4, 18-20/x2)
Cold Iron Dagger +5 (1d4+4, 19-20/x2)
Ranged: Sling +2 (1d3+4, x2, 50 ft.)

Space: 5 ft, Reach: 5 ft.

Powers Known: (ML: 1, Concentration: 1d20+6)
1st-level: Energy Ray
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Statistics
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STR: 18, DEX: 12, CON: 14, INT: 10, WIS: 8, CHA: 16
BaB: +1; CMB: +5; CMD: 16
Feats: Power Attack, Surging Aura
Skills: Craft (Weapons) +4, Disable Device +5, Knowledge (Dungeoneering & Nature) +4, Perception +3, Stealth +5, Use Magic Device +7
Languages: Common
Equipment: 43.70 gp, Kukri, Studded Leather, Warhammer, 100 ft hemp rope, 20 torches, 10 pieces of chalk, Patchwork cloak, mwk Backpack, Cold Iron Dagger.
SQ:
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex): +1 to tracking (Survival)
Wild Empathy (Ex): 1d20+4 to improve attitude of animals.
Wild Surge (Su): +1 Manifester Level, 15% Psychic Enervation, pays cost of extra augments. (Surge selected: Pain Surge, detailed below)
Surge Blast (Su): Standard Action and expend Psionic Focus for a Ranged Touch Attack (1d20+2) with 30' range, dealing 1d6 per +1 on Wild Surge.
Pain Surge: Must have taken damage equal to the + on Wild Surge in order to Surge, DC increase due to damage taken while manifesting is halved, continuous damage is ignored.
Psychic Enervation: Sickened until end of next turn, lose PP equal to normal manifester level.
Surge Bond: Can deal exact damage on a willing or helpless target. Gain Heal as a Class Skill, and gain a +4 competence bonus on any aspect relating to surgery.

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Planned Progression: Hetra is one of the few who will pursue safety in a most unusual method. He wishes to discover a way to create his own safety, and to that end he will create ways for himself to take the energies of once-living beings and add them to himself, storing them in gems. However, he will also develop Psionic abilities, allowing him to more heavily enforce his isolation through training his mind.

Planned level progression will be a combination of Wilder, Ranger, and Souleater (reflavoured), to create a character which is a powerful debuffer through Negative Levels, in addition to his utility and power via Wilder.