Darius Finch

Isaac Hlokenar's page

103 posts. Alias of Camie winchester.


About Isaac Hlokenar

[ Tracking Info | Party (Inventory, Matrix) | Personal ]

Name: Isaac Hlokenar
Race: Male Half-Elf
   Age: Adult (appears to be about 25 in human terms)
   Size: Medium, 6' 3"
   Type: Humanoid (elf, human)
Level: Gestalt
   Classes: Fighter 7 (Tactician)
   Gestalt: Rogue 7 (Roof Runner)
   Favored: Fighter
Social: Major, Ilmarond Royal Army
   Faith: Worships Stëora
   Family: General Aurvandur Hlokenar (father), Isabel (mother [deceased]), Lilyana (younger sister)
   Home: Port Eldarion, Dafar
   Jobs: Lieutenant Governor of Dafar
Languages: Common, Draconic, Elvish, Giant, Zuck

Str 20 (18), Dex 18 ( ), Con 14 ( ), Int 16 (14), Wis 12 ( ), Cha 15 ( )

Looks:
This handsome young half-elf has dirty blond hair that is normally kept long and pulled over to one side, the tips also feather at their own accord. His ears sometimes stick out of his hair, since it lays relativly flat, and you can make out a pair of silver cuffs on the ear that is more exposed. On rare occassions you have also spotted him sporting facial hair. The man's face is long much like his elven parent's, although his cheekbones are not nearly as pronouced, his face more rounded from his human side. He has dark green eyes, and his skin is a deeply tanned.

Beyond mere looks, he holds himself well, pride and confidence evident in his body language. His build is at once lean yet physically powerful, the results of mixed heritage. When he is not wearing a shirt, you can discern a prominent scar that runs diagonally across his shoulder blades.


Heraldry:
In gold on a pale green field, a stylized dragon. In border, red aster.

Senses low-light vision; Perception +13
Init +6; Speed 30 ft.
BAB +7; CMB +12; CMD 17
Fort +7, Ref +9 evasion, Will +7
   +2 vs Enchantments
   Resist: +4 vs non-lethal, endure elements
   Immune: magical sleep effects
AC 24, ff 17, touch 15; (+7 Armor, +4 Dex, +1 Dodge, +2 Shield)
hp66 (7 HD: 10str + 7d10 + 14con)

Melee +1 keen mithril sabre +15,+10 (1d8+8, 15-20×2)
   adamantine dagger +13,+7 (1d4+5, 19-20×2)
   cold iron warhammer +13,+7 (1d8+5, 20×3)
Power Attack -2 to Attack, +4 damage
Range 60 mwk composite longbow +12 (1d8+5, 20×3)
Sneak 30 +4d6

SKILLS
+14 Acrobatics (7) [jump: +1]
  +3 Appraise
  +8 Bluff (3)
+15 Climb (7)
   — Craft:
+13 Diplomacy (7)
+12 Disable Device (5)
+10 Disguise (5)
+11 Escape Artist (4)
   — Fly
  +6 Handle Animal (1)
  +1 Heal
  +8 Intimidate (1)
       Knowledge:
       +13 Arcana (1) (class 7K, Int item)
         +7 Dungeoneering (1)
         +7 Engineering (1)
         +7 Geography (0+1) (6K)
          — History
       +10 Local (4)
          — Nature
       +10 Nobility (4)
          — Planes
          — Religion
  +7 Linguistics (1)
+13 Perception (7) (half-elf)
       Perform:
       +8 Dance (1)
       +2 Oratory
       +2 Sing
   — Profession: Sailor
  +8 Ride (1)
+11 Sense Motive (7)
+10 Sleight of Hand (3)
  +9 Spellcraft (2) (class trait +1)
+14 Stealth (7)
  +7 Survival (3)
  +9 Swim (1)
+12 Use Magic Device (7)

FEATS

RACIAL TRAITS

Half Elf:
Half Elf Racial Traits:
  • Dual Minded:
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects
  • Keen Sense: Half-elves receive a +2 racial bonus on Perception skill checks.
  • Low-light Vision: Half-elves can see twice as far as humans in conditions of dim light.
  • Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

CLASS ABILITIES

Fighter:
Fighter (Tactician) Class Features
  • Armor Training 2: Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At 7th and 15th levels, these bonuses increase by +1 each time, to a maximum –3 reduction of the armor check penalty and a +3 increase of the maximum Dexterity bonus allowed.
    In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
  • Bonus Feats: A tactician may choose Skill Focus or any teamwork feat, in addition to combat feats, as bonus feats.
  • Strategic Training (Ex): A tactician gains 4 skill points + a number of skill points equal to his Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level. Furthermore, Diplomacy (Cha), Knowledge (geography) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Sense Motive (Wis) are all class skills for the tactician.
  • Tactical Awareness (Ex): At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).
  • Tactician (Ex): Tactician (Ex): At 5th level, a tactician receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the tactician can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the tactician possesses. Allies do not need to meet the prerequisites of these bonus feats. The tactician can use this ability once per day at 5th level, plus one additional time for every 5 levels thereafter.

CLASS ABILITIES

Rogue:
Rogue (Roof Runner) Class Features
  • Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
  • Rogue Talents:
    Charmer (Ex): Once per day, the rogue can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this talent before making the Diplomacy check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.
    Expert Leaper (Ex): When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.
    Nimble Climber (Ex): When a rogue with this talent fails a Climb check by 5 or more, she can immediately make another Climb check at the surface's base DC +10. If successful, she stops her fall by clinging onto the surface. The rogue does not take falling damage when she stops her fall in this manner.
  • Roof Running (Ex): At 1st level, a roof runner becomes entirely adept at moving across the tops of buildings, spires, and similar locations. Provided she is wearing light armor, the roof runner can move at full speed while traveling across the tops of buildings or similar structures, and takes no penalties on any Dexterity-based Skill checks or Reflex saves that might be incurred from moving about on a roof.
  • Sneak Attack: +4d6
  • Tumbling Descent (Ex): At 2nd level, a roof runner can use her acrobatics skill to attempt a rapid descent from a rooftop or another surface, ricocheting against another surface and then diving through an opening (such as a balcony or window) directly below. So long as she has at least two surfaces no farther than 10 feet apart to bounce against, she can ricochet her body back from one to the next, descending great distances with a single check. The DC is 10 + 5 for every additional 10-foot increment descended beyond the initial 10 feet dropped. If she fails, she falls the full distance.
  • Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

EQUIPMENT

Equipped/Worn: 25 lbs:

Magic Item Slots:

Non-Slotted Items:


  • Explorer's Outfit (8 lbs)
  • Signet Ring



Baldric/ Carried: 11.5 lbs:

Baldric: (1 lbs)
  • Shield:
    — Buckler +1 (mithril, +2 AC; 2.5 lbs)
  • Melee Weapons:
    — Dagger (masterwork, adamantine; 1 lbs)
    — Elven Sabre +1 Keen (exotic 1d8 scimitar, mithril; 2 lbs)
    — Warhammer (masterwork, cold iron; 5 lbs)
  • Ranged Weapons:
    — Composite Longbow (20 Str, masterwork; 3 lbs)

  • Quiver (3 lbs)



Belt Pouch (#1): 2.5 lbs:

Belt Pouch: (0.5 lbs empty)
  • Chalk
  • Flint and Steel
  • Ink Pen
  • Ink Vial
  • Thieves' Tools, Mwk [ooc](2 lbs)



Pack/Droppable: 5 lbs:

Handy Haversack: (5 lbs)

  • Bedroll (5 lbs)
  • Blanket (1 lbs)
  • Blanket, Winter (5 lbs)
  • Candle
  • Climber's Kit (5 lbs)
  • Crowbar (5 lbs)
  • Dice
  • Grappling Hook (4 lbs)
  • Hammer (2 lbs)
  • Hammock (3 lbs)
  • Hooded Lantern (2 lbs)
  • Hot Weather Outfit (4 lbs)
  • Magnifying Glass
  • Manacles, Mwk (2 lbs)
  • Mirror, Small Steel (0.5 lbs)
  • 10× Oil, Pint (1 lbs)
  • Rope, Hemp 50-ft (10 lbs)
  • Rope, Silk 50-ft (5 lbs)
  • Scroll Case (0.5 lbs)
  • Sealing Wax (1 lbs)
  • Soap
  • Spellbook (3 lbs)
  • Torch (1 lbs)
  • Waterproof Bag


  • Waterskin (4 lbs)
  • Whetstone (1 lbs)

Capacity light: 133, medium: 266, heavy: 400

Storage:

  • Camping:
  • Clothes: Courtier's, Explorer's, Noble's
  • Libations:
  • Light:
  • Navigation:
  • Notary:
  • Other:

BACKGROUND

History:
Isaac is one of the rare few half elves born into a married union of a human and an elf. He was also named after his human grandfather who was a loyal ally to his father, Aurvandur, an elven general in Ilmarond's royal army. Isaac’s childhood was a good one for a half-elf. He never felt out of place, different, or unable to fit in, and always found a way to fit in with kids of any age. His parents never made him feel like he had to live one way or the other, and he basically got the best of both worlds.

When Isaac was about twelve year’s old, his father started to bring him to his trade. Even though Isaac wasn’t permitted to participate with the soldiers, he got to watch and learned a lot about armed combat, and strategy. To his father’s delight, Isaac was very interested in what his father had to teach him. When he wasn’t with his father, Isaac was with his human mother, Isabel, and helped her out in whatever way he could. Around this time, his sister, Lilyana was born. Despite an age difference of over a decade, Isaac tried to include her with the things he did – even the ones that daddy didn’t always smile upon.

Even though their father's station made them upper class by default, he couldn’t help but find trouble when he was away from his parents. When he would go out, Issac would climb buildings and leap from roof top to roof top. At a young age he realized that if they can’t catch you, you can’t get in trouble... so long as your identity remains a secret. He never stole anything, though he did sneak into a few homes just to see if he could do it. He still enjoys being in high places, and when he’s not doing anything important, he’ll wear a mask, hide his hair, and continue to practice his roof running.

Isaac was always one to push himself in everything he did. Upon attending university, he made it his top priority to do the best he could. Not only did he get to learn more about how the city works, he also kept his eyes on the magic users that he was going to school with. Even though he was never able to cast any spells of his own, he derived satisfaction from being able to point out different schools of magic, and even speak and read the language of magic.

Despite the childish fascination he still harbors for climbing, Isaac is rather responsible, and highly ranked in the military. He currently leads efforts to govern his struggling home city of Port Eldarion in the wake of more wide-spread unrest thoughout Dafar. Although it was due to assassination and tragedy, Isaac was still honored to take the position, since his years of study at the academy, and further advancement as an office should have prepared him for such a task. While the reality is a great deal harsher, he does his best to set things right and hold the city together.

The same conflicts that have set Dafar in turmoil also recently claimed the life of Isaac's mother. If his father had any intention of remarrying after Isabel should have died of old age (presumably in another 10 or 20 years), then the general has kept such thoughts to himself along with his grief and guilt. For while the general was away from the city keeping the peace elsewhere, Isabel was killed in the same riots that claimed Governor Gwiniel Taurion. Given his position, Isaac feels mildly responsible for not being able to save her even though every tactical scenario he's reviewed has indicated there was nothing that could have been done. These past few months have seen him very quiet for the most part, even though he will casually tell anyone that he is fine.

PROGRESSION

Advancement:

Level History
  •   1: figher 1 / rogue 1
  •   2: figher 2 / rogue 2
  •   3: figher 3 / rogue 3
  •   4: figher 4 / rogue 4 (Dex +1)
  •   5: figher 5 / rogue 5
  •   6: figher 6 / rogue 6
  •   7: figher 7 / rogue 7
  •   8: ( +1)
  •   9:
  • 10:
  • 11:
  • 12: ( +1)
  • 13:
  • 14:
  • 15:
  • 16: ( +1)
  • 17:
  • 18:
  • 19:
  • 20: ( +1)

Achievements


  • 3K: Combat Reflexes
  • 4K: Int +1
  • 5K: Endurance
  • 6K: Geography +1
  • 7K: Class Skill: Knowledge (arcana)