Hakon

Asjar Hahtö's page

55 posts. Alias of Oceanshieldwolf.


Full Name

Asjar Hahtö

Race

| Resistances: Physical 1

Classes/Levels

| HP 22/22| AC: 17 (19 w/shield) | Fort: +7; Ref: +4; Will: +6 | Per +4| Spd 25 ft. | ◆ ↺ ◇ | Exploration Activity: Scout, Perception +4 | Shield 20/20 | ↻: Shield Block ↻: Intercept Attack

Gender

Male Human Guardian 1

Strength 3
Dexterity 1
Constitution 2
Intelligence 0
Wisdom 1
Charisma 2

About Asjar Hahtö

Asjar Hahtö
Guardian 1
Medium Versatile Human
Perception +4;
Languages None selected

Skills Acrobatics +1, Athletics +6, Crafting +3, Deception +5, Diplomacy +5, Intimidation +5, Lore: Warfare +3, Medicine +4, Survival +4

Str+3, Dex+1, Con +2, Int+0, Wis+1, Cha +2

Equipment Scale Mail, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Steel Shield (Hardness 5, HP 20, BT 10)

AC17 (19 with shield raised); Fort+7, Ref+4, Will+6
HP22; Resistances Physical 1

Speed 25 feet
Melee Bastard Sword +6 (Two-Hand d12), Damage 1d8+3 S
Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+3 P
Melee Glaive +6 (Deadly d8, Forceful, Reach), Damage 1d8+3 S
Melee Spear +6 (Monk, Thrown 20 ft.), Damage 1d6+3 P
Melee Hatchet +6 (Agile, Sweep, Thrown 10 ft.), Damage 1d6+3 S
Ranged Javelin +4 (Thrown), Damage 1d6+3 P

Background Guard
You served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult suspect to talk. However you left the guard, you might think of adventuring as a way to use your skills on a wider stage.

Choose two attribute boosts. One must be to Strength or Charisma, and one is a free attribute boost. You’re trained in the Intimidation skill and the Legal Lore or Warfare Lore skill. You gain the Quick Coercion skill feat.

Feats

Bodyguard You swear a vow to protect one of your allies at all costs, regardless of the risk this might pose to you. During your daily preparations, choose one of your allies as your charge. When you Taunt, the penalty your taunted enemy takes increases to -2 against your charge.

You can take 10 minutes to change who your charge is before your next daily preparations.

Battle Medicine (General, Healing, Manipulate, Skill)
Prerequisites trained in Medicine Requirements

You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Natural Skill Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.

Quick Coercion You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can't Coerce a creature in the midst of combat, or without engaging in a conversation.

Class Abilities

Ever Ready You always gain a reaction whenever you roll initiative for combat, but you can use it only for reactions from guardian feats or class features. The GM might still rule that you can use other reactions before your first turn based on the situation, as normal

Taunt ◆ (Concentrate, Guardian) With an attention-grabbing gesture, noise, cutting remark, or threatening shout, you attempt to draw an enemy to you instead of your allies. Taunt gains the auditory trait, visual trait, or both, depending on how you draw the target's attention. Even mindless creatures are drawn to your taunts. Choose an enemy within 30 feet to be your taunted enemy. If your taunted enemy takes a hostile action that includes at least one of your allies but doesn't include you, they take a -1 circumstance penalty to their attack rolls and DCs for that action, and they also become off-guard until the start of their next turn. Your enemy remains taunted until the start of your next turn, and you can have only one Taunt in effect at a time. Taunting a new enemy ends this effect on any current target.

Guardian's Armor Even when you are struck, your armor protects you from some harm. While wearing medium or heavy armor, you gain resistance to physical damage equal to 1 + half your level. In addition, you can rest normally while wearing medium and heavy armor.

Intercept Attack (Reaction) ↺
Trigger An ally within 10 feet of you takes physical damage.

You fling yourself in the way of oncoming harm to protect an ally. You can Step, but you must end your movement adjacent to the triggering ally. You take the damage instead of the triggering ally. Apply your own immunities, weaknesses, and resistances to the damage, not the ally's.

Special You can extend this ability to an ally within 15 feet of you if the damage comes from your taunted enemy. If this ally is farther than you can Step to reach, you can Stride instead of Stepping; you still must end the movement adjacent to your ally.

Shield Block (Reaction) ↺
Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Intercept Strike Shield Block