Friendly Fighter

Rahn the White Eyes's page

24 posts. Alias of Purplefixer.


Full Name

Rahn White-Eyes

Race

Human (Nord)

Classes/Levels

Free-Hand Fighter 1

Gender

Male

Size

Medium

Age

28

Special Abilities

Woad (1/day), Nordic Frost (1/day)

Alignment

Lawful Good

Deity

The Gods of Skyrim

Location

Prison

Languages

Imperial Common, Nord

Occupation

Prisoner

Strength 18
Dexterity 14
Constitution 14
Intelligence 11
Wisdom 10
Charisma 12

About Rahn the White Eyes

Background:

Rahn White-Eyes is reminiscent of the heroes of old. Men follow him. Women want to be with him. Armies would gather to swarm down from Skyrim to subjugate all of Tamriel, if only he were the kind of man who would be a conqueror. Instead, Rahn is a new hero for a new age. He counsels peace, he pushes for understanding, he champions the weak and protects the helpless. If he was chosen, he could have been a paladin... but the Nordic Gods don't choose such champions. So when war threatened his homeland, Rahn White-Eyes left his forge and gathered his friends, whipped the already spoiling Nords into a war-party, and marched south to make a line that no Imperial would be allowed to cross.

Sadly, while strong as a house and inspiring in the extreme, Rahn isn't actually as good a leader as men make him out to be. He has no experience. He laid waste to the first imperial scout unit that passed his sight, and Rahn himself did remarkably well, splattering men left and right, but his rag-tag rabble of undisciplined Nords didn't fare so well. During a night a Redguard bandit and his crew attacked and killed most of the remaining men in his group, and stole virtually all of their equipment. Again, Rahn distinguished himself, fighting back viciously with axe and shield, but even he was eventually overwhelmed, borne down to the ground and beaten, and eventually tied to poles. He was questioned at length as to the location of his village and where the best trade routes could be found, but refused to answer. Eventually the bandit leader, tired of his stubborn refusal, took the axe of his father and ... unmanned... one man of Rahn's party for every man the raid-leader himself had killed. The beautiful magical silver double-bladed axe he took with him as personal spoils, but not before being heated to near-glowing and slashing the heavily muscled warrior from wrist to wrist, along his back, leaving his muscle gaping open to the elements and the crows.

With twelve remaining warriors, he was plucked out of his predicament by morning, thinking himself crippled but saved. His flesh aches, his blood boils. The men went about the task of burying their dead, cairn-stones gathered as their ice-eyed hero looked on in despair. Vowing never to touch another blade until vengeance was satisfied and his father's weapon was returned to him.

When the Imperials came looking for their lost men, they found the poorly organized and wounded Nords entirely off-guard, and slaughtered them almost to a man. Their leader, crippled and broken, they demanded more from... and knocked him unconscious, taking him into custody...

Character Sheet:

Rahn White-Eyes CR 1/2
Free-Hand Fighter 1
LG Medium Male Humanoid (Human, Nord)
Init +2; Senses Normal; Perception +0

DEFENSE
AC 20, touch 12, flat-footed 18 (+2 Dex, +2 Shield, +6 Armor)
hp 12 (1d10+2; 10+2)
Fort +4, Ref +2, Will +0
Resist 10 Cold

OFFENSE
Speed 30 ft.
Melee Unarmed +5 (1d3+4 bashing/x2)
or Shield Bash +5 (1d6+4 bashing/x2)
Ranged Rock +3 (1d3+4 bashing (*subdual)/x2)
Spell-Like Abilities (CL 1st)
1/day - Chilling Touch, Shield

BAB +1; CMB +5; CMD 17
Feats
Improved Unarmed Strike
Improved Shield Bash

Skills
Craft (Armor) +6 (1 rank, +3 in-class, +2 Racial)
Survival +4 (1 rank, +3 in-class)
+Know: Geography +1 (1 rank)
+Know: History +1 (1 rank)

Languages Common, Nord

(+Free character starting skills)
(*Cross Class Skills)

ECOLOGY
Environment Prisons, leaky boats
Organization Solitary, or Party (2-4 other adventurers)
Treasure None

SPECIAL ABILITIES
Woad (Sp): Nords can cast shield once per day to help them avoid taking damage. This gives them a +4 shield bonus to AC for 1 min/character level and makes them immune to magic-missiles and similar effects for the entire duration.

Nordic Frost (Sp) Nords have the racial ability to draw forth their affinity for the frost and sear the life from the living with the very touch of fimbulwinter. This ability casts chill touch as the spell, which deals 1d6 points of negative energy damage and causes 1 point of strength damage (Unless the target succeeds on a fortitude save DC = 11 + Cha modifier) to living targets, and can be used 1 time per level. Undead targets must succeed on a will saving throw or fle as if panicked for 1d4 rounds +1 round per caster level.

Combat:

HP: 12/7

Nordic Frost (1/day): 1
Woad (1/day): 1

Equipment:

*Breastplate Armor
*Heavy Spiked Steel Shield

Leather breeches
Furlined Leather Boots
Studded Leather Belt
Belt Pouch