Orkoral

Tain Hekkanen's page

218 posts. Alias of Oceanshieldwolf.


Race

HP 33/42| AC: 20 (22 w/shield) | Fort: +9; Ref: +9; Will: +8 | Per +8| Spd 25 ft. |

Classes/Levels

Hero Points: 3| ◆ ↺ ◇ | +2 to all Initiatives | Exploration Activity: Track, Survival +6 | Shield 11/20

Gender

Male Human Fighter 3|

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

About Tain Hekkanen

◆= 1 Action, ◆◆= 2 Action Activity, ◆◆◆= 3 Action Activity
◇= Free Action, ↺= Reaction

Ancestry: Human:

Hit Points: 8
Size: Medium
Speed: 25 feet
Ability Boosts: Two free ability boosts (Strength, Dexterity)
Languages: Common
Additional languages equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).

Background: Bounty Hunter:
Bringing in lawbreakers lined your pockets. Maybe you had an altruistic motive and sought to bring in criminals to make the streets safer, or maybe the coin was motivation enough. Your techniques for hunting down criminals transfer easily to the life of an adventurer.

Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost (Constitution).

You're trained in the Survival skill, and the Legal Lore skill. You gain the Experienced Tracker skill feat.

Class: Fighter:

Key Ability: STRENGTH OR DEXTERITY
At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Initial Proficiencies:
Perception
Expert in Perception

Saving Throws
Expert in Fortitude
Expert in Reflex
Trained in Will

Skills
Trained in your choice of Acrobatics or Athletics
Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks
Expert in simple weapons
Expert in martial weapons
Trained in advanced weapons
Expert in unarmed attacks

Defenses
Trained in all armor
Trained in unarmored defense

Class DC
Trained in fighter class DC

Four free ability boosts: Wis, Dex, Con, Cha

Name Tain
Alignment CG
Race Human
Class Fighter 2
Ability Scores: Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 14
Perception: +7 (T/E/M/L)
Speed: 25 ft.
Languages: Common
Background: Bounty Hunter

DEFENSE
AC 20 (22 with shield)
Saving Throws: Fort +9 (T/E/M/L), Ref +9 (T/E/M/L), Will +8(T/E/M/L)
HP: 42

OFFENSE
MELEE
+1 Longsword ◆: 1d20 + 10 (T/E/M/L), 1d8 +3 + 1 P/S
+1 Longsword, Power Attack ◆◆: 1d20 + 10 (T/E/M/L), 2d8 + 3 + 1 P/S
Gauntlet ◆: 1d20 + 10 (T/E/M/L), 1d4 + 3 B
Dagger ◆: 1d20 + 10 (T/E/M/L), 1d4 + 3 P/S
RANGED
Dagger ◆: 1d20 + 9 (T/E/M/L), 1d4 + 3 P/S
Crossbow ◆: 1d20 + 9 (T/E/M/L), 1d6 + 3 P

FEATS
Ancestry Feats:
Natural Ambition
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Fighter Abilities
Bravery
Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.

Class Feats:

Sudden Charge ◆◆ [Flourish][Open] With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Lunge ◆ Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.

Shield Block
Trigger: While you have your shield raised, you would take damage from a physical 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.

Power Attack ◆◆
You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.

General Feats:
Incredible Initiative: You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Skill Feats:
Experienced Tracker

Prerequisites trained in Survival
Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.

Intimidating Glare You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

SKILLS
Acrobatics: +2 (T/E/M/L)
Arcana: +0 (T/E/M/L)
Athletics: +8 (T/E/M/L)
Crafting: +0 (T/E/M/L)
Deception: +2 (T/E/M/L)
Diplomacy: +7 (T/E/M/L)
Intimidation: +7 (T/E/M/L)
Lore - Legal: +4 (T/E/M/L)
Medicine: +6 (T/E/M/L) (3rd level Skill increase to T)
Nature: +1 (T/E/M/L)
Occultism: +0 (T/E/M/L)
Performance: +2 (T/E/M/L)
Religion: +1 (T/E/M/L)
Society: +0 (T/E/M/L)
Stealth: +2 (T/E/M/L)
Survival: +6 (T/E/M/L)
Thievery: +2 (T/E/M/L)

EQUIPMENT
Scale mail, 4 gp, AC +3 , Dex cap +2, Check penalty -2, Speed -5, Str 14, Bulk 2
Steel Shield, 2 gp, +2 AC, Bulk 1, Hardness 5, HP (BT) 20 (10)
+1 smoking longsword, 1 gp, 1d8 S, Bulk 1, Versatile P

Smoking blade:
This is +1 longsword that deals 1 extra fire damage on a hit normally, but when activated (1 action) the blade will deal 1d6 extra fire damage until the end of your turn usable once every 10 minutes.

+1 cold iron shortsword "Sparkblade"

Sparkblade:
Faint, delicate etchings of lightning trace across the blade of this +1 cold iron shortsword. Cold iron is made from particularly pure sources of iron and shaped with little to no heat, resulting in weapons deadly to demons and fey alike. Once per day, you can spend 1 action to point the sparkblade at a foe within 30 feet of you and shoot an arc of lightning from the blade. This lightning can leap from your chosen foe to another creature you choose within 30 feet, dealing 2d4+4 electricity damage to each creature (DC 19 basic Reflex save).

Dagger, 2 sp, 1d4 P, Bulk L, Agile, finesse, thrown 10 ft, versatile S
Gauntlet, 2 sp, 1d4 B, Bulk L, Agile, free hand
Crossbow, 3 gp, 1d8 P, 120 ft., Bulk 1, Reload 1
20 bolts, 2 sp

Weapons/Armor Total Cost/Bulk: 10.6 gp/5 Bulk, 2L

Misc. Equipment:
Adventurer’s Pack 7 sp, Bulk 2
(containing) bedroll,
two belt pouches,
10 pieces of chalk,
flint and steel,
50 feet of rope,
2 weeks' rations,
soap,
5 torches,
waterskin

Ordinary clothing, 1 sp,
Bandolier x2, 2 sp
Caltrops x5, 1.5 gp
Crowbar, 5 sp,
Grappling hook, 1 sp. Bulk L
Hammer, 1 sp, Bulk L
Pitons x6, 6 cp, Bulk L
Manacles x2, 6 sp, (poor)
Mug, 1 sp
3 pints oil, 3 cp,
Sack (5), 1 cp