Orkoral

Tain Hekkanen's page

2 posts. Alias of Oceanshieldwolf.


Race

HP 18/18| AC: 15 (17 w/shield) | Fort: +7; Ref: +7; Will: +4 | Init: +2 | Per +6 | Spd 25 ft. |

Classes/Levels

Hero Points: 1

Gender

Male Human Fighter 1|

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

About Tain Hekkanen

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

Tain’s Tale:
Like many youths in the Shingles, there are few ways to make coin that don't skirt the grey shades of legality that come with living with few opportunities. Tain was luckier than most, having a fairly solid home life with a father and stepmother and three younger half-siblings to care for. Tain's father had a steady job as a carpenter, and although gruff was sensible and caring after his own fashion. Tain's stepmother - younger than her husband and mother to Tain's siblings - made a passable living as a seamstress making "faux-Varisian" style fashion for the city's nouveau-riche.

Tain spent his childhood getting into and out of various pranks, scrapes and adventures, but as he hit his teens his father found him work. Unfortunately Tain's imposing size and lack of any particular skill made him very suitable as an enforcer for the Cerulean Society and his easy going demeanour belied his aptitude for ending violent encounters quickly and on his own terms. His parents tried to assist him in navigating this shadowy world, but he actually did well enough through having a nose for trouble and a head for business, as long as that business involved someone else lying on the ground.

Making friends of his peers, Tain ran with a young lass name Arkara, and the two were well matched both physically and by demeanour. They looked after each other, had each other's backs and aided one another in staying sober, cool-headed and wary of the ever-resent pitfalls of their profession. Sadly, Arkara was framed for a murder, made all the more easy as Tain and Arkara were in the area conducting business on the fateful night.

The case was brought before Zenobia "the Hanging Judge" Zenderholm, and Arkara was hanged. Distraught, Tain floundered in drink, and in his despair made a few enemies and...not exactly choice decisions... leading to his expulsion from the Society. However, some time after his exile, one of his associates that he hadn't insulted or derided passed on some information. Information that implicated foul old Gaedren Lamm, a man Tain has had his own run ins with and whose clutches Arkara had escaped as a teenager, possibly to her own peril.

Now sober and determined, Tain plots his revenge. His days as an enforcer have taught him to study his mark, take his time and strike when the conditions are favourable.

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: Str, Dex, Con, Cha

Name Tain
Alignment CG
Race Human
Class Fighter 1
Ability Scores: Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 14
Perception: +5 (T/E/M/L)
Speed: 25 ft.
Languages: Common
Background: Bounty Hunter

DEFENSE
AC 15 (17 with shield)
Saving Throws: Fort +7 (T/E/M/L), Ref +7 (T/E/M/L), Will +4(T/E/M/L)
HP: 18

OFFENSE

Longsword ◆: 1d20 + 6 (T/E/M/L), 1d8 +3 P/S
Longsword, Power Attack ◆◆: 1 d20 + 6 (T/E/M/L), 2d8 + 3 P/S
Gauntlet ◆: 1d20 + 6 (T/E/M/L), 1d4 + 3 B
Dagger ◆: 1d20 + 6 (T/E/M/L), 1d4 + 3 P/S
Crossbow ◆: 1d20 + 5 (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.

Class Feats:
Double Slice:
Requirements: You are wielding two melee weapons, each in a different hand.
You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn't have the agile trait, it takes a –2 penalty.

If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.

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: -

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.

SKILLS
Acrobatics: +2 (T/E/M/L)
Arcana: +0 (T/E/M/L)
Athletics: +6 (T/E/M/L)
Crafting: +0 (T/E/M/L)
Deception: +2 (T/E/M/L)
Diplomacy: +5 (T/E/M/L)
Intimidation: +5 (T/E/M/L)
Lore: +0 (T/E/M/L)
Medicine: +1 (T/E/M/L)
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: +4 (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)
Longsword, 1 gp, 1d8 S, Bulk 1, Versatile P
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