Valeros

Takek Iron-Back's page

86 posts. Alias of i.jason.


Full Name

Takek Iron-Back

Race

Human

Classes/Levels

Gestalt Brawler (Exemplar)/Cleric 1 [HP: 13/13 | AC: 17| T: 11| FF: 16 | CMB: +4 | CMD: 15 | Fort: +4 | Ref: +3 | Will: +5 | Init +1 | Perc: +3 | Speed: 20' ]

Gender

Male

Strength 16
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 16
Charisma 14

About Takek Iron-Back

Fluff:

Takek Iron-Back
Male Kellid/Taldan mix Gestalt Brawler(Exemplar)/Cleric of Gorum 1 CG
hgt: 6'4 wgt: 210 lbs
Eyes: steel-grey
Hair: black
Age: 27

Appearance:
Takek is tall and straight-backed (though he is not quite as tall as his wife), with straight, unkempt black hair that hangs to his shoulders. He has a scar across his nose (which has clearly been broken on more than one occasion), and several more beneath his armor, as befits a worshipper of Gorum who properly tests himself in battle. He is most often found wearing a broad smile – never more so than when in a good fight - and he seems to always be of good cheer. His armor is well maintained, as is the greatsword that hangs on his back.

Background:

Takek, called Iron-Back, for the straightness of his shoulders, the oversized breastplate he used to wear as a child, and the fact that he survived an assassination attempt, during which a dagger was plunged (apparently to no effect) into his kidney, is a happy man. His countenance is often bright and smiling, which can seem strange on the face of a cleric of Gorum, but, as he says, "life well lived is violent, full of struggle, and often short - far too short not to sieze joy, when it is there to be siezed."

He lives this philosophy, even in the constant crusade that is his life in service to his God. There is no better example of this than his wife, Valki. Having seen her one night, in an ill-fated attempt to extinguish the light of Torch, he watched as she was badly wounded. He followed, as she, still proud, even in defeat and failure, staggered out into the tundra, attempting to return home to her people. When she collapsed - miles away from civilization, and hours later than he would have believed possible - he rescued her. Healing her hurts - both physical and emotional - he found great joy in her company, and great pride in her strength. Over the next two years, he courted her, and eventually claimed her as his wife (though she sometimes claims to have let him win the duel that determined whether she would accept his proposal, both know that, had that been the case, neither of them would truly be happy in their marriage), as well as showing her that there was more honor in fighting the Technic League than was ever to be found in merely destroying mindless items of power (not that that was a terrible goal, either).

For the past few years, the two of them have traveled as mercenaries, taking jobs not for the pay (though they were not so foolish as to turn down fair compensation), but for the challenge such jobs presented (if the jobs allowed them to also thumb their noses at the Technic League, so much the better). They spent two years visiting Takek’s family in the River Kingdoms, but returned to Numeria (and Torch, specifically) a month ago, looking for a way to fight the League more directly. As a devout Gorumite, Takek is constantly striving to challenge himself, build strength - of mind, as well as limb - find and overcome the next obstacle. And he feels no better than when doing so side-by-side with his companion.

Languages:
Common, Hallit


Crunch:
CLASS: Cleric (<-- Favored)/Brawler
Archetypes: Exemplar

Str 16
Dex 13
Con 14
Int 10
Wis 16
Cha 14

SENSES: Perception +3

DEFENSE
AC:17 Touch: 11 FF: 16 (+1 Dex, +6 Armor)

CMD 15 [(10+1+3+1) 10+BAB+STR+Dex]

HP: 13 (d10+2 Con +1 fc)

SAVES
Fort: +4
Ref: +3
Will: +5

OFFENSE
Init: +1
BAB: +1 CMB: +4

Melee
Greatsword +4 (2d6+4, 19-20) S 2-h
Light Mace +4 (1d6+3, x2) B 1-h
Dagger +4 (1d4+3, 19-20) P or S, 1-h
Gauntlets +4 (1d3+3, x2) B, 1-h

Ranged
Dagger (Thrown) +2 (1d4+3, 19-20, 10') P or S
Sling +2 (1d4+3, x2, 50') B 2-h

Class Abilities:

Cleric
Aura
Channel Energy 1d6
Domains
---Strength
***Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
--Tactics(War)
*** Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Orisons and Spells
Spontaneous Casting
Brawler (Exemplar)
Brawler's Cunning
Martial Flexibility
Call to Arms
Martial Training

Spells:
0-Level Orisons: 3, At-Will DC: 13
Create Water
Guidance
Stabilize

1-Level Spells: 1+1+1(Domain)* DC: 14
Magic Weapon
Shield of Faith (At Foundry Window)
Enlarge Person*


Traits, Feats, Skills:
Traits:
Against the Technic League (Campaign)
--Weapon: Gain a +2 trait bonus on all damage rolls made
against targets you know are associated with the Technic
League

Contagious Mettle
--+1 trait bonus on Will saves vs. Fear for self and Adjacent allies

Feats:
Combat Casting (Level 1)
Selective Channeling (Human Level 1)

Skills:
Skill Points: 4 (Class - Brawler)
Class Skills:
Brawler: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str)
Cleric: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int)

Trained Skills:
Heal +7
Know: Religion +4
Profession: Soldier (Mercenary) +7
Sense Motive +7

Current ACP: -5 (Chain Mail)


Equipment:
Worn Equipment:
Chain Mail - 40lbs
Greatsword - 8lbs
Light Mace - 4lbs
Dagger - 1lb
Sling - --
Sling Bullets (10) - 5lbs
Belt pouch - .5lbs
Flint and steel - --
Spell component pouch - 2lbs
Iron holy symbol - 1lb
Grooming Kit - 2lbs
Explorer’s Outfit - 8lbs
Total Weight Worn: 71.5lbs

Carried Equipment:
Backpack - 2lbs
Bedroll - 5lbs
Candles (10) - --
Holy Text (Cheap) - 1lb
Iron pot - 4lbs
Mess kit - 1lb
Rope (50’ Hemp) - 10lbs
Soap (1lb) - 1lb
Torches (10) - 10lbs
Trail rations (5 days) - 5lbs
Waterskin - 4lbs
Total Weight Carried: 43lbs

Total Weight:

With Pack: 114.5lbs (M)
Without Pack: 71.5lbs (L)

Carrying Capacity/Encumbrance:

Light: 76lbs; Med: 153lbs; Hvy: 230lbs

Money:
11.9 GP

Consumables:

Abilities
Channel: 3/5
Strength Surge: 6/6
Seize Initiative: 3/6
MF/CtA: 4/4

Equipment
Sling Bullets: 10/10
Candles: 10/10
Torches: 10/10
Trail Rats (Days): 5/5