Kellid

Taket's page

49 posts. Alias of Skorn.


Full Name

Taket

Race

Human [AC: 16; HP 15/15(17 when raging); Frt +4, Ref +2, Will +0; Init +2 ; Perc +4

Classes/Levels

Barbarian 1 (invulnerable rager)

Gender

Male

Size

Medium

Age

17

Special Abilities

Rage

Alignment

CG

Languages

Common, Shoanti

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

About Taket

Background:

Hailing from the high steps of Varisia Taket has lived a nomadic life beneath the open sky. His people herd wild horses and follow migrating wild heard animals in their migrations. Taket himself is young and has only earned the first of his scars. He has broken a horse, and stolen a woman, and shown proficiency with a great weapon. But to earn the 4th scar, the scar of a great deed, Taket needs to leave his people in search of some great evil that must be put down. It is for this reason that he chooses to enter for the first time one of the settlements he has only seen from a distance. Perhaps here he will find a quest worthy of honor. He is guided by the words of the shamen of his tribe who said men of metal, who are not men have come to the land to break it with strange magics from the say. Seek these not-men and oppose them where you find them.

Personality:

Proud and seeking honor above wealth Taket does not lie and does not steal. He is loyal to friends but is too quick to anger, needing to mature and show more wisdom yet. Believing in both fate and the great circle of life he is fearless in combat and does not hesitate to kill, but he is superstitious and does not like wizards or the casting of arcane spells. He is driven to earn this final set of ritual scars from his people which will allow him to both marry and to inherit within his tribe.

Description:

Taket has the black hair of his mother's people and wears it long, tying it back with a copper ring. His eyes are sky blue, clear and discerning, except when he is drinking. He has three tattooed scars on each cheek representing rites to manhood among the Shoanti. There is room for at least one more set. He is strong and muscular. but not as quick as him might be, possibly due to his size and the load of gear he routinely carries. His weapon of choice is the greatsword but he also carries a spear for reach and a morning star of black metal that was a gift from his grandmother who foresaw in her auguries his need for cold iron.

Taket
Human (Shoanti) barbarian 1 (invulnerable rager)
CG Medium humanoid (human)
Init +2; Senses Perception +4

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Defense
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AC 16 (+4 armor, +0 deflection, +2 Dex)
hp 15 (1d12+2+1) 17 while raging
Fort +4/6 while raging, Ref +2, Will +0; +2 bonus vs. spells, supernatural abilities, and spell-like abilities while raging

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Offense
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Speed 40 ft. (30 ft. in medium armor)

Melee: Great Sword +6(2d6+6) PA adds +3
Raging: Great Sword +8(2d6+9) PA adds +3
Melee: Cold Iron Morning Star +5(1d8+6)PA adds +2
Raging: Cold Iron Morning Star +7(1d8+9)PA adds +2
Melee: Spear +5(1d8+6)PA adds +3
Raging: Spear +7(1d8+69)PA adds +3

Range: Sling +3(1d4+4)
Range: Spear +3(1d8+4)

Rage Tracking - 6 rounds total - 0 used

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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10

Base Atk +1; CMB +6, CMD 17

Feats: Power Attack, Weapon Focus Greatswords
Traits armor expert, bred for war (shoanti), robot slayer

Skills
Acrobatics +5, (+9 to Jump)
Climb +7,
Craft (weapons) -,
Handle Animal -,
Intimidate +1,
Linguistics -,
Perception +4,
Ride +1,
Survival +4,
Swim +7

Languages Common, Shoanti

SQ fast movement

Weapons
cold iron morningstar
Greatsword
Spear
sling, and sling bullets (10)

Armor
Lamilar Leather Armor

Consumables

Other Magic

backpack, belt pouch, blanket, crowbar, flint and steel, hemp rope (50 ft.), soap, sunrod, torch (10), trail rations (5), waterskin, whetstone,

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Special Abilities
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Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Fields +0 (Craft [weapons], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.