Sajan

Tatu "Tanque" Skarskind's page

57 posts. Alias of Oceanshieldwolf.


Full Name

Tatu "Tanque" Skarskind

Race

Human

Classes/Levels

Fighter 1; HP 13/13; AC 18 || T 12 || FF 16; Fort +4; Ref +2; Will +2; Init +4; Per +3; CMB 3; CMD 14; Spd 20 ft.

Size

Medium; 6' 2"

Age

22

Alignment

Neutral Good

Deity

None

Location

Runed Citadel

Languages

Common

Occupation

Survivor

Strength 15
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 14

About Tatu "Tanque" Skarskind

Quick View Stats for Combat:
Status:
HP: 13/13
AC:12, 12 touch, 10 flat-footed
Saves: Fort: +4, Reflex: +2, Will +2
BAB +1
CMB +3 CMD 15

Initiative: +4 (+2 Dex, +2 trait bonus)
Conditions:
Spells in Effect:
Currently wearing:
Items in Hand:

Tanque’s Background:

When the orbs fell the sun stank and the wind burned your heart. Only the love of your closest kept you going as the terrors roamed. Sleek pulsing black marauders with an inscrutable mien and a penchant for horrific execution or indiscriminate torture.

What had been a pleasant verdant world was changed overnight by the arrival of the beings only known as the Darrein. Bio-mechanical monstrosities that could phase between realities and twist your mind with a glance. Tanque's people were decimated in mere months, and after that led a subterranean life of scrape and harrowed existence. Though war, ambush and battle were not foreign to them, the human folk accelerated their own aggressive and martial traditions to combat this implacable and it seems, insurmountable foe.

The Darrein took many they did not kill and returned them to root out their former friends and communities - augmented shells without much in the way of mind or intellect - beasts of pure instinct and feral acumen.

Tanque's brother was one such Returned - he still has nightmares of running from his slavering family member, and the iron bar a friend used to dash his brother's brains and circuitry out against a cavern wall.

And then, after only a few decades, the Darrein suddenly and mysteriously disappeared, leaving many that, having succumbed to some kind of maddening malady, wandered aimlessly through a blasted, wasted landscape now inhabited by a bereft people.

The last thing Tanque remembers is being stalked by one of these "lost Darrein" in a marshy region not far from his home village. He had foolishly let himself be cornered in a sedge, and surprised, was picked up and about to be eviscerated but the multi-limbed monstrosity when….he blacked out, and awoke in the chamber with the red-haired man.

Tanque is possessed of an abundant curiosity, and a wisdom gained from an upbringing watching people and their decisions. Despite his horrific experience with the Darrein and the Returned Tanque is friendly and prepossessing, though he can be inwardly cautious in his dealing with strangers. His heart is kind and his mind clear.

STATS:

Ability Scores Score (bonus) (point buy - 25) (racial creation bonus) (level up)
Str : 15 (+2) (3) (+2 Human)
Dex: 14 (+2) (5)
Con: 14 (+2) (5)
Int: 12 (+1) (2)
Wis: 14 (+2) (5)
Cha: 14 (+0) (5)

DEFENSE:

AC: 18, touch 12, flat-footed 16 (+5 armor, + 2 Dex, +1 shield, +0 size,)
HP: 13 (Full first level = 10, +2 Con, +1 Favored Class)
Fort +4, Ref +2, Will +2

OFFENSE:

Initiative: +4 (+2 Dex, +2 trait)
Speed 30 ft. (Currently 20 ft)
Melee:
Greataxe +3, 1d12 +3, x3 [+1 BAB , +2 Str]
Power Attack:
+2, 1d12 +6, x3 [+1 BAB , +2 Str, -1 Power attack]

Bardiche +3 1d10 +3, 19-20 x2 [+1 BAB , +2 Str]
Power Attack:
+2, 1d10 +6, 19-20, x2 [+1 BAB , +2 Str, -1 Power attack]

Ranged
Chakram +3, 1d8 +2, x2 [BAB +1, Dex +2]
Within 30 ft.:
Chakram +4, 1d8 +3, x2 [BAB +1, Dex +2, Point Blank Shot +1]

Base Atk: +1

CMB: +3 (+1 BAB, +2 str) CMD: 15 (10, +1 BAB, +2 str, +2 dex)

Favored Class Bonus Fighter: Hit points

Feats:
[3: 1 human, 1 1st level, 1 Fighter]
Power Attack: Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Cleave: Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Point Blank Shot - +1 to attack and damage within 30 ft.

SKILLS:

Skills: (4 ranks - 2 Fighter, +1 Int, +1 human)
Skill/Class/Ranks/Ability Modifier/Bonus
Acrobatics (Dex)/No/0/+2 = +2
Appraise/No/0/+0 = +0
Bluff/No/0/+0 = +0
Climb/Yes, +3/0/+2 = +2
xxxCraft (tattoo)/Yes, +3/1/+1 = +5
Diplomacy/No/0/+0 = +0
Disable Device/No/0/+1 = +1
Disguise/No/0/+0 = +0
Escape Artist/No/0/+1 = +1
Fly/No/0/+1 = +1
Handle Animal/Yes, +3/0/+0 = +0
Heal/No/0/+2 = +2
xxxIntimidate/Yes, +3/1/+2* = +6
Knowledge (arcana)/No/0/+0 = +0
Knowledge (dungeoneering)/Yes, +3/0/+0 = +0
Knowledge (engineering)/Yes, +3/0/+0 = +0
Knowledge (nature)/ No /0/+0 = +0
Knowledge (planes)/ No /0/+0 = +0
Knowledge (religion)/ No /0/+0= +0
Linguistics/No/0/+0 = +0
xxxxPerception/No/1/+2 = +3
Perform /No/0/+0 = +0
Profession /Yes, +3/0/+0 = +0
Ride/Yes, +3/0/+1 = +1
Sense Motive/ No /0/+2 = +2
Sleight of Hand/No/0/+1 = +1
Spellcraft/ No /0/+0 = +0
Stealth/ No /0/+1 = +1
xxxxSurvival/Yes, +3/1/+2 = +3
Use Magic Device/No/0/+0 = +0

TRAITS :

Reactionary: Benefit: You gain a +2 trait bonus on initiative checks.
Anatomist: Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.

Languages: Common

CLASS ABILITIES:

Bonus Feat

GEAR:

Weapons:
Greataxe 20 gp, 1d12 x3; 12 lbs.
Bardiche 13 gp, 1d10, 19-20/x2; 14 lbs; brace, reach
Chakram x3, 3 gp, 1d8 x2 (30 ft.); 3 lbs
Dagger 2 gp 1d4 19-20, 1lb.

Armor:

Scale Mail: AC +5; Max Dex +3; ACP -4; ASF 25%; 20ft; 30lbs.; 50 gp.
Buckler: AC +1; ACP -1, ASF 5%; 5lbs.; 5gp

Skill Equipment:

Miscellaneous:
Bedroll, 1 sp; 5lbs.
Lamp, 1 sp, 1 lb
Tindertwig, 1 gp
Backpack, common 2gp, 2lbs.
Flashlight 30 gp, 1lb
2 goo tubes 12gp
Zipstick, 20 gp

Total equipment cost: 158 gp, 2 sp
Misc Eqpt Weight: 7 lbs.
Weapons 30 lbs.
Armor 35 lbs.
Total Weight: 72 lbs.

Capacity: 200 lbs; 66-133 lbs = medium load. Load: Medium