Kellid

Thane Blackwolf's page

19 posts. Alias of Adventurer#33.


Full Name

Thane Blackwolf

Race

Human

Classes/Levels

Barbarian 2

Gender

male

Size

5'10" 196 lbs medium

Age

23

Alignment

chaotic neutral

Deity

Bes

Languages

Common, Hallit, Osiriani

Strength 18
Dexterity 12
Constitution 15
Intelligence 12
Wisdom 10
Charisma 9

About Thane Blackwolf

stats:
Thane Blackwolf
Male human (kellid) barbarian 2
CN Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 23 (2d12+4)
Fort +5 (+2 circumstance bonus vs. hot weather), Ref +1, Will +0; +2 trait bonus vs. fear effects.
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft.
Melee battleaxe +6 (1d8+4/×3) or
dagger +6 (1d4+4/19-20) or
mwk bastard sword +7 (1d10+4/19-20) or
warhammer +6 (1d8+4/×3)
Special Attacks rage (8 rounds/day), rage power (strength surge +2)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 15, Int 12, Wis 10, Cha 9
Base Atk +2; CMB +6; CMD 17
Feats Exotic Weapon Proficiency (bastard sword), Extra Rage
Traits savage, wati native
Skills Acrobatics +4 (+8 to jump), Climb +7, Handle Animal +3, Intimidate +3, Knowledge (local) +6, Perception +5, Ride +4, Survival +5 (+6 to get along in the wild), Swim +7; Racial Modifiers +1 Survival
Languages Common, Hallit, Osiriani
SQ fast movement, heart of the wilderness
Combat Gear potion of cure light wounds (3), potion of mage armor (5); Other Gear studded leather, battleaxe, dagger, mwk bastard sword, warhammer, , bandolier, belt pouch, black outer robe, flint and steel, head scarf, , hot weather outfit, leather breeches, linnen shirt, scarf, sturdy leather boots, waterskin (2), whetstone, whiter inner robe, 229 gp, 7 sp, 6 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Extra Rage (6 rounds/day) - 0/6
Potion of cure light wounds - 0/3
Potion of mage armor - 0/5
Rage (8 rounds/day) (Ex) - 0/8
Strength Surge +2 (1/rage) (Ex) - 0/1
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Wilderness +1 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Savage +1 to Survival checks to get along in the wild.
Strength Surge +2 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Appearance:
At only 5'10" Thane is short compared to most Kellid men though he would be considered tall in other parts of Golarion. With broad shoulders and narrow hips, Thane is nearly two hundred pounds of bone and hard muscle. With his physique, piercing blue eyes, and mane of black hair Thane might have been handsome if he weren't so ugly. Ugly is really too strong a word. He isn't ugly but his features are too coarse to be called handsome. His jaw is too strong and his brow to heavy. His nose could be charitably called aquiline but it being slightly crooked from having been broken and poorly set ruins the affect. Thane does have a nice smile though, it is really a guileless grin that would set people at ease if it had been on anyone else's face. Thane has adopted the voluminous robes worn by the people of Wati, but he still wears his sturdy boots and leather breeches under the robes.

background:
Thane was born among Numeria's Tiger Lords tribe. He was raise like any other Kellid youth. When Thane was sixteen he was sent with a group of other young warriors to serve as mercenaries for the river kingdom of Pitax. When he saw the difference between Pitax and Numeria with its corrosive rains, deadly diseases, and mutated beasts he decided not to go home again. He deserted and travelled south. After a few years of wandering Thane eventually found his way to Absalom the city at the center of the world. Thane was very impressed by Absalom, but what impressed him even more was Sarenei Qeshyahar.
Sarenei the daughter of an unimportant Kelish merchant from Wati in Osirion, was a beautiful girl with jet black hair, olive skin, and enormous brown eyes. Sarenei had been kidnapped from her home in Wati and brought Absalom to be sold at the slave market. From the moment Thane saw her he fell head over heels in love with her. Without thinking he followed the men who bought her at the slave market to the estate of their employer a wealthy chelaxian noble. Sarenei was to be a gift for their employer 's eldest son. Thane broke into the estate and discovered the nobles son attempting to claim his gift. Thane killed the noble man's son and two servants and fled the mansion with Sarenei. The pair of fugitives were lucky to run into a kindly Halfling with connections to the bellflower network. He was able to arrange to get Thane and Sarenei onboard a ship out of Absalom.
Thane and Sarenei able to eventually make their way back to Wati and Sarenei family. Grateful for his daughters safe return Sarenei's father gifted Thane with a magnificent bastard sword. He expected Thane to take his reward and leave. When Thane didn't leave and his reason for staying became clear Sarenei's father was more than a little unhappy. He would eventually come to accept and approve of Thane.
Thane is now 24 and has been living in Wati for the last five years. He and Sarenei were married two years ago and for a brief period the future looked very bright. Then a year ago Sarenei's father made a risky decision. He put everything he owned into bringing a shipment of silk from far away Tien Xia. He traveled to Qadira to meet the shipment and bring it back to Osirion himself. On the way back from Qadira his ship was attacked by pirates. Sarenei's father was killed and the cargo of precious silks stolen. Sarenei's family lost everything. Thane has been doing his best to take care of his wife and mother in law but he is no merchant. He was about to sell the sword Sarenei's father gave him when he heard the announcement of the opening of the necropolis. If he can find something of real value he can recover some of his family's lost fortune.

personality:
Thane doesn't mean to seem like an abrasive bastard. He just has no tact. Thane can be blunt to the point of rudeness. He doesn't try to be offensive he simply says what he needs to say without consideration for how it might be received. He also speaks without consideration for who he is speaking too. He will talk to the ruby prince the same way he would talk to a beggar on the street. Thane isn't stupid and when he offends some wealth merchant or noble he doesn't do it because he doesn't know who they are it is simply because he doesn't care. Sarenei has managed to keep him out of too much trouble so far. Despite his inability to carry on a conversation in polite company, Thane likes people. He is a generous, helpful young man. He is brave and loyal , and has tender heart. Traits that his mother in law recognized in him when they first met which is why she supported him and Sarenei being together.

Mule:

Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Tricks
Come, Defend, Guard, Heel, Stay, Work
Skills Acrobatics -5 (-1 to jump with a running start), Perception +5
SQ come, defend, guard, heel, stay, work
Combat Gear oil (4); Other Gear backpack, blanket, block and tackle, crowbar, feed (per day) (6), hemp rope (100 ft.), hooded lantern, pack saddle, shovel (2), soap, trail rations (5), waterskin (8), folding ladder
--------------------
Tracked Resources
--------------------
Feed (per day) - 0/6
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Work [Trick] The animal pulls or pushes a medium or heavy load.