Talos the Hammer
Avvar, Warrior, Champion, Reaver
Played by Jacob
Look
Avvar male, 45 years old, 6'5“, 340lbs
Greying short hair with a trimmed, greying beard
Body has many scars from battles and wild animals
Has the sunset riders brand on his left shoulder
Attitude
Warrior, harsh, likes to drink
Backstory
Talos, First of the Hammers, Champion of the Sky Queen and last of his clan, lost his family and clan in a major darkspawn attack. He came down to seek the means to end the darkspawn threat to his people and mountains.
Character Sheet Data
Level 13
Communication | 3 | Animal Handling +2, Gambling +2, Leadership +3 |
Constitution | 5 | Stamina +2, Drinking +2, Swimming +2 |
Cunning | 0 | |
Dexterity | 2 | Riding +2, Initiative +2 |
Magic | 0 | |
Perception | 0 | |
Strength | 6.5 | Intimidation +2, Lances +2, Might +2, Jumping +2, Bludgeons +3, Climbing +2 |
Willpower | 5 | Self Discipline +3, Morale +2 |
Health | Speed | Defense | Armor | Penalty |
122 / 122 | 4 / 8 / 16 | 12 | 12 | -4 |
Weapon | Attack | Damage |
2H Maul - Stuns on Stunt, TN 12 Stamina | 3d6+9 | 2d6+14 |
2H Maul - Clear Crystal - Spirit Bane | 3d6+9 | 2d6+12 |
Throwing Spear 8-16yd Minor Reload | 3d6+7 | 1d6+12 |
Heaving Lance | 3d6+8 | 2d6+12 |
Will of Ammgorak 1h maul | 3d6+9 | 2d6+15 |
1H Maul - Blue Crystal | 3d6+9 | 2d6+9 |
Weapon Groups: Brawling, Polearms, Lances, Bludgeons, Spears, Axes
Powers / Abilities
+1sp
Duel Strike 3sp, Mighty Blow 1sp, Threaten 1sp
Charging Shout -1 attack rolls in 8yds
Rally mode +1 def, +1 melee dmg, +1 moral, +1 courage in 12yds
3hp Spirit Bane
Expert Strike +3 / -3 for attack / dmg
Veteran add focus to weapon dmg
Inventory
Money: 0g 474s 0c
Leather duster 4 armor
Candle of Truth x1
Eagle Helmet +1 Leadership and Courage
Blue crystal 2h hammer 2d6+3
4 - 4hp around 6rounds 3 uses each
4 - 2hp around 4 rounds 3 uses each
Ring +2 elemental dmg
10 - 10×10 sleep gas nades
Tankard of Sobriety
1h maul
Heavy Sheild +3 def
Ring of Suffering
Nightvision Eye patch
Drake Trap x2
Talents
Master Armor Training
Novice: You can wear leather and mail armor without suffering a penalty to Dexterity.
Journeyman: You can wear plate armor without suffering a penalty to Dexterity.
Master: You can get the most out of your armor. You gain the benefit of half the Armor Rating (rounded down) of your armor when you take penetrating damage. (Normally, armor provides no defense against penetrating damage.)
Master Champion
Novice: Your battle roar intimidates your opponents. When you take the charge action, you can shout a war cry that gives all enemies within 8 yards of your charges final position a –1 on attack rolls on their next turn.
Journeyman: You can lead your allies in an inspired defense. First, you must use the activate action to enter Rally mode. Your allies within 8 yards of you gain a +1 Defense and a +1 on Willpower (Morale) tests while this mode is active. You can end Rally with another activate action.
Master: Your presence on the battlefield cannot be ignored. When in Rally mode, your Journeyman effects affect allies within 12 yards of you. They also receive a +1 bonus on Willpower (Courage) tests and inflict +1 damage with melee attacks.
Journeyman Two Handed Weapons
Novice: The length of your weapon and the power of your attacks forces foes to yield ground. When you hit with a melee attack with a two-handed weapon, you can move the target 2 yards in any direction.
Journeyman: You can strike fearsome blows with your weapon. You can perform the Mighty Blow stunt for 1 stunt point instead of the usual 2 when wielding a two-handed weapon.
Novice Horsemanship
Journey Thrown Weapon Style
Novice: Your accuracy is uncanny. You gain a +1 bonus on attack rolls with throwing weapons.
Journeyman: You can ready a throwing weapon in an instant. You can reload a throwing weapon as a free action instead of a minor action.