Graag | |
Aliases: | None |
Age: | 82 |
Hair: | dark gray, short |
Eyes: | silver |
Height: | 5'8" |
Weight: | 160 lbs. |
Race: | Avariel |
Class: | Barbarian 2 |
Alignment: | Neutral |
Level: | 2 |
Experience: | 1500 |
Hit Points: | 28 (34 rage) |
Gold: | 887 |
Current Status: | Active |
Played by Therror |
Imagine a barbarian.
Yeah, that guy.
Take away the silly germanic accent.
Give him pointy ears and make him prettier. No I mean it, try harder. You got it? Good, cause now it's time for…
WINGS! Yes, giant, light-gray, 18' in full span wings. What, can't do it? Never said it'll be easy.
I mean it, if you can picture Arnold as an elf with wings you're golden. You also just gained some insanity points.
Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 18 | +4 | +24 | +7 |
Dexterity | 20 | +5 | +0 | +0 |
Constitution | 14 | +2 | +20 | +5 |
Intelligence | 12 | +1 | +0 | +0 |
Wisdom | 10 | +0 | +0 | +0 |
Charisma | 10 | +0 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | Saving Throws | Base | Bonus | Total | ||
Total | Base 10 + Dexterity 5 + Studded 3 (- Rage 4) = 18 (14) | Fortitude | +3 | +2 (+5 Rage) | +5 (+8) | |
Flat-Footed | 18 (14) | Reflex | +0 | +5 | +5 | |
Touch | 15 (11) | Will | +0 | +2 (Rage) | +0 (+2) |
BAB | Mod | Total Range/Melee | Initiative |
+2 | +5/+4 (+7 Rage) | +7/+6 (+9) | Dex = +5 |
C | U | Skills | Rank | Ability | Synergy | Magic Bonuses | Rage Bonus | Total |
C | U | Climb (Str) | + 5 | + 4 | + 0 | + 0 | + 3 | + 9 (+12) |
C | U | Jump (Str) | + 5 | + 4 | + 0 | + 0 | + 3 | + 19* (+22) |
C | U | Swim (Str) | + 2 | + 4 | + 0 | + 0 | + 3 | + 6 (+9) |
- | U | Balance (Dex) | + 0 | + 5 | + 0 | + 0 | + 0 | + 5 |
- | U | Escape Artist (Dex) | + 0 | + 5 | + 0 | + 0 | + 0 | + 5 |
- | U | Hide (Dex) | + 0 | + 5 | + 0 | + 0 | + 0 | + 5 |
- | U | Move Silently (Dex) | + 0 | + 5 | + 0 | + 0 | + 0 | + 5 |
- | - | Open Lock (Dex) | + 0 | + 5 | + 0 | + 0 | + 0 | + 5 |
C | U | Ride (Dex) | + 0 | + 5 | + 0 | + 0 | + 0 | + 5 |
- | - | Sleight of Hand (Dex) | + 0 | + 5 | + 0 | + 0 | + 0 | + 5 |
- | - | Tumble (Dex) | + 0 | + 5 | + 0 | + 0 | + 0 | + 5 |
- | U | Use Rope (Dex) | + 0 | + 5 | + 0 | + 0 | + 0 | + 5 |
- | U | Concentration (Con) | + 0 | + 2 | + 0 | + 0 | + 3 | + 2 (+5) |
- | U | Appraise (Int) | + 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
C | U | Craft (Int) | + 0 | + 0 | + 1 | + 0 | + 0 | + 1 |
- | - | Decipher Script (Int) | + 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
- | - | Disable Device (Int) | + 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
- | U | Forgery (Int) | + 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
- | - | Knowledge (Int) | + 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
- | U | Search (Int) | + 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
- | - | Spellcraft (Int) | + 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
- | U | Heal (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
C | U | Listen (Wis) | + 5 | + 0 | + 0 | + 0 | + 0 | + 5 |
- | - | Profession (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Sense Motive (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Spot (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 4* |
C | U | Survival (Wis) | + 3 | + 0 | + 0 | + 0 | + 0 | + 3 |
- | U | Bluff (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Diplomacy (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Disguise (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Gather Information (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
C | - | Handle Animal (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
C | U | Intimidate (Cha) | + 5 | + 0 | + 0 | + 0 | + 0 | + 5 |
- | U | Perform (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Use Magic Device (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Speak Language | + 0 |
-U = usable untrained
-C = class skill
- = racial mods
Skill Points | 20 |
Level 1 | 20 |
Level 2 | 5 |
Languages Known: Common, Carnivon, Discordian, Wildlander
Skill Tricks:
Skill Tricks go here
Feats:
Reckless Rage
Class Abilities:
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. For example, a human barbarian has a speed of 40 feet, rather than 30 feet, when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet. A halfling barbarian has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 20 feet.
Rage (Ex): A barbarian can fly into a screaming blood frenzy a certain number of times per day. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class.
The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies. See below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action. A barbarian can't, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a barbarian already has uncanny dodge from a different class (a barbarian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex): Starting at 3rd level, a barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Damage Reduction (Ex): At 7th level, a barbarian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Greater Rage (Ex): At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
Indomitable Will (Ex): When in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.
Mighty Rage (Ex): At 20th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.
Ex-Barbarians
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge).
Racial Abilities:
+2 Dexterity, –2 Constitution. Avariel have hollow bones and, as a result, are more fragile than humans. At the same time, they are gifted with an almost otherworldly grace.
Medium: Avariel are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Avariel have a base speed of 30 feet.
Low-Light Vision: Avariel can see twice as far as humans in conditions of dim light.
Elven Immunities: Avariel are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Sight (Ex): Avariel gain a +4 racial bonus on all Spot checks.
Wing-Aided Movement: Avariel can use their wings to help with movement even if they can’t fly yet. The extra lift from her wings gives an avariel a +10 racial bonus on Jump checks.
Proficient with either rapier or longsword; proficient with lasso and bolas.
Gliding (Ex): An avariel can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Avariel glide at a speed of 40 feet (average maneuverability). Even if an avariel’s maneuverability improves, she can’t hover while gliding. An avariel can’t glide while carrying a heavy load. If an avariel becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The avariel descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Flight (Ex): When an avariel reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). An avariel can’t fly while carrying a heavy load, wearing heavy armor, or while fatigued or exhausted. Avariel can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Avariel are likewise fatigued after spending a total of more than 10 minutes per day flying. Because avariel can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dice, avariel have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. An avariel with flight can make a dive attack. A dive attack works like a charge, but the avariel must move a minimum of 30 feet and descend at least 10 feet. An avariel can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. An avariel with flight can use the run action while flying, provided she flies in a straight line.
Languages: Avariel start speaking Common and Sylvan. Bonus languages include Auran, Carnivon, Celestial, Discordian, Draconic, Goblin, and Wildlander.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Greatsword MW | +7 (+10) | 2d6 +6 (+10) | 19/20 x2 | Slashing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Studded Leather MW | +3 | +5 | 0 | 15% | 40ft | 20lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Everlasting rations.
Statistics of Items Here:
Character History:
Born in.. lets call it captivity for lack of a better term. His mother was rescued or possibly enslaved by a tribe of humans. He doesn't remember her much, she was weak and dying when he was born and it's a miracle she survived for seven more years. The true story of how all this came to be has been lost or twisted so much that nobody is even sure or wants to talk about it.
The tribe raised him as one of their own, mostly. His life up till now was full of surviving in the wild, fighting off predators and other roaming bands of whatever creatures seemed to want them all dead that year. He identifies with them and their values and culture, and this is why he's no longer with them. The key is dying.
To die in battle is an honour, a way of life.. so to speak. Nobody actually throws themselves at the spears of their enemies (obviously), but should one die in combat his life had the greatest meaning and it is the most desirable death. Those that survive to old age (not many, of course) become trainers, leaders, their accumulated experience serving to raise a new generation of warriors and they also die before too long when the next natural disaster claims its headcount. To have lived through all the fighting and not died while at the same time not having visibly aged a day since twenty years old is just too unnatural for the tribe to have simply ignored. After the last of the generation he grew up with passed away, there was no longer a place for him with what he still thinks of as his people.