|Hair:||Black (fur too)|
|Beastfolk type:||Draft Horse|
|Played by DragonSword|
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 + Dexterity +3 Armor +5 =18|
|Dex = +3|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|c||Decipher Script (Int)||+0||+0||+0||+0||+0|
|c||Disable Device (Int)||+0||+0||+0||+0||+0|
|c||Escape Artist (Dex)||+0||+0||+0||+0||+0|
|c||Gather Information (Cha)||+0||+0||+0||+0||+0|
|X||Handle Animal (Cha)||+0||+0||+0||+0||+0|
|c||Knowledge (Stuff) (Int)||+0||+0||+0||+0||+0|
|c||Move Silently (Dex)||+0||+0||+0||+0||+0|
|c||Open Lock (Dex)||+0||+0||+0||+0||+0|
|c||Sense Motive (Wis)||+0||+0||+0||+0||+0|
|c||Sleight of Hand (Dex)||+0||+0||+0||+0||+0|
|c||Speak Language (n/a)||+0||+0||+0||+0||+0|
|c||Use Magic Device (Cha)||+0||+0||+0||+0||+0|
|c||Use Rope (Dex)||+0||+0||+0||+0||+0|
Where C is Cross Class and X is a Class Skill
Languages Known: List them here
Skill Tricks go here
Skill Point Total: 20
1st 16 2nd 4
Source: Races of Stone
You are considered extreme even among other barbaric warriors, and you enter a deeper state of rage than others.
Prerequisite: Con 13, rage ability.
Benefit: Whenever you activate your rage ability, you take an additional -2 penalty to your Armor Class, but you gain an additional +2 bonus to Strength and Constitution. These bonuses and penalties stack with the effects of rage, greater rage, and mighty rage.
Source: Player's Handbook v.3.5
You can make exceptionally powerful melee attacks.
Prerequisite: Str 13+
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage applies until your next action.
Special: If you attack with a two-handed weapon, or with a onehanded weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats
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.
Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. Any other character who gains a barbarian level does not lose the literacy he or she already had.
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.
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.
Racial Abilities:Racial Traits:
+2 Strength, +2 Constitution, -2 Dexterity
-Dominating Personality: +2 to Concentration and Intimidation checks.
-Powerful Build: Whenever anyone with this trait is subjected to an opposed check based on size modifiers (such as bull rushes, grapple checks, and trip attempts), they count as one size larger if doing so is advantageous. In addition, characters with this trait count as one size larger to determine how different special abilities affect them (such as improved grab or swallow whole). However, characters with this Feat count as their normal racial size for determining space and reach. The abilities of this Feat stack with powers, abilities, and spells that affect size category.
-Tireless: Large ungulates gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold their breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, large ungulates may sleep in light or medium armor without becoming fatigued. This stacks with the Endurance feat, which also allows large ungulates to sleep in heavy armor without becoming fatigued.
beastfolk receive an additional +4 to any saves to resist becoming infected, to recover from infection when such rolls are appropriate, and, when infected, to gaining control of the lycanthropy.
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|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:Healing belt 3 charges 2d8 3d8 4d8
Cloak of quills (MIC pg. 87, 2,500 gp) 1d6 damage when in grapple or being grappled.(from Needle quest)
2 clw potions
Statistics of Items Here:Cloak of Quills
Price (Item Level): 2,500 gp (7th)
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: Free (command)
Weight: 1 lb.
Thousands of small quills cover the exterior of this thick, high-collared leather cloak. While most of the quills are little more than the length of a porcupine's, several on the shoulders and back are nearly 2 feet long.
While grappling, each time you roll a grapple check (other than the initial check to enter or resist the grapple), you can activate your cloak of quills. Doing this lodges quills in your opponent, dealing 1d6 points of damage to each other creature in the grapple (Reflex DC 16 negates).
This ability functions five times per day.
Prerequisites: Craft Wondrous Item, quillfire.
Cost to Create: 1,250 gp, 100 XP, 3 days.
Spells per Day:
From a small tribe, he is quick tempered and likes his pleasures most. He didn't know his parents since they were killed and he don't care about anyone but himself being orphan.