Impetuous Red Bear | |
Aliases: | Bastard son of the Bear, Filthy Piggart, Jim |
Age: | 30 |
Hair: | Dull Coarse Black |
Eyes: | Yellow |
Height: | 6 foot 6 inche |
Weight: | Heavy |
Race: | Orc |
Class: | Druid 8 |
Alignment: | Chaotic Neutral |
Level: | 8 |
Experience: | 6,300 |
Hit Points: | 67 |
Gold: | 24,660 gp |
Current Status: | Active |
Played by King Jack |
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 21 | +5 | +0 | +0 |
Dexterity | 14 | +2 | +0 | +0 |
Constitution | 18 | +4 | +0 | +0 |
Intelligence | 8 | -1 | +0 | +0 |
Wisdom | 18 | +4 | +0 | +0 |
Charisma | 7 | -2 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | ||
Total | Base 10 + Dexterity + Armor = | 15 |
Flat-Footed | 13 | |
Touch | 12 |
Saving Throws | Base | Bonus | Total |
Fortitude | +6 | +4 | +9 |
Reflex | +2 | +2 | +4 |
Will | +6 | +4 | +9 |
BAB | Mod | Total Range/Melee |
+6/+1 | +Str:+Dex | +11/+6:+8/+3 |
Initiative |
Dex = +2 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
C | Appraise (Int) | +0 | -1 | +0 | +0 | -1 |
C | Balance (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Bluff (Cha) | +0 | -2 | +0 | +0 | -2 |
C | Climb (Str) | +0 | +5 | +0 | +0 | +5 |
X | Concentration (Con) | +0 | +3 | +0 | +0 | +3 |
X | Craft (Int) | +0 | +0 | -1 | +0 | -1 |
C | Decipher Script (Int) | +0 | -1 | +0 | +0 | -1 |
C | Diplomacy (Cha) | +0 | -2 | +0 | +0 | -2 |
C | Disable Device (Int) | +0 | -1 | +0 | +0 | -1 |
C | Disguise (Cha) | +0 | +0 | -1 | +0 | -1 |
C | Escape Artist (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Forgery (Int) | +0 | -1 | +0 | +0 | -1 |
C | Gather Information (Cha) | +0 | -2 | +0 | +0 | -2 |
X | Handle Animal (Cha) | +0 | -2 | +0 | +0 | +-2 |
X | Heal (Wis) | +0 | +4 | +0 | +0 | +4 |
C | Hide (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Intimidate (Cha) | +6 | -2 | +2 | +0 | +6 |
X | Jump (Str) | +0 | +5 | +0 | +0 | +5 |
X | Knowledge (Nature) (Int) | +5 | -1 | +2 | +0 | +7 |
X | Listen (Wis) | +5 | +4 | +0 | +0 | +9 |
C | Move Silently (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Open Lock (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Perform (Cha) | +0 | -2 | +0 | +0 | -2 |
X | Profession (Wis) | +0 | +4 | +0 | +0 | +4 |
X | Ride (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Search (Int) | +0 | -1 | +0 | +0 | -1 |
C | Sense Motive (Wis) | +5|+4 | +0 | +0 | +8 | |
C | Sleight of Hand (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
X | Spellcraft (Int) | +0 | -1 | +0 | +0 | -1 |
X | Spot (Wis) | +8 | +4 | +0 | +0 | +12 |
X | Survival (Wis) | +4 | +4 | +0 | +2 | +10 |
X | Swim (Str) | +0 | +5 | +0 | +0 | +5 |
C | Tumble (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Use Magic Device (Cha) | +0 | -2 | +0 | +0 | -2 |
C | Use Rope (Dex) | +0 | +2 | +0 | +0 | +2 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Wildlander, Druidic
Skill Tricks: None
Skill Point Total: 38
Feats:
Reckless Rage: 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.
Extra Rage: You rage or frenzy two more times per day than you otherwise could.
Natural Spell: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
Class Abilities
Nature Sense(Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy(Ex)[-4]: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Rage [4/Day]: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 +6 bonus to Strength, a +6 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -4 penalty to Armor Class.
The increase in Constitution increases the barbarian's hit points by 3 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.
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.
Woodland Stride(Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step(Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature's Lure(Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape(3/day) (Su): The ability to turn herself into any Small, Medium, or Large animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
Racial Abilities
Light sensitivity: Orcs suffer a -1 circumstance penalty to attack rolls, saves, and checks in bright sunlight or within the radius of a daylight spell.
Darkvision: Orcs can see in the dark up to 60 feet.
Handsome as the Devil: Red Bear is built like a brick outhouse and is very good looking.
Weapon | Attack Bonus | Damage | Crit | Damage Type | |
Falchion | +11/+6 | 2D4+7 | 18/20 x2 | Slashing | |
Club | +11/+6(Thrown)/+8/+3 | 1D6+5 | 20 x2 | Bludgeoning | 10ft |
Armour | AC Bonus | Max Dex | Armour Check | **Speed Penalty |
Buckskin | +3 | +6 | -0 | 0ft |
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 | Bracers of Lightning | Mic pg 206 |
Hands | Item name goes here | Brief item description |
Right Ring | Stormfire Ring | MiC pg 206 |
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: Cape and Headress made from the skin of the Crimson Bear Travelers outfit, Holly and Mistletoe, Backpack, Bedroll, Waterskin, Belt Pouch, Empty Sack, Tanglefoot Bag, 4 days rations, 4 Bottles of Wine(Fine). Rusty Falchion, 4 Clubs. 4 goodberries, Wand of Cure Light Wounds(47 charges), Stormfire Ring, Bracers of Lightning, Keoghtam's Ointment, Falchion (Unusual Material)
Spells per Day:
5 0th level, 4+1 1st level, 3+1 2nd level, 3+1 3rd level 2+1 4th level
Spell DCs:
10+4+Spell Level
Spells Known: All Druid Orisons First, Second, Third, and Fourth level spells.
Character History:
At an early age the Orc "Young Bear" was often discontent. His continual questioning of authority, challenging of tribal law, and cultural taboos led to being labelled early on as a troublemaker by the Four Peaks tribe. Unsatisfied with the limitations and lack of vision among his people, he brooded and became unsocial. His final act of rebellion was the slaying of the Four Peaks Tribe's totem animal, the great crimson bear that lived at the foot of the mountain. Banished to wander the land and never return, the newly christened Red Bear travels to the lands of the other races. Seeking his place in the world, and dreamers and rebels like himself.