Sirius | |
Aliases: | Test Man |
Age: | 19 |
Hair: | White |
Eyes: | Brown |
Height: | 6'5" |
Weight: | 180 lbs. |
Race: | Beastfolk Large Canine |
Class: | Barbarian 1 |
Alignment: | Chaotic Good |
Level: | 1 |
Experience: | 0 |
Hit Points: | 13/13 |
Gold: | 937 |
Current Status: | Active |
Played by Belle |
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 18 | +4 | +0 | +0 |
Dexterity | 18 | +4 | +0 | +0 |
Constitution | 12 | +1 | +0 | +0 |
Intelligence | 8 | -1 | +0 | +0 |
Wisdom | 20 | +5 | +0 | +0 |
Charisma | 10 | +0 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + 4 Armor + 4 Dexterity = 18 |
Flat-Footed | 14 |
Touch | 14 |
Saving Throws | Base | Bonus | Total |
Fortitude | +2 | +1 | +3 |
Reflex | +0 | +4 | +4 |
Will | +0 | +5 | +5 |
BAB | Mod | Total Range/Melee |
+1 | +4/+4 | +5/+5 |
Initiative |
Dex = +4 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +0 | +0 | +0 | +0 |
X | Balance (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
X | Concentration (Con) | +0 | +0 | +0 | +0 | +0 |
C | Craft (Int) | +0 | +0 | +0 | +0 | +0 |
X | Decipher Script (Int) | +0 | +0 | +0 | +0 | +0 |
X | Diplomacy (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Disable Device (Int) | +0 | +0 | +0 | +0 | +0 |
X | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Escape Artist (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Forgery (Int) | +0 | +0 | +0 | +0 | +0 |
X | Gather Information (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Heal (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Hide (Dex) | +0 | +0 | +0 | +0 | +0 |
C | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Jump (Str) | +0 | +0 | +0 | +0 | +0 |
X | Knowledge (Stuff) (Int) | +0 | +0 | +0 | +0 | +0 |
C | Listen (Wis) | +4 | +5 | +0 | +2 | +11 |
X | Move Silently (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Open Lock (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Profession (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Ride (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Search (Int) | +0 | +0 | +0 | +0 | +0 |
X | Sense Motive (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Sleight of Hand (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
X | Spellcraft (Int) | +0 | +0 | +0 | +0 | +0 |
X | Spot (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Survival (Wis) | +4 | +5 | +0 | +2 | +11 |
C | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
X | Tumble (Dex) | +2 | +4 | +0 | +0 | +6 |
X | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
X | 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:
Skill Tricks go here
Skill Point Total: Total Here
1st - 12
Feats:
- Level 1
- Power Attack
Class Abilities:
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.
Spiritual Totem
Wolf Totem: The wolf is a loyal ally who uses pack tactics to subdue her foes. If you choose her as your spiritual totem, you gain an additional +2 bonus on attack rolls when flanking an opponent.
Racial Abilities:
-Scent (Ex): As the ability.
-Keen Senses: +2 on Listen and Survival checks.
-Pack Tactics: Thanks to natural group instincts that work well in battle, large canids give others an additional +1 to attack rolls made during a flanking attack in which the large canid is the supporting flanker. The large canid does not receive this bonus, nor does it influence damage rolls, as it only assists another party member in making a better attack.
-Low-light Vision.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Katana (Bastard Sword) | +5 | 1d10+6 | 19-20/x2 | Slashing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Chain Shirt | +4 | +4 | -2 | 20% | 30ft | 25lb |
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:
Sword, Bastard (35g)
Chain Shirt (100g)
Statistics of Items Here:
Spells per Day:
???
Spell DCs:
10+???+Spell Level=???
Spells Known:
Cantrips:
Level 1:
Character History:
Once a part of a nameless wolven tribe, Sirius first began his journey during a raid on his future master's house. When the old man living there slaughtered the raiding party, leaving Sirius alone alive (but injured), the wolf took it as an insult - not just to himself, but to the spirits that his people believed watched over them. He challenged the old man again, and again, and again; each time quickly defeated and sent away.
The battles lasted longer each encounter, and as the season turned to winter, Sirius was finally able to parry the old man's blade. The old man then told him that he had been training Sirius this entire time - helping him to see that there were deep connections in the sword that Sirius had only just begun to fathom - and that the wolf might as well come to live with him, seeing as how he had most likely been given up for dead by his tribe, and wouldn't be welcome regardless since he had failed in his mission.
Reluctantly, Sirius agreed. Now, many years later, he sets off on his own, blade in hand.