Adventure Date: July 30, 2010
Last Updated: July 23, 2010
class: Barbarian/Sorcerer race: human level: 1 / 0 alignment: chaotic evil xp: 0 deity: Cyric size: medium age: 19 gender: female height: 5'6" eyes: black hair: black skin: brown weight: 140 lbs Campaign: Cyric's Squad Home Region: the Ride Languages: Chondathan raging hp = 16 ==================================================================================== STR: 14(18) +2(+4) HP: 14 Speed: 40 ft DEX: 14 +2 AC: 18 CON: 14(18) +2(+4) = 10 + 4 + 2 + 2 + 0 + 0 + 0 + 0 INT: 10 +0 base + armor + shield + dex + size + nat + deflect + misc WIS: 10 +0 AC touch: 12 CHA: 14 +2 AC flat-footed: 16 Initiative: +2 Base Attack: +1 -2 penalty to AC while raging -4 penalty to AC against all attacks of opportunity ==================================================================================== Total = base +Mod +magic +misc Fortitude: +4 = 2 +2 Reflex: +2 = 0 +2 Will: +0 = 0 +0 +2 morale bonus on Will saves while raging ==================================================================================== - power attack: one-handed melee weapons; -1 hit = +1 damage - power attack: two-handed melee weapons; -1 hit = +2 damage - while raging: +2 hit/+2 damage Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- longsword +3 1d8+2 19-20/x2 - S kukri +3 1d4+2 18-20/x2 - S sling +3 1d4+2 x2 50 ft B cold iron 1d4+1 silver Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ chainshirt light +4 +4 -2 20% 40 ft 25 lbs armor heavy shield, shield +2 - -2 15% - 10 lbs - wooden ==================================================================================== SKILLS: Total = 20 max = 4/2 Ability Mod Ranks Misc +0 appraise INT +0 -2 balance DEX +2 -4 armor-load +3 +bluff CHA +2 +1 dishonest -2 *climb STR +2 -4 armor-load +2 +concentration CON +2 +0 *+craft INT +0 no decipher script INT +0 +0 diplomacy CHA +2 -2 dishonest no disable device INT +0 +2 disguise CHA +2 -2 escape artist DEX +2 -4 armor-load +0 forgery INT +0 +2 gather information CHA +2 no *handle animal CHA +2 -1 saddleborn +0 heal WIS +0 -2 hide DEX +2 -4 armor-load +2 *intimidate CHA +2 +2 *jump STR +2 4 -4 armor-load no +knowledge, arcana INT +0 no knowledge, architect/engineer INT +0 no knowledge, dungeoneering INT +0 no knowledge, geography INT +0 no knowledge, history INT +0 no knowledge, local INT +0 no knowledge, nature INT +0 no knowledge, nobility/royalty INT +0 no knowledge, religion INT +0 no knowledge, the planes INT +0 +4 *listen WIS +0 4 -2 move silently DEX +2 -4 armor-load no open lock DEX +2 +2 perform CHA +2 no +profession WIS +0 +7 *ride DEX +2 4 +1 saddleborn +9 *ride, stay in saddle DEX +2 " & +2 saddle +0 search INT +0 +0 sense motive WIS +0 no sleight of hand DEX +2 -4 armor-load no +spellcraft INT +0 +0 spot WIS +0 +4 *survival WIS +0 4 -2 *swim STR +2 4 -8 armor-load x2 no tumble DEX +2 -4 armor-load no use magic device CHA +2 +2 use rope DEX +2 no speak languages n/a 0 cc * = barbarian skills, + = sorcerer skills ============================================================================= SPECIAL ABILITIES / FEATS Armor: light, medium Shields: all shields (except tower shields) Weapons: all simple, all martial Human: - Medium-size - base land speed = 30 feet. - +1 extra feat at 1st level. - +4 extra skill points at 1st level and 1 extra skill point at each additional level. - Favored Class: Any Barbarian: - Illiteracy: cannot read and write. May spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. - Fast Movement (Ex): +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. - Rage (Ex): 1/day, duration = New CON mod +3 = 4+3 = 7 rounds - In a rage, temporarily gain STR +4, CON +4, and +2 morale bonus on Will saves, but she takes a -2 penalty to Armor Class. - The increase in Constitution increases hit points by 2 points per level, but these hit points go away at the end of the rage when the 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. - She can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. - A barbarian may prematurely end her rage (no fatigue since Tireless). - A barbarian can fly into a rage only once per encounter. Entering a rage takes no time itself, but a barbarian can do it only during her action, not in response to someone else’s action. Tireless: regional feat, the Ride (human bonus feat) - effects of exhaustion and fatigue are reduced by one step. - cannot become exhausted (will be fatigued instead) - if condition causes fatigue, it is negated (e.g. barbarian rage) Power Attack (1st level bonus feat) - melee bonus only, no light weapons (except unarmed strike or natural weapons) - one-handed weapons; -1 hit = +1 damage - two-handed weapons; -1 hit = +2 damage Mounted Combat (flaw bonus feat 1) - Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. - The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.) Ride-by Attack (flaw bonus feat 2) - When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). - Your total movement for the round can’t exceed double your mounted speed. - You and your mount do not provoke an attack of opportunity from the opponent that you attack. Black Sheep of the Family (flaw 1) - Sided with and showed the forces of Zhentil Keep (under Cyric), where and when to ambush her fellow barbarians from the Ride. - She is a traitor to them now, to be killed onsight. Reckless (flaw 2) - You lack the emotion of fear. Unfortunately, it is often an important cue that keeps men from doing foolhardy things. Sure, you don't flinch at the sight of even the most hideous monster, but neither do you feel the need to run away when outclassed. - Once per game session, the DM or another player can activate your Flaw in order to get you to ignore any nagging feelings of worry or hesitation you may have when confronted with a potentially dangerous environment or foe, which forces you to undertake the questionable action or attack an obviously superior foe. - In addition, as you tend to move brashly about in combat without careful consideration of your foes, you suffer a -4 penalty to your Armor Class against all attacks of opportunity. Dishonest (trait 1) - You are naturally deceitful and insincere with others. You have a talent for lying, but have difficulty convincing others when you do speak truthfully. - You gain a +1 bonus on Bluff checks. - You take a -2 penalty on Diplomacy checks. Saddleborn (trait 2) - You are a natural in the saddle, but you have little patience for handling animals when not riding them. - You gain a +1 bonus on Ride checks. - You take a -1 penalty on Handle Animal checks. ============================================================================= SPELLS 0: 0 1: 0 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 12 1: 13 ============================================================================== GEAR Total WT= 58 + 0 = 58 load: light = 58 medium = 116 heavy = 175 raging load: light = 100 medium = 200 heavy = 300 WT Item --- --------------------- 0 explorer’s outfit 0 wooden unholy symbol: Cyric (1 gp) 0 signal whistle, cord around neck (8 sp) 0 HEAD: OPEN SLOT 0 FACE: OPEN SLOT 0 THROAT: OPEN SLOT 0 SHOULDER: OPEN SLOT 0 BODY: OPEN SLOT 25 TORSO: chainshirt (100 gp) 0 WAIST: OPEN SLOT 0 FEET: OPEN SLOT 0 ARMS: OPEN SLOT 0 HANDS: OPEN SLOT 0 RING1: OPEN SLOT 0 RING2: OPEN SLOT 10 SHIELD: heavy wooden shield (7 gp) 4 longsword (15 gp) 2 kukri (8 gp) 0 sling (0 gp) 5 pouch with sling bullets - silver x2 (4 gp) - cold iron x8 (1.6 sp) 0.5 belt pouch (1 gp) 0.5 - COINS 0 - flint and steel (1 gp) 2 - trail rations, 2 days (1 gp) 5 bedroll (1 sp) 4 waterskin, full (1 gp) ============================================================================== TREASURE pp = 1 gp = 5 sp = 9 cp = 4 ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================= "Silent Runner" Light Warhorse: large animal, AL = neutral HD = 3, hp = 22, Init = +1, Spd = 60 ft, AC = 17, touch AC = 10, flat-foot AC = 16, (size = -1, dex = +1, natural = +4, armor = +3) space/reach = 10'/5 ft, base attack/grapple = +2/+9 Atk = hoof: +4 melee (1d4+3) full attack = 2 hooves: +4 melee (1d4+3/1d4+3) & 1 bite: -1 melee (1d3+1) STR = 16, DEX = 13, CON = 17 , INT = 2 , WIS = 13, CHA = 6 Fort = +6, Ref = +4, Will = +2 Feats = endurance, run Skills = listen +4, spot +4 SQ: low-light vision, scent Tricks (6/6): Purpose = combat riding (attack, come, defend, down, guard, heel) Carrying Capacity: drag = 3,450 lbs - light load = 230 lbs (60 ft; run x4) - medium load = 460 lbs (40 ft; run x4) - heavy load = 690 lbs (40 ft; run x3) Equipment wt (1b) equipment ------- --------- 140 rider 58 rider's gear 1 bit and bridle 30 military saddle - gain +2 circumstance bonus on Ride checks related to staying in the saddle. - If knocked unconscious, you have a 75% chance to stay in the saddle 40 studded leather barding 8 saddlebags ----- 277 = medium load (40 ft; run x4) ============================================================================== SPECIAL NOTES: get feats - cleave - great cleave - improved sunder - improved critical (greatsword or falchion) - Improved Initiative - gain +4 to initiative planned sorcerer spells - 1: burning rage, true strike - 0: disrupt undead, light, flare, resistance