Rorukk "Rath Skullsmasher" Thagurz - Level 1 - Chapter 2

Adventure Date: January 21, 2012
Last Updated: December 1, 2011


class:          Barbarian                  race:       half-breed (orc/aasamir)  
level:          1                          alignment:  chaotic neutral
xp:             0                          deity:      Gruumsh	

size: medium    age:   20          gender: male       height: 6'3"	
eyes: yellow    hair: dark brown   skin:   red-brown  weight: 298 lbs

Campaign:       Delzimmer
Home Region:    The Hordelands
Languages:	Orc, Rashemi (native), Shaaran

                        raging HP(+2) = 16
====================================================================================
STR:	18	+4	HP:     14                           Speed:   40 ft 
DEX:	13	+1	AC:	17				
CON:	14	+2	= 10   + 4(+1) + 0      + 1   + 0    + 1   + 0       + 0
INT:	10	+0	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	10	+0	AC touch:	11
CHA:	10	+0	AC flat-footed: 16		Initiative:	+1-4 = -3 deaf
							Base Attack:	+1

                        AC = -1 vs all enemies except personal chosen enemy
                        AC = -2 while raging


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+4	= 2	+2
Reflex:		+1	= 0	+1	
Will:		+0	= 0	+0

- immune to spells that affect only humanoids 
  and susceptible to spells that affect only outsiders
- save bonus to all mind affecting effects except confusion or insanity = +1
- while raging, morale bonus on Will saves = +2
- while raging, gains bonus to fortitude saves = +2


====================================================================================
- personal chosen enemy = +2 to hit and damage
    - all other enemies = -1 to hit
- dazzled in bright sunlight or daylight spell = -1 to hit
- power attack: one-handed weapons; -1 hit = +1 damage
- power attack: two-handed weapons; -1 hit = +2 damage
- raging: STR = 22/+6: one-handed weapons = extra +2 hit/+2 damage
                     : two-handed weapons = extra +2 hit/+3 damage

Attack          Bonus   Damage  Critical        Range   Type    Notes
------------    ------  ------  --------        -----   ----    -----
greatsword      +5      2d6+6   19-20/x2        -       S       2-handed weapon 

wolfteeth club  +5      1d8+6   20/x3           -       B/P     2-handed weapon

ice axe         +3      1d6+4   20/x3           -       S

dagger melee    +5      1d4+4   19-20/x2        -       P/S	

dagger throw    +2      1d4+4   19-20/x2        10 ft 	P/S	

javalin         +2      1d6+4   20/x2           30 ft   P       melee = -4 to hit

composite       +2      1d6     20/x3           70 ft   P
short bow		


Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
chain shirt,    light   +4      +4      -1      20%     40 ft   25 lbs
 masterwork     armor

dastanas        +armor  +1      n/a     -1       5%     n/a      5 lbs



====================================================================================
SKILLS: Total = 16	max = 4/2	Ability	Mod	Ranks	Misc
+0	appraise                        INT	+0	
-1	balance			        DEX	+1              -2 AC.enc
+0	bluff				CHA	+0		
+5	*climb				STR	+4      3       -2 AC.enc
+6	*climb, mountain/icy terrain    STR	+4      "       & +1 ice axe
+2	concentration			CON	+2	
+0	*craft			        INT	+0		
no	decipher script                 INT	+0		
+0	diplomacy			CHA	+0	       
no	disable device		        INT	+0		
+0      disguise			CHA	+0		
-3	escape artist			DEX	+1              -2 AC.enc/-2 demon skin
+0	forgery                         INT	+0		
+0	gather information		CHA	+0		
+2	*handle animal			CHA	+0	2	
-1	heal				WIS	+0              -1 touched
-1	hide				DEX	+1              -2 AC.enc	
+6	*intimidate			CHA	+0      2       +4 scars
+4	*jump				STR	+4      2       -2 AC.enc			
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		
+1	*listen                         WIS	+0      2       -1 touched
-1	move silently			DEX	+1              -2 AC.enc	
no	open lock			DEX	+1		
+0	perform                         CHA	+0		
no	profession			WIS	+0              -1 touched
+1	*ride				DEX	+1		
+0	search                          INT	+0		
-1	search, sunlight                INT	+0      "       & -1 dazzled
-1	sense motive			WIS	+0              -1 touched
no	sleight of hand                 DEX	+1              -2 AC.enc			
no	spellcraft			INT	+0		
-1	spot				WIS	+0              -1 touched
-2	spot, sunlight                  WIS	+0      "       & -1 dazzled		
+2	*survival                       WIS	+0      3       -1 touched
+0	*swim				STR	+4              -4 AC.enc x2			
no	tumble                          DEX	+1              -2 AC.enc		
no	use magic device		CHA	+0		
+3	use rope                        DEX	+1		+2 silk rope
n/a	speak language, local human	n/a		1cc	

NOTE: cumulative -2 penalty on all skill checks made 
      to retry a previously failed action 


=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		light, medium
Shields:	all (except tower shields)
Weapons:	all simple, all martial


Half-Breed (Orc/Aasimir)
- level adjustment = +1
- favoured class = Paladin
- medium size (STR +2; INT -2, base MV = 30 ft)
- darkvision = 60 ft
- Native Outsider
       - treat as humanoid except for immune to spells that affect only humanoids 
         and susceptible to spells that affect only outsiders
- orc-blooded
       - for matters of race, treat as orc
- other abilities manifest when racial level taken


Orc Ritual-Scar of Mighty Hewing:
- ritual in which prayers to god Gruumsh and sacrifice body scars on chest, 
  back and arms result in permanent 1 point damage to dexterity, in return, 
  gain the feat Power Attack. 
- Also gain a +4 skill bonus to intimidate due to the hideous scaring.


Power Attack (Orc Ritual 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


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 barbarianís speed because of any load carried or armor worn.
- Rage (Ex): 
  - rage/day = 1/day + extra rage = 1 +2 = 3/day 
  - duration = New CON mod +3 = 4+3 = 7 rounds 
  - In a rage, temporarily gain:
        - STR +4 = 22/+6 = +6 hit/dam
        - CON +4 = 18/+4 = +2 hp/level = +2; new hp = 16
        - morale bonus on Will saves = +2
        - AC penalty = -2 
  - 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. He can use any feat he has except Combat 
    Expertise, item creation feats, and metamagic feats. 
  - A barbarian may prematurely end his rage. At the end of the rage, 
    the barbarian loses the rage modifiers and restrictions.
    Does not become fatigued at end of rage due to "Tireless" feat (see below)
  - 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 his action, not in response to someone elseís action.


Tireless: Regional feet (1st level 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) 


Demonic Skin; Fiendish Codex 1-Hordes of the Abyss, page 85 (flaw bonus feat 1) 
- Abyssal Inheritor feat
- Skin has rough scaly patches that improve your natural armour AC = +1 
- This improvement increases by +1 for every two "abyssal inheritor" feats possessed. 
- The thickened skin catches on objects and becomes less flexible. 
  Take a -2 penalty on Escape artist checks.


Extra Rage; Complete Warrior, page 98 (flaw bonus feat 2)
-  Able to Rage two more times per day. Feat may be taken multiple times. 
   Each time it stacks with itself.


Light Sensitivity; Dragon #328 Pg. 44 (flaw 1)
- Accustomed to only the darker places in the world, your eyes open much 
  wider than normal making it difficult to see in bright light.
- Prerequisite: darkvision
- Effect: You become dazzled in bright sunlight or within radius of a daylight 
  spell. A dazzled creature takes a -1 penalty on attack rolls, Search checks 
  and Spot checks.


Short Attention Span; Dragon #328 Pg.43  (flaw 2)
- You have little patience, causing you to have difficulty on repetitive tasks.
- Effect: You suffer a -2 penalty on all skill checks made to retry an action 
  you have previously failed. This penalty is cumulative, increasing by -2 for 
  each failed attempt. In addition, you may not take 20 on any skill checks.


Touched in the Head (trait 1)
- You're a little crazy.
- Benefit: Your mind is disorganized and chaotic. 
  You gain a +1 bonus on all saving throws against mind-affecting effects, 
  except for those effects that cause confusion or insanity.
- Drawback: Your inability to concentrate for long makes you suffer a -1 penalty 
  on all Wisdom-based skill checks.


Tunnel Vision (trait 2)
- While fighting you focus in on a target but neglect other targets
- Benefit: at the beginning of combat, you must choose one personal enemy. 
  Against that enemy you gain a +2 bonus on attack and damage rolls. 
  Once the enemy is no longer a threat (i.e. dead, unconscious, magically 
  held etc,) you may select a new personal enemy on the following round.
- Drawback: You take a -1 penalty to attacks against other enemies and 
  a -1 penalty to AC against attacks from other enemies.


=============================================================================

GEAR    Total WT= 59 + 29 = 88 lbs
        load: light = 100       medium = 200    heavy = 300
 raging load: light = 173       medium = 346    heavy = 520 

WT	Item
---	---------------------
0	traveler's outfit
0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
1	THROAT:	  Delzimmer Iron Collar (0 gp)
                  - used to mark a criminal/indentured servant of Delzimmer
                  - magic aura: faint divination magic
                  - magic aura: faint universal magic
0	SHOULDER: OPEN SLOT
25	BODY: 	  chain shirt, masterwork (250 gp)
0	TORSO:	  OPEN SLOT
0	WAIST:	  OPEN SLOT
0	FEET:	  OPEN SLOT
5	ARMS:	  dastanas (25 gp)
0	HANDS:	  OPEN SLOT
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
0	SHIELD:	  OPEN SLOT

8	greatsword (50 gp)
5	wolfteeth club (8 gp)
1       dagger (2 gp)
2       javalin (1 gp)
2       shortbow (30 gp)
3       quiver 
        - arrows (1 gp); = 20
5	ice axe	(10 gp)
	- gain +1 circumstance bonus to climb checks in mountainous/icy terrain
	- as weapon treat as hand axe with -2 penalty to hit

1	potion belt = 6/6 vials	(1 gp)
	- retrieving a potion/vial is a free action once per round
0	        - vials of powdered water (3 gp); = x6

0	vials of powdered water (1 gp); = x2
2	flask of oil (0.2 gp); x2

2	backpack (2 gp)
5	        - bedroll (0.1 gp)
3 	        - winter blanket (0.5 gp)
2	        - collapsible grappling hook (3 gp)
1	        - empty water skin (1 gp)
0.5	        - empty sack (0.1 gp)
2	        - dehydrated food; arms and equipment guide, page 33 (8 gp)
	                - wt = half of trail ration, 4 days
			- must consume twice as much water daily
7	        - trail rations; 7 days (3.5 gp)
5	        - silk rope, 50-feet (10 gp)
                        - grant +2 circumstance bonus on Use Rope checks
0.5	        - small steel mirror (10 gp)
1               - whetstone (0.02 gp)
0               - needle/thread	(0.01 gp)
0               - fishhook/line	(0.1 gp)
0		- tindertwig (10 gp); = x10
0	        - candle insect bane (0.5 gp); = x5
                        - 5 ft radius of repulsion for non monstrous vermin
                        - burns for one hour


==============================================================================
TREASURE			
pp = 2		
gp = 5		
sp = 9		
cp = 7		


=============================================================================
In Storage:
pp = 		
gp = 	
sp = 		
cp = 		


==============================================================================
SPECIAL NOTES:

- chain shirt (100 gp, wt = 25 lbs) given to Roryn to use as a nightshirt

deafened for 1 hour: 
Unable to hear. A deafened character takes a -4 penalty on initiative checks, 
automatically fails Listen checks, and has a 20% chance of spell failure when 
casting spells with verbal components.