Adventure Date: June 16, 2012
Last Updated: June 14, 2012
class: Barbarian race: half-breed (orc/aasamir)
level: 2 alignment: chaotic neutral
xp: 1,000 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
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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
Base Attack: +1
AC = -1 vs all enemies except personal chosen enemy
AC = -2 while raging
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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
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- 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
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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
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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 barbarian’s 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 else’s 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.
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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
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TREASURE
pp = 2
gp = 5
sp = 9
cp = 7
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In Storage:
pp =
gp =
sp =
cp =
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SPECIAL NOTES:
- chain shirt (100 gp, wt = 25 lbs) given to Roryn to use as a nightshirt