Adventure Date: April 19, 2008
Last Updated: January 11, 2009
class: Barbarian race: shield dwarf level: 1 alignment: DM Eyes Only xp: 0 deity: DM Eyes Only size: medium age: 46 gender: male height: 4'3" eyes: green hair: brown skin: tan weight: 178 lbs Campaign: Darkness Rising Home Region: Sword Coast (dwarf) Languages: Dwarf (native), Illuskan (native), Chondathan (1cc) ==================================================================================== STR: 16 +3 HP: 15 Speed: 30 ft DEX: 16 +3 AC: 19 CON: 16 +3 = 10 + 4 + 2 + 3 + 0 + 0 + 0 + 0 INT: 10 0 base + armor + shield + dex + size + nat + deflect + misc WIS: 10 0 AC touch: 13 CHA: 8 -1 AC flat-footed: 16 Initiative: +3 Base Attack: +1 +4 AC dodge bonus vs. giants ==================================================================================== Total = base +Mod +magic +misc Fortitude: +5 = 2 +3 Reflex: +3 = 0 +3 Will: +2 = 0 0 +2 (iron will) +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. ==================================================================================== +1 racial bonus on attack rolls against orcs and goblinoids Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- dwarven waraxe +4 1d10+3 x3 - S cold iron warhammer +4 1d8+3 x3 - B dagger +4 1d4+3 19-20/x2 10 ft P/S shortbow +4 1d6 x3 60 ft P Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ chain shirt light +4 +4 -2 20% 20 ft 25 lbs armor heavy wooden shield +2 - -2 15% - 10 lbs shield ==================================================================================== SKILLS: Total = 16 max = 4/2 Ability Mod Ranks Misc +0 (+2) appraise INT 0 (+2 stone/metal) -1 balance DEX +3 -4 (armor) -1 bluff CHA -1 +2 climb* STR +3 3 -4 (armor) +3 concentration CON +3 +0 (+2) craft* INT 0 (+2 stone/metal) no decipher script INT -1 diplomacy CHA -1 no disable device INT -1 disguise CHA -1 -1 escape artist DEX +3 -4 (armor) +0 forgery INT 0 -1 gather information CHA -1 no handle animal* CHA 0 heal WIS 0 -1 hide DEX +3 -4 (armor) -1 intimidate* CHA -1 -1 jump* STR +3 -4 (armor) no knowledge, arcana INT no knowledge, architect/engineer INT no knowledge, dungeoneering INT no knowledge, geography INT no knowledge, history INT no knowledge, local INT no knowledge, nature INT no knowledge, nobility/royalty INT no knowledge, religion INT +2 knowledge, the planes INT 0 2cc +4 listen* WIS 0 4 -1 move silently DEX +3 -4 (armor) no open lock DEX -1 perform CHA -1 no profession WIS +3 ride* DEX +3 +0 (+2) search INT 0 (+2 stone) 0 sense motive WIS 0 no sleight of hand DEX -4 (armor) no spellcraft INT 0 spot WIS 0 +3 survival* WIS 0 3 -5 swim* STR +3 -8 (armor x2) no tumble DEX -4 (armor) no use magic device CHA +3 use rope DEX +3 * speak languages - Chondathan n/a 1 cc ============================================================================= SPECIAL ABILITIES / FEATS Armor: light, medium Shields: all (except tower shields) Weapons: all simple, all martial, dwarven waraxe (exotic), dwarven urgrosh (exotic) Dwarf (Shield): - CON +2, CHA -2 - Medium-sized - Dwarf base land speed = 20 feet - However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load - Darkvision: 60 feet (black and white only) - Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. - Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. - Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). - +2 racial bonus on saving throws against poison. - +2 racial bonus on saving throws against spells and spell-like effects. - +1 racial bonus on attack rolls against orcs and goblinoids. - +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. - +2 racial bonus on Appraise checks that are related to stone or metal items. - +2 racial bonus on Craft checks that are related to stone or metal. - Favored Class: Fighter 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 = 5+3 = 8 rounds In a rage, temporarily gain STR +4, CON +4, and +2 morale bonus on Will saves, but he 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. 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 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. 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) Instantaneous Rage: Complete Warrior, page 102 (flaw bonus feat) - your rage begins at anytime you wish, even when it's not your turn or when you're surprised. You can activate your rage as a free action in response to another's action. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event. For example, you can choose to enter a rage when an enemy attacks you, or casts a spell at you (to gain the benefits of a higher Constitution or your bonus on Will saves) before you know the results of the attack. You must be aware of the attack, but you may be flat-footed. Iron Will: (flaw bonus feat) - +2 bonus on all Will saving throws Black Sheep of Family (flaw) - You are an outlaw to your own house, and have been disowned by your family in the most extreme cases...in gentler cases, they haven't tossed you out, but life is no picnic. - You don't really stand to gain any kind of inheritance, and you usually cannot call on your family for help of any kind. - Forgiveness for whatever caused this to happen can be accomplished, but it will take years of hard work. Overconfident (flaw) - Nothing is beyond your capabilities. If you wanted, you could defeat the best swordsman in the world; you just haven't had any reason to do so yet. And surely that chasm isn't too wide for you to leap across. - Once per game session, the DM or another player can activate your Flaw in order to squash any doubts you may have had about your own capabilities. ============================================================================== GEAR Total WT= 54 + 19.5 = 73.5 load: light = 76 medium = 153 heavy = 230 WT Item --- --------------------- 0 traveler's outfit HEAD: OPEN SLOT FACE: OPEN SLOT THROAT: OPEN SLOT SHOULDER: OPEN SLOT 25 BODY: chain shirt TORSO: OPEN SLOT WAIST: OPEN SLOT FEET: OPEN SLOT ARMS: OPEN SLOT HANDS: OPEN SLOT RING1: OPEN SLOT RING2: OPEN SLOT 10 SHIELD: heavy wooden shield 8 "Guifoon" cold iron dwarven waraxe 5 warhammer 1 dagger 2 shortbow 3 quiver & 20 arrows 2 backpack 3 - winter blanket 0 - flint and steel 1 - flask of oil, 1 pint 4 - trail rations, 4 days 4 - waterskin, full 0.5 - sack, empty 5 - Swan's camouflage kit ============================================================================== TREASURE cp = sp = 3 gp = pp = ============================================================================= In Storage: cp = sp = gp = pp = ============================================================================== SPECIAL NOTES: DM Eyes Only