Risca Foraker

Adventure Date: June 27, 2008
Last Updated: February 10, 2009

class:		Barbarian			race:		shield dwarf
level:		2				alignment:	DM Eyes Only
xp:		1,000				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)

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STR:	16	+3	HP: 	28			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: 19		Initiative:	+3
							Base Attack:	+2
			+4 AC dodge bonus vs. giants
			crystal of life drinking: heal 1 hp/hit; 10 hp/day

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		Total	= base	+Mod	+magic	+misc
Fortitude:	+6	= 3	+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.

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+1 racial bonus on attack rolls against orcs and goblinoids

Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
chondathan	+6	1d8+4	19-20/x2	-	S	"The Black Blade"
 steelsword +1

warhammer	+5	1d8+3	x3		-	B

dagger		+5	1d4+2	19-20/x2	10 ft	P/S	silver (-1 dam)

composite 	+5	1d8+2	x3		110 ft	P	normal arrow
longbow 		1d8+1					silver arrow
[STR 14/dam +2]	



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


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SKILLS: Total = 20	max = 5/2.5	Ability	Mod	Ranks	Misc
+0 (+2)	appraise			INT	0		(+2 stone/metal)
-1	balance				DEX	+3		-4 (armor)
-1	bluff				CHA	-1		
+3	climb*				STR	+3	4	-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	2.5cc
+5	listen*				WIS	0	5
-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	
+4	survival*			WIS	0	4	
-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		

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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 isnít 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 itís 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 barbarianís 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, canít 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 elseís action.

- UNCANNY DODGE:
  Retains DEX bonus to AC, even if flat-footed or struck by an invisible attacker


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. 


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GEAR	Total WT= 55.2 + 17 = 72.2
	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
5	The Black Blade of Galath the Brigand (2,315 gp) 
		- chondathan steelsword, a broad-bladed one-handed sword that 
		  is treated as a masterwork longsword that grants a +2 bonus 
		  when attempting to break a foeís weapon 
		  (see Sunder rules, PHB page 158) 
		- has a gilded hilt and black steel blade 
		- magic: +1 enhancement bonus to hit and damage 
0	Least crystal of life drinking (400 gp) 
		- weapon crystal: attached to chondathan steelsword +1
		- can be attached to any weapon of at least masterwork quality
		- Attaching or removing the crystal of life drinking from a weapon 
		  is a move action that does not provoke attacks of opportunity
		- Each time you deal damage to a living creature with the weapon 
		  to which this crystal is attached, you heal 1 point of damage. 
		- When the crystal has healed a total of 10 points of damage, 
		  it becomes inert until the following day 
		- Dealing non-lethal damage with the weapon doesnít activate 
 		  the crystalís effect 
5	warhammer
1	silver dagger (22 gp)
3	mighty composite longbow [STR 14/dam +2] (300 gp)
3	quiver & 20 arrows
3	quiver & 20 silver arrows
0.2	2 potions of cure light wounds [1d8+1 hp]; (50 gp each)
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
2.5		- Swan's camouflage kit (5 uses)





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TREASURE
cp = 			
sp = 3			
gp = 			
pp = 			


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In Storage:
DM Eyes Only


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SPECIAL NOTES:
DM Eyes Only