Adventure Date: November 1, 2008
Last Updated: April 25, 2009
class: Barbarian race: shield dwarf
level: 3 alignment: DM Eyes Only
xp: 3,000 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)
====================================================================================
STR: 16 +3 HP: 35 Speed: 30 ft
DEX: 16 +3 AC: 20
CON: 16 +3 = 10 + 4 + 3 + 3 + 0 + 0 + 0 + 0
INT: 10 0 base + armor + shield + dex + size + nat + deflect + misc
WIS: 10 0 AC touch: 16
CHA: 8 -1 AC flat-footed: 20 Initiative: +3
Base Attack: +3
+4 AC dodge bonus vs. giants
+1 AC dodge bonus vs. traps
crystal of life drinking: heal 1 hp/hit; 10 hp/day
====================================================================================
Total = base +Mod +magic +misc
Fortitude: +6 = 3 +3
Reflex: +4 = 1 +3
Will: +3 = 1 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 to reflex saves vs traps
====================================================================================
+1 racial bonus on attack rolls against orcs and goblinoids
Attack Bonus Damage Critical Range Type Notes
------------ ------ ------ -------- ----- ---- -----
chondathan +7 1d8+4 19-20/x2 - S "The Black Blade"
steelsword +1
warhammer +6 1d8+3 x3 - B
dagger +6 1d4+2 19-20/x2 10 ft P/S silver (-1 dam)
composite +6 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 darkwood shield +3 - 0 15% - 5 lbs
shield +1
====================================================================================
SKILLS: Total = 24 max = 6/3 Ability Mod Ranks Misc
+0 (+2) appraise INT 0 (+2 stone/metal)
+1 balance DEX +3 -2 (armor)
-1 bluff CHA -1
+6 climb* STR +3 5 -2 (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 -2 (armor)
+0 forgery INT 0
-1 gather information CHA -1
no handle animal* CHA
0 heal WIS 0
+1 hide DEX +3 -2 (armor)
-1 intimidate* CHA -1
+1 jump* STR +3 -2 (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 0 +2 (survival)
no knowledge, nobility/royalty INT
no knowledge, religion INT
+3 knowledge, the planes INT 0 3cc
+6 listen* WIS 0 6
+1 move silently DEX +3 -2 (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 -2 (armor)
no spellcraft INT
0 spot WIS 0
+5 survival* WIS 0 5
-1 swim* STR +3 -4 (armor x2)
no tumble DEX -2 (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.
- UNCANNY DODGE:
Retains DEX bonus to AC, even if flat-footed or struck by an invisible attacker
- TRAP SENSE:
- reflex saves vs traps = +1
- dodge bonus to AC vs traps = +1
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
DM Eyes Only (3rd level character feat)
- DM Eyes Only
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= 50.6 + 17 = 67.6
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
5 SHIELD: Heavy Darkwood Shield +1 (1,257 gp)
- magic: +1 shield enhancement bonus to AC
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 foe’s weapon
(see Sunder rules, PHB page 158)
- has a gilded hilt and black steel blade
- magic: +1 weapon 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 doesn’t activate
the crystal’s 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
0.4 4 potions of cure light wounds [1d8+1 hp]; (50 gp each)
0.2 2 vials with unknown liquid
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)
==============================================================================
TREASURE
cp =
sp = 3
gp =
pp =
=============================================================================
In Storage:
DM Eyes Only
=============================================================================
"Steadfast"
Light Warhorse: large animal, AL = neutral
HD = 3, hp = 22, Init = +1, Spd = 60 ft,
AC = 14, touch AC = 10, flat-foot AC = 13,
space/reach = 10'/5 ft, base attack/grapple = +2/+9
Atk = hoof: +4 melee (1d4+3)
full attack = 2 hooves: +4 melee (1d4+1/1d4+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
------- ---------
178 rider
67.6 rider's gear
25 riding saddle
1 bit and bridle
8 saddlebags
-----
279.6 = medium load (40 ft; run x4)
==============================================================================
SPECIAL NOTES:
DM Eyes Only