Risca Foraker

Adventure Date: January 9, 2010
Last Updated: January 7, 2010

class:		Barbarian/Hellreaver		race:		shield dwarf
level:		7 = 6/1				alignment:	DM Eyes Only
xp:		21,000				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: 16/18(22) +3/+4(+6)  HP: 	76(90)			Speed:	30 ft 
DEX: 16	       +3	  AC:	21(19)				
CON: 16(20)    +3(+5)	  = 10   + 5     + 3      + 3   + 0    + 0   + 0       + 0
INT: 10	        0	    base + armor + shield + dex + size + nat + deflect + misc
WIS: 10	        0	  AC touch:	  16(14)
CHA:  9/10     -1/0	  AC flat-footed: 21(19)	Initiative:	+3
							Base Attack:	+7/+2
			(value) = value while raging
			+4 AC dodge bonus vs. giants
			+2 AC dodge bonus vs. traps
			crystal of life drinking: heal 1 hp/hit; 10 hp/day


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+8(+10)	= 5	+3
Reflex:		+5	= 2	+3		
Will:		+6(+8)	= 4	0		+2 (iron will)

+2 morale bonus on Will saves while raging
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+2 to reflex saves vs traps
immunity to fear effects


====================================================================================
+1 racial bonus on attack rolls against orcs and goblinoids
+2 hit and damage while raging due to increased STR
+2 hit and +1d6 damage vs evil creatures with Furious Strike


Attack		Bonus	  Damage    Critical	Range	Type	Notes
------------	------	  ------    --------	-----	----	-----
chondathan	+12/+7	  1d8+5	    19-20/x2	-	S	"The Black Blade"
 steelsword +1

dwarven waraxe	+12/+7	  1d10+4    x3		-	S	"Guifoon", 1-handed 
cold iron							masterwork
+ Least Crystal of Life Drinking

warhammer	+11/+6	  1d8+4	    x3		-	B

dagger		+11/+6	  1d4+3	    19-20/x2	10 ft	P/S	silver (-1 dam)
		(+10/+5 thrown)

composite 	+11/+6	  1d8+2	    x3		110 ft	P	masterwork arrow
longbow 	+10/+5	  1d8+2					normal arrow
[STR 14/dam +2]	+10/+5	  1d8+1					silver arrow



Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
mithral		medium	+5	+5	-1	15%	20 ft	15 lbs
breastplate	armor

heavy 	 	shield	+3	-	0	15%	-	5 lbs
darkwood
shield +1


====================================================================================
SKILLS: Total = 38	max = 10/5	Ability	Mod	Ranks	Misc   2
+0 (+2)	appraise			INT	+0		+2 stone/metal
+2	balance				DEX	+3		-1 armor
+0	bluff				CHA	+0		
+11	climb				STR	+4	8	-1 armor		
+3	concentration			CON	+3
+0 (+2)	craft				INT	+0		+2 stone/metal
no	decipher script			INT	+0		
+0	diplomacy			CHA	+0
no	disable device			INT	+0		
+0	disguise			CHA	+0		
+2	escape artist			DEX	+3		-1 armor	
+0	forgery				INT	+0		
+0	gather information		CHA	+0		
+1	handle animal			CHA	+0	1	
+0	heal				WIS	+0
+2	hide				DEX	+3		-1 armor	
+0	intimidate			CHA	+0			
+3	jump				STR	+4		-1 armor			
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		+2 survival
no	knowledge, nobility/royalty	INT	+0
no	knowledge, religion		INT	+0	
+5	knowledge, the planes		INT	+0	1+4cc
+9	listen				WIS	+0	9
+2	move silently			DEX	+3		-1 armor	
no	open lock			DEX	+3		
+0	perform				CHA	+0		
no	profession			WIS	+0		
+3	ride				DEX	+3		
+0 (+2)	search				INT	+0		+2 stone
+0	sense motive			WIS	+0
no	sleight of hand			DEX	+3		-1 armor			
no	spellcraft			INT	+0	
+1	spot				WIS	+0	1
+8	survival			WIS	+0	8	
+10	survival, on other planes	WIS	+0	"	+2 know planes
+2	swim				STR	+4		-2 armor x2			
no	tumble				DEX	+3		-1 armor		
no	use magic device		CHA	+0		
+3	use rope			DEX	+3
*	speak languages	- Chondathan	n/a		1cc		


=============================================================================
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:
- 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): 
  2/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

- IMPROVED UNCANNY DODGE:
  Cannot be flanked, except by a rogue 4 levels higher then his barbarian levels

- TRAP SENSE:
  	- reflex saves vs traps = +2
	- dodge bonus to AC vs traps = +2


Hellreaver:
- Holy Fury:
	- Holy Fury Points = HR level + CHA = 1 + 0 = 1
	- free action to enter Holy Fury state
	- used once/encounter, lasts until end of encounter
	- all melee attacks are good aligned
	- immunity to fear effects

- Furious Strike:
	- as a swift action, spend 1 Holy Fury Point to activate
	- against evil creatures, next attack gets +2 to hit and +1d6 damage


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


Parrying Shield: Lords of Madness, page 181 (3rd level bonus feat)
- You have studied advanced techniques for battling foes whose attacks 
  normally bypass armor. You use your shield to block or deflect rays 
  and other touch attacks.
- You gain your shield bonus (and the shield’s enhancement bonus, if any) 
  as an addition to your touch AC.


Power Attack (6th level bonus feat)
- melee bonus only, no light weapons 
- max one-handed weapon bonus; -7 hit = +7 damage
- max two-handed weapon bonus; -7 hit = +14 damage


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= 52 + 24.8 (backpack) = 76.8
STR = 18	load: light = 100	medium = 200	heavy = 300

WT	Item
---	---------------------
0	traveler's outfit
0	HEAD:	  Rashemen Bear Helm (1,500 gp)
		  - while raging, 1/day, reduce damage from a critical 
		    hit or a sneak attack by half. Can activate after
		    the damage has been determined.
	FACE:	  OPEN SLOT
	THROAT:	  OPEN SLOT
2	SHOULDER: Cloak of Charisma (1,000 gp)
 		  - grant +1 enhancement bonus to Charisma
15	BODY: 	  mithral breastplate (4,200 gp)
	TORSO:	  OPEN SLOT
	WAIST:	  OPEN SLOT
	FEET:	  OPEN SLOT
	ARMS:	  OPEN SLOT
1	HANDS:	  Gauntlets of Ogre Power (4,000 gp)
		  - grants a +2 enhancement bonus to strength
		  - Red Wizards/Scardale mark
	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 
8	"Guifoon" cold iron dwarven waraxe, masterwork (360 gp)
0	Least Crystal of Life Drinking (400 gp) 
		- weapon crystal: attached to "Guifoon"
		- 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 
		- arrows x10
		- arrows, masterwork x9
3	quiver 
		- 20 silver arrows
1	potion belt = 4/6 vials
		- retrieving a potion/vial is a free action once per round
0		- Potion of Cure Light Wounds [1d8+1 hp]; (50 gp each) x3
0		- Potion of Undetectable Alignment; (300 gp) x1
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
5.5			- TREASURE
4.8			- GROUP TREASURE


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TREASURE		platinum ring (50 gp)
cp = 3			- focus for Gideon's "shield other" spell
sp = 2			
gp = 2			
pp = 255			


=============================================================================
In Storage:

DM Eyes Only

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"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
 72		rider's gear
 25		riding saddle
  1		bit and bridle
  8		saddlebags
-----
284		= medium load (40 ft; run x4)

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SPECIAL NOTES:

DM Eyes Only