Barbarian (Invulnerable Rager) 6
Common, Osiriani, Ignan
About Algharud N´Butu
Algharud is just a mercenary praying to Nethys, the All-Seeing Eye. He does his bloody work good and reliable and most of the time wishes to be on his own. He is just that kind of useful mountain of muscles, that you want to have between yourself and the enemy when times get rough. So far, nobody cared to habe a longer conversation with Algharud.
Algharud is a warrior-hero from a small tribe of desert nomads named N´Butu. He spent his whole life working for the common good of himself and his tribesmen.
His tribe worshipped Nethys wholeheartedly. This worship was mostly out of fear, because to the N´Butu, Magic is dangerous and certainly uncontrollable. So they worshipped Nethys to keep magic from harming them.
One grim day, the N´Butu got annihilated by an evil blue dragon to which they didn´t want to bend their knee. Algharud was the only survivor from the terrible battle that the dragon brought upon the N´Butu.
A born survivor, Algharud made the way all across the desert to the next bigger city.
From this point on, Algharud worked as a desert guide and mercenary. He did quite well and soon became the go-to-guy for dangerous trips into the endless sands. He is still very superstitious and prefers not to deal with casters. Although, he already learned to control that urge. Only in situations of extreme stress (=rage), his aversion versus all things magic comes out again.
Algharud likes sugar canes, lollipops and all things sweet and sticky. Nobody dared telling him, that these are meant for children, though, because Algharud has a quick temper even for a barbarian and doesn´t take criticism lightly...
AC 20 (+7 armor, +2 dex, +1 deflection), touch 13, flat-footed 18
or 18 (raging)
HP 71 (47 + 12 Con + 6 favored class + 6 Toughness) (die at -17)
or 83 (raging)
DR 3/- (6 vs. nonlethal); fire resistance 1
Fort +8 (+10 raging) Ref +5 Will +3 (+5 raging)
Speed 40 ft.
Melee +1 falchion +13/+8 (2d4+10, 18-20) or +11/+6 (2d4+16, 18-20) with Power Attack
or +1 falchion +15/+10 (2d4+13, 18-20) or +13/+8 (2d4+19, 18-20) with Power Attack (raging)
Ranged javelin +8 (1d6+8)
CMB +12 (+14 raging; +2 with bull rush); CMD 24 (26 raging; +2 vs. bull rush)
Superstition (+3 saves vs. all spells/slas), Witch Hunter (+2 damage vs. spell-users), Knockback
Fast Learner, Toughness, Power Attack, Improved Bull Rush
Skills (24 base + 6 Int + 6 favored class)
Acrobatics (6) +10; Climb (6) +14; Knowledge (nature) (6) +10; Survival (6) +11; Perception (6) +8; Stealth (6) +7
Heart of the Wilderness (+5 to stabilize); Rage (19 rounds/day); Endure Elements (Hot)
Armor Expert; Indomitable Faith
Equipment: Adventuring equipment, mithral breastplate +1, falchion +1, 5 javelins, Belt of Str +2, ring of protection +1, cloak of resistance +1, 44 gp left, masterwork dagger, potion of barkskin, potion of fly, wayfinder, warm clothing, tribal outfit, a LOT of candy