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Grau Soldado

Dagbur's page

127 posts. Pathfinder Society character for Mug.

Full Name



HP 14/14 AC 16 CMD 17 Touch 12 Flat 14 Greatsword+6 2d6+6, Blowgun+3 1d2, F +4 R +2 W +0 INIT +2 Perc +5 CMB +5







Special Abilities











Keeper of the peace

Strength 18
Dexterity 14
Constitution 15
Intelligence 8
Wisdom 12
Charisma 8

About Dagbur

About Dagbur
Standing big and strong, the large and plain looking human seems uncomfortable in his own skin, the stooped shoulders cannot hope to hide the mans size. Green flecked eyes occasionally meet yours if approaches him in conversation, but more often those same eyes slide away from yours like ice in the flame. A shock of sandy brown hair sits upon his head, and it's evident that it has been a while since the tangled mass has seen a comb.

In contrast to the meek appearance, there is a huge sword rising over his right shoulder, also plain, but clearly has seen some substantial use. The way Dagbur moves shows his awareness and familiarity with the weapon at his back. He also is wearing well-worn hide armor, and the redness of his skin reflects the armor may be a recent acquisition. However, if the man feels any discomfort, his doesn't show it.

To talk to the barbarian shows a distinct accent, at least the type of accent commonly associated with men and women of his stature and appearance. It's a broken Common, heavily influenced by the islander accents of Mediogalti, to those who are familiar with that area's dialects.

His accent may suggest a lack of intelligence, but the eyes, whenever you do manage to catch them with yours, do not lend evidence to that theory. All of these visual clues suggest an interesting history, perhaps a slave or runaway, but the Barbarian hasn't spoken of it, and shows no evidence that he plans to.

Stat Sheet:

Basic Information

Character Name : Dagbur
Player Name : Jordan
Character Race : Human
Alignment : Neutral
Deity : None (Atheist)
Total Level : 1
Height : 6',2"
Weight : 205 lbs
Eyes : Blue
Hair : Brown
Size : Medium
Speed : 30' (40' w/o armor)
Character Class Information

Class and Level : Barbarian 1
Class and Level :

Favored Class(es) : Barbarian
Favored Class Bonus : +1 hit point or +1 skill point
Ability Scores

Strength : 18 (+4)
Dexterity : 14 (+2)
Constitution : 15 (+2)
Intelligence : 08 (-1)
Wisdom : 12 (+1)
Charisma : 08 (-1)

Maximum Load : 25/300 lbs.
Lift Overhead : 300 lbs. (equal to Maximum Load)
Lift : 600 lbs. (equal to Maximum Load x2)
Drag or Push : 1500 lbs. (equal to Maximum Load x5)
Combat Statistics

Hit Points : (14)
Base Attack (BAB) : (+1)
Initiative : (+2) 2 Dex + 0 misc

Base Melee : (+5) 1 BAB + 4 Str + 0 size + 0 misc
Base Ranged : (+3) 1 BAB + 2 Dex + 0 misc

Combat Maneuver : (+5) 1 BAB + 4 Str + 0 misc + 0 size <- CMB
Maneuver Defense : (+17) 10 + 1 BAB + 4 Str + 2 Dex + 0 misc + 0 size <- CMD

Armor Class : (16) 10 base + 4 armor + 0 shield + 2 Dex + 0 misc + 0 size
Touch AC : (12) 10 base + 2 Dex + 0 misc + 0 size
Flat-Footed AC : (14) 10 base + 4 armor + 0 shield + 0 misc + 0 size
Saving Throws

Fortitude : (+4) 2 base + 2 Con + misc
Reflex : (+2) 0 base + 2 Dex + 0 misc
Will : (+0) 0 base + 0 Wis + 0 misc

Conditional Bonuses and Penalties :
Racial Abilities and Features
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Abilities and Features

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she 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. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Rage (Ex): At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

Indomitable Will (Ex): While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

Tireless Rage (Ex): Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

Mighty Rage (Ex): At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.

A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.

*Rage Powers*

Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

*Acrobatics (Dex) - 0r+2a+0c = (2)
*Climb (Str) - 1r+4a+3c = (8)
*Craft (Int) - (0)
*Handle Animal (Cha) - (0)
*Intimidate (Cha) - 1r+1a+2t+3c = (7)
*Kn(Nature) (Int) - (-1)
*Perception (Wis) - 1r+1a+3c = (5)
*Ride (Dex) - (2)
*Survival (Wis) - 1r+1a+3c = (5)
*Swim (Str) - 1r+4a+3c = (8)

Languages: Common
Traits and Feats

1) Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
2) Bad Reputation: The reputation of the Sczarni precedes your arrival. You gain a +2 trait bonus on Intimidate checks, and Intimidate becomes a class skill for you.

Feat #1: Power Attack - You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Feat #2: Cleave - As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Money and Equipment

Armor : Hide (+4 AC, +4 Dex Bonus, -3 ACP*)
Belt :
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Ring #1 :
Ring #2 :
Shield :
Shoulders :
Wrists :
Weapon : Greatsword (2d6 / 19-20x2, Slash)
Weapon : Blowgun (1d2 / x2, 20ft, P) *20 darts*

Other Equipment :
Backpack 1 lbs
Blanket (winter) 2 lbs
Oil (flask) 1 lbs
Belt Pouch x2 1 lbs
Rations x4 1 lbs
Waterskin 1 lbs
Torch x3 3 lbs
Travelers Outfit 1 lbs

Equipment Weight : 45

Money :
62 GP
0 SP
0 CP

*Temporary Bonuses and Conditions*

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