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Fighter

Dullen's page

12 posts. Alias of dathom.


Full Name

Dullen

Race

Human

Classes/Levels

Urban Invulnerable Rager Archetypes Barbarian 1

Gender

Male

Size

Medium

Age

23

Alignment

CG

Deity

Gorum

Languages

Common, Orc

Strength 17
Dexterity 13
Constitution 17
Intelligence 13
Wisdom 9
Charisma 13

About Dullen

Height: 6'2"
Weight: 200 lbs
Eyes: hazel
Hair: brown
Skin: dark tan
XP:

Durability:
Hit Points: 15
Initiative: +3
Armor Check Penalty:
Speed: 30 feet
Armor Class: 16 (10 + 4 Armor + 2 Dex)
Touch: 12
Flat-footed: 14

Saves:
Fortitude: 5 (2 +3 Con)
Reflex: 1 (0 +1 Dex)
Will: -1 (0 -1 Wis)
Situational Bonuses:

Combat:
Base Attack Bonus: +1
Melee Attack Bonus: +4(1 BAB+3 Str)
Range Attack Bonus: +2(1 BAB+1 Dex)
Combat Maneuver Bonus: +4 (1 BAB+3 Str) CM DC: 15 (10 +1 Base +3 Str +1 Dex)
MW Greatsword: +5 Melee (2D6+4; 19-20/X2; S)
Dagger: +1 Melee (1d4-1; 19-20/x2; P; 10 ft)

Feats:
Power Attack:
Medium Armor Proficiency:

Traits:
Cauldron Faithful: If you are another type of class, you can be a church guardian, servant, scribe or scholar with simple responsibilities in the Church. You earn a +1 trait bonus to Knowledge religion and Heal skill, and one of them is a class skill for you.

Demon-scarred:One of your ancestors was a half-fiend. As a result, you carry some of that taint with you. Benefit: Regardless of your actual alignment, spells and spell-like abilities with the evil descriptor treat you as if your alignment were evil. Magic items are similarly fooled. An unholy blight spell, for example, won't damage you, no matter what your actual alignment is. Drawback: Regardless of your actual alignment, spells and spell-like abilities with the good descriptor treat you as if your alignment were evil. Magic items are similarly fooled. A holy word spell, for example, will harm you even if you are good aligned.

Race abilities:

(Human) ability Bonus:+2 to Con

Class Abilities:

Crowd Control At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.

Controlled Rage: When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability alters rage.

Skills: Skillpoints gained/level (6) 4+1(int)+1(human)

Spoiler:
*Acrobatics: +5{+9} ( 1 ranks; +3 trained; +1 Dex; -2 armor {+4 running jump})
Appraise: -1 (0 ranks; +0 trained; +1 Int)
Bluff: +0 (0 ranks; +0 trained; +1 Cha; +1 trait)
*Climb: +7 (1 ranks; +3 trained; +3 Str)
*Craft (any): +0 (0 ranks; +0 trained; +1 Int)
*Diplomacy: +1 (0 ranks; +0 trained; +1 Cha;)
Disguise: +1 (0 ranks; +0 trained; +1 Cha)
Escape Artist: +0 (0 ranks; +0 trained; +1 Dex; -2 armor)
Fly: N/A (0 ranks; +0 trained; +1 Dex; -2 armor)
Handle Animal: -1 (0 ranks; +0 trained; +1 Cha)
*Heal: -1 (0 ranks; +0 trained; -1 Wis)
*Intimidate: +5 (1 ranks; +3 trained; +1 Cha)
*Know (Nobility): +0 (0 ranks; +0 trained; +1 Int)
*Know (Local): +5 (1 ranks; +3 trained; +1 Int)
*Know (Religion): +1 (1 ranks; +3 trained; +1 Int)
*Linguistics: +5 (0 ranks; +0 trained; +1 Int)
*Perception: -1 (0 ranks; +0 trained; -1 Wis)
Profession (): +1 (0 ranks; +0 trained; -1 Wis)
*Ride: +0 (0 ranks; +0 trained; +1 Dex; -2 armor)
Sense Motive: -1 (0 ranks; +0 trained; -1 Wis)
Stealth: +0 (0 ranks; +0 trained; +1 Dex; -2 armor)
Survival: +1 ( 0 ranks; +0 trained; -1 Wis)
*Swim: +7 (1 ranks; +3 trained; +3 Str; -2 armor)

Carrying Capacity:
Light Load: 0 lbs - 38 lbs
Medium Load: 39 lbs - 76 lbs
Heavy Load: 77 lbs - 115 lbs
Lift Over Head: 115 lbs
Lift Off Ground: 230 lbs
Push or Drag: 585 lbs

Possessions (44 lbs):

Spoiler:

Backpack 2 lbs 2 gp(11 lbs):
Trail Rations(4): 4 lbs; 2 gp
Waterskins (1): 4 lbs; 1 gp
Whetstone: 1 lb; 2 cp
Pesh: ; 20gp

Sheathed or Worn (32.5 lbs):
Greatsword
Hot weather Outfit: 4 lbs
light crossbow: 4 lbs; 35 gp
20 bolts: 2 lb; 2 gp
Dagger: 1 lb; 2 gp
Scale Mail: 20 lbs; 50 gp
Belt pouch: .5 lbs; 1 gp
Flint & Steel; 1 gp

Pouch with Coins (.5 lbs):
CP: 8
SP:
GP: 8
PP:
gems: 50gp garnet 20gp lapiz lazul

Appearance: Tall, broad shouldered, and marked with scars along his arms and legs, this combines with Dullen's dour expression makes him seem like a man someone would want to come across when he is in a bad mood. His grey eyes intense and always scanning the area around him. Dressed in greys and reds and wearing battered scale mail imprinted with the sword and mountain symbol of the Church of Gorum, a sheathed greatsword rests on Dullen's back and looks to be his most prized possession.

Story/Background: Raised in one of the tougher neighborhoods in Cauldron, Dullen lived a depressing youth a curse he has making it difficult for him to make friends and having to fend off local vagabonds who took from those weaker than them. The curse, passed down to him through his bloodline, made it impossible to interact with the zealous followers of goods like Abadar and Iomedae. As such, he learned early on that strength was the key to surviving and to channel his anger to overcome challenges that he faced. It was this philosophy that caught the attention of a relatively good-natured Gorumite named Landon, who was passing through Dullen's neighborhood when he stumbled upon the tough lad fending off a few hooligans looking to take some of his food. Watching in amazement as the boy knocked a man twice his size out before being overwhelmed by the other three, Landon decided to intervene, fighting off the rest of the hoodlums and taking the battered boy to the Temple of Gorum. There the boy was raised. With the priests and faithful of Gorum judging people based off their strength and skill, and not off of how malevelent they might seem, Dullen was able to find a suitable home among the clergy. While his wild and rebellious nature made it difficult to become a cleric, he learned much from Landon, the older priest instilling a sense of what is morale into the young man. Many of the brothers and sisters marveling as the boy, Landon looked at his protege with pride as Dullen grew stronger and more capable. As Landon got older and it became more difficult for him to take part in the ceremonial matches that the Church put on, he bequeathed his blade "Fiendeblad" to Dullen, a well-made greatsword that Landon had used since he first became a cleric. Honored to be given such a high quality blade, Dullen promised the aging cleric that he would uphold Gorum's tenets and assist the church the best way he could. As such, he took up a position as part of the Church militia, sometimes called upon to assist the City Watch in dealing with violent situations that the Watch couldn't handle themselves. With a place to call home, Dullen continues to hone his skills by volunteering to compete in church sponsored melees and wrestling matches.

Personality: Short-tempered, blunt, and to the point, Dullen can be abrasive at times, though those who get to know him realize that he has a good heart. Even with his curse, he faces challenges head on and he has no problem with breaking the law if it means helping those in need. He is wary of anyone he thinks has the ability to detect evil, previous experience with his curse giving him a warranted aversion to zealous paladins. That being said, Dullen isn't the most perceptive of people, and there are many people who have escaped a deserved beating because they were able to convince the man that it was unwarranted.


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