Amiri

Evenstar's page

528 posts. Organized Play character for PatheticWretch.


Full Name

Evenstar

Race

Human

Classes/Levels

Barbarian 5 | HP 50/50 | AC 18; Tch 12; FF 18 | F +6; R +3; W +3 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Greatsword (adamantine): +11 (2d6+8/19-20) | Perc +11

Age

21

Occupation

Caravan

Strength 20
Dexterity 14
Constitution 14
Intelligence 7
Wisdom 14
Charisma 7

About Evenstar

Evenstar
Female Human Barbarian (Invulnerable Rager) 5
CG Medium Humanoid (Human)
Init +2; Senses Perception +11
Languages Common
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DEFENSE
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AC 18, touch 12, flat-footed 16
    (+6 armor, +2 Dex)
hp 50 (5d12, +10 Con)
Fort +6, Ref +3, Will +3 (+3 vs. spells, supernatural abilities, and spell-like abilities while raging)
Defensive Abilities Superstition, DR/2 (DR/4 vs. non-lethal), endure elements (cold)
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OFFENSE
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Speed 40 ft. (8 squares)
Melee 'Untamed' +1 Greatsword (adamantine) +11 (2d6+8/19-20)
Ranged Javelin +7 (1d6+5/x2)
Base Atk +5; CMB +11 (+16 Strength Surge); CMD 22 (27 Strength Surge)
Special Attacks Witch Hunter (+2 dmg vs. spellcasters), Freedom Fighter (+1 atk/+1 dmg vs. slavers)
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STATISTICS
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Abilities STR 20, DEX 14, CON 14, INT 7, WIS 14, CHA 7
Feats Power Attack, Intimidating Prowess, Improved Sunder, Extra Rage Power
Traits Armor Expert, Bred for War
Skills Acrobatics +8 (+12 jump), Appraise -2, Bluff -2, Climb +5, Diplomacy -2, Disguise -2, Escape Artist +2, Fly +2, Heal +2, Intimidate +11, Knowledge (Nature) +2, Perception +11, Ride +2, Sense Motive +2, Stealth +2, Survival +6 (+8 avoid getting lost), Swim +9
SQ Rage (12 rounds/day), Rage Powers (Superstition, Witch Hunter, Strength Surge)
Combat Gear wand of cure light wounds [29/50], potion of cure light wounds, oil of magic weapon, potion of gaseous form, potion of invigorate (x2), acid flask (x4) Other Gear 'Untamed' +1 greatsword (adamantine), wayfinder, MW greatsword (cold iron), greatclub, javelin (x5), sling, bullets (10), spiked gauntlet (cold iron), dagger (cold iron), mithral breastplate, outfit (cold-weather), backpack, bedroll, bandolier, rations (trail/per day)(x3), rope (hemp/50 ft.), shovel, torch (x5), waterskin, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), smokestick, sunrod (x2), earplugs, cleats, MW perception tool, MW intimidate tool, caravan (intimidate for day job checks), 797 gp

SPECIAL ABILITIES:

Armor Expert Benefit: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Bonus Feat  Humans select one extra feat at 1st level.
Bonus Superstitious Rage  Add +1/3 to the bonus from the superstitious rage power.
Bred for War You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size.
Invulnerability At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Extreme Endurance (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense. Evenstar has selected cold climate.
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 8 rounds per day. You 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, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you 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.
Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action.
Special: This power can only be used once per rage.
Superstition Benefit: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Witch Hunter (Ex): While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained.

BACKGROUND:

A barbarian is dressed in old scale armor with bits of fur and bone strung here and there. She carries a finely-crafted adamantine greatsword that glows faintly with a soft blue light.

She is comely, yet she seems cold and distant.

Her face is determined, and conveys a distinct message: Don't mess with me.

Evenstar's upbringing among the frozen steppes occupied by the northern tribes created a tough, disciplined woman accustomed to hardship. She fought alongside the male members of her tribe as a shieldmaiden, often outshining the most seasoned warriors.

When giants attacked her tribe and killed her father, the chieftain, she managed to slay the giants' leader. Evenstar left her tribe in peace rather than engage in a battle for leadership.

Her quest for purpose caused her to join the Pathfinders. She is an ardent champion of freedom, and will do all she can to help defend the rights of others. However, she is paranoid and suffers from severe claustrophobia.

PFS:

Boons and Vanities:
Masterful Performance As a reward for exonerating the Umbra Carnival, Amara Delisen taught you a few tricks of stage presence and misdirection. You gain one of the following benefits, chosen at the time you use this ability (a swift action): A +3 bonus on a Bluff check to feint in combat or create a diversion to hide, a +3 bonus on an intimidate check to demoralize an opponent, a +3 bonus on any Sleight of Hand check, or a +1 bonus to the caster level and DC of any one enchantment or illusion spell you cast. When you use this ability, cross it off the Chronicle sheet.
Clockwork Spy: You recovered a broken clockwork creation, but without extensive repairs will never function again. You may spend 50 gp to attempt to repair the construct. If you then succeed at a DC 30 Craft (clockwork) or Disable Device check, you may spend an additional 325 gp to restore the clockwork spy to full working condition (see page 58 of the Pathfinder RPG Bestiary 3), after which it follows your simple commands.
Warm Friend in a Cold Land: You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet.
Daring Rescue (Liberty's Edge faction): Your strengthened connection to the Bellflower Network and continued dedication to the rescue of innocents has earned you the respect of your freedom-fighting colleagues. You may cross this boon off your Chronicle sheet when spending Prestige Points to recover your body and gear to reduce the Prestige Point cost by 3 (minimum 0).
Djinni's Admiration: You have won the admiration of the captive djinni Jairo. Although you were unable to secure his freedom from an enemy of the Society, he may be able to repay your kindness in the future.
Gnoll Tactics: Your first-hand experience with gnoll tactics and cultural traditions gives you a headstart in incorporating their unique styles into your own training. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from the Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
Grandmaster Torch You owe Grandmaster Torch a favor--one he plans to redeem in the future. When he calls in this favor, you are obligated to fulfill his request so long as it doesn't violate any morale restrictions of your race, class, or alignment.

PFS# 132,076-5
XP 12
Prestige/Fame 11/21
Faction Liberty's Edge
-Faction Card [2 goals (liberate a hostage, defeat a known slaver)]
FREEDOM FIGHTER (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.

Scenarios Completed
*The Icebound Outpost [1 XP, 2 PP, 574 gp]
-Bought MW Greatsword (cold iron) (-400), wand of cure light wounds (-2PP)
*The Glass River Rescue [1 XP, 2 PP, 516 gp, 1 gp day job]
-Bought Potion of cure light wounds (-50 gp), bandolier (-5 sp)
*Master of the Fallen Fortress [1 XP, 1 PP, 479 gp]
-Bought Oil of magic weapon (-50 gp)
*Murder's Mark [3 XP, 4 PP, 1389 gp, 10 day job]
-Bought MW perception tool [-50 gp], MW intimidate tool [-50 gp], potion of gaseous form [-2 PP], caravan [-5 PP]
*The Citadel of Flame [1 XP, 2 PP, 1981 gp, 10 day job]
-Bought greatsword (adamantine) [-3050 gp]
*From Under Ice [1 XP, 2 PP, 1,197 gp, 10 day job]
-Bought +1 enchantment for greatsword [-2000 gp], potion of invigorate (x2) [-100 gp]
*The City of Strangers, Part I: The Shadow Gambit [1 XP, 2 PP, 1268 gp, 20 day job]
*The City of Strangers, Part II: The Twofold Demise [1 XP, 2 PP, 929 gp, 20 day job]
-Bought wayfinder [-1 PP]
*The Slave Master's Mirror [1 XP, 2 PP, 1277 gp, 20 day job]
*The Many Fortunes of Grandmaster Torch [1 XP, 2 PP, 992 gp, 20 day job]
-Bought mithral breastplate [-4200 gp], sold scale armor [+25 gp]

Level Progression:

Level 1:
Class Taken: Barbarian
Class Feature Gained: weapon and armor proficiency, bonus feat, +1/3 to the bonus from the superstition rage power
Hit points Gained: 1d12, +2 (Con)
Skill Points (2+1): acrobatics (1), intimidate (1), perception (1)
Feats: power attack, intimidating prowess

Level 2:
Class Taken: Barbarian
Class Feature Gained: rage power (superstition), uncanny dodge, +1/3 to the bonus from the superstition rage power
Hit points Gained: 1d12, +2 (Con)
Skill Points (2+1): acrobatics (1), intimidate (1), perception (1)

Level 3:
Class Taken: Barbarian
Class Feature Gained: +1/3 to the bonus from the superstition rage power
Hit points Gained: 1d12, +2 (Con)
Skill Points (2+1): intimidate (1), perception (1), survival (1)
Feat: improved sunder

Level 4:
Class Taken: Barbarian
Class Feature Gained: rage power (witch hunter), +1/3 to the bonus from the superstition rage power
Hit points Gained: 1d12, +2 (Con)
Skill Points (2+1): intimidate (1), knowledge (nature)(1), perception (1)
Ability Score Increase: Str

Level 5:
Class Taken: Barbarian
Class Feature Gained: +1/3 to the bonus from the superstition rage power
Hit points Gained: 1d12, +2 (Con)
Skill Points (2+1): acrobatics (1), intimidate (1), swim (1)
Feat: extra rage power

Dice:

[dice=+1 Greatsword]1d20+11;2d6+8[/dice]
[dice=+1 Greatsword (power attack)]1d20+9;2d6+14[/dice]

[dice=+1 Greatsword (RAGE!)]1d20+11+2;2d6+8+3[/dice]
[dice=+1 Greatsword (power attack, RAGE!)]1d20+9+2;2d6+15+3[/dice]