Classes/Levels |
Savage Shaman AC15 |
Strength |
20 |
Dexterity |
14 |
Constitution |
16 |
Intelligence |
13 |
Wisdom |
9 |
Charisma |
16 |
About Mad Marianne
Barb/Witch (A spirit talker)
Favoured Class Barbarian (+5HP)
Female Human (Linnorm) Witch/2; Urban Savage Barbarian/5
CG medium humanoid (Human)
Init: +2; Senses (None), Perception: +6 (+2 with familiar),
Languages: Common, Giant.
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DEFENSE
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AC 19, touch 12, flat-footed 19 ACP= -0 (+1 when next 2 to enemies)
HP 12+2d6+4d12+21+5(7HD) 76 (+21 when Raging)
Fort +7 (+3 when Raging), Ref +3, Will +4 (+1 against fear) (+3 Vs Spells & Spell like effects)
Special: Endure Elements (Cold)
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OFFENSE
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Speed: 40 ft.
Melee: Greataxe +12, 1d12+1d6+8 (20/x3) S,
Full attack: Great-axe/Bite/Hair/Spirits +12/+7/+6/+2/+9 for Damage: 1d12+1d6+8/1d12+1d6+8/1d4+2/1d3+2/1d4+3
With Power Attack
Greataxe +10, 1d12+1d6+14 (20/x3) S,
Full attack: Great-axe/Bite/Hair/Spirits +10/+5/+4/0/+7 for Damage: 1d12+1d6+14/1d12+1d6+14/1d4+6/1d3+6/1d4+3
When Raging
Greataxe +14, 1d12+1d6+11 (20/x3) S,
Full attack: Great-axe/Bite/Hair/Spirits +13/+8/+8/+4/+9 for Damage: 1d12+1d6+10/1d12+1d6+10/1d4+3/1d3+3/1d4+3
With Power Attack
Greataxe +11, 1d12+1d6+16 (20/x3) S,
Full attack: Great-axe/Bite/Hair/Spirits +9/+4/+4/0/+7 for Damage: 1d12+1d6+16/1d12+1d6+16/1d4+7/1d3+7/1d4+3
Space: 5 ft. Reach: 5 ft.
Ranged: Throwing Axes +7, 1d6 (20/x2) S 10'range
Base Atk +6/+1; CMB +11 (+13 raging); CMD 17 (raging 19)
Barbarian Rounds of Rage!: 15/15
Learnt Witch Spells (CL 4th): ()
0th (at Will) - Dancing Lights, Detect Magic, Guidance, Mending
1st (3/day) - Cure Light Wounds, Enlarge*, Ill-Omen, Mage Armour*, Obscuring Mist, Unseen Servant*, Darkness.
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STATISTICS
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Str 20, Dex 14, Con 16, Int 13, Wis 9, Cha 16
Feats: (1) Raging Vitality (H)Power Attack (3) Extra Hex (Healing) (5) Extra Rage Power (Animal Fury) (7) Extra Rage Power (Superstition) (B) Alertness (near familiar)
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SKILLS
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Acrobatics*/5 +15
Appraisal/0 +1
Bluff/0 +3
Climb*/1 +9
Craft (Tailor)*/1 +5
Diplomacy*/6 +15
Disguise/0 +3
Escape Artist/0 +2
Fly*/ +2
Handle Animal/0 +3
Heal*/3 +5
Intimidate*/1 +7 (+2 in crowds) (+2 with hood up)
Knowledge*/1 (Arcana) +5
Knowledge/ (Dungeoneering) +1
Knowledge/ (Engineering) +1
Knowledge/ (Geography) +1
Knowledge*/1 (History) +5
Knowledge*/1 (Local) +5
Knowledge*/2 (Nature) +6
Knowledge*/1 (Nobility) +5
Knowledge*/1 (Planes) +5
Knowledge/ (Religion) +1
Linguistics/ +1
Perception*/4 +6
Perform ()/ + 2
Profession (Shepherd)*/1 +3
Ride*/1 +3
Sense Motive/ -1
Spellcraft*/1 + 5
Stealth/3 + 5
Survival/5 +4
Swim*/1 +9
Use Magic Device*/2 +7
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EQUIPMENT
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Money
511 gp, 5sp, 4cp
Mundane
1 Throwing Axes (16/4)
Location* Waterskin (1/4) (4)
Location Masterwork Backpack* (50/4) (80.46/21.5)
Night Tea (36 doses) (3.6/-)
Trail Rations (7 day) (3.5/7)
Candle (5) (.05/-)
Chalk (5 piece) (.05/-)
Fish Hook (0.1/-)
Flint and Steel (1/-)
Compass (10/-)
Charcoal (.5/-)
Heatstone (20/-)
Iron Spike (.05/1)
Lamp Oil (.1/1)
Mapcase (1/.5)
Manacles (15/4)
Marbles (0.1/2)
Mirror (10/.5)
Paper (sheet) (x5) (1/-)
Rope (silk/50 ft.) (10/5)
Sealing Wax (1/1)
Sewing Needle (.5/-)
Twine (50 ft.) (0.01/.5)
Location Backpack (22/41.5)
Bedroll (0.1/5)
Blanket (0.2/1)
Collapsible Bathtub (15/20)
Iron Pot (0.8/4)
Caltrops (1/2)*
Cooking Kit (1/2)
Rations (2/4)
Mead (Linnorm) (.2/-)
Shaving Kit (1.5/0.5)
Shovel (0.2/3)*
Soap
Magical
+1 Ring of Protection (2000gp)
+1 Flaming Greataxe (8320gp) with Blood Reservoir of Physical Prowess (2000gp)
Yeti Fur Coat (+1 Natural Armour, +2 to intimidate with hood up & endure elements(cold)) (4000gp)
Boots of Springing & Striding (+10' Move, +5 Acrobatics) (5500gp)
Quick Runners Shirt (1000gp) Once per day as a swift action, the wearer can take an additional move action to move on his turn.
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SPECIAL ABILITIES
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Trait:
Auspicious Tattoo
You bear a tattoo depicting one of the totems listed for your tribe that favours you with good fortune.
Benefit You gain a +1 trait bonus on Will saving throws.
Magical Knack
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Patron: Moon
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, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.
Improved Uncanny Dodge (Ex)
At 5th level and higher, a barbarian can no longer be flanked. This defence 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.
Naked Courage (Ex)
At 3rd level, the savage barbarian gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws against fear when wearing no armour (shields are allowed). This bonus increases by +1 for every six levels after 3rd.
Crowd Control (Ex)
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.
Controlled Rage (Ex)
When an urban barbarian rages, instead of making a normal rage she may apply 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 otherwise follows the normal rules for rage.
Animal Fury (Ex)
Benefit: While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
Spirit Totem, Lesser (Su)
Benefit: While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.
Elemental Rage, Lesser (Su)
Benefit: As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round.
Superstition (Ex)
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.
Prehensile Hair (Su)
Effect: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.
Healing* (Su)
A witch can soothe the wounds of those she touches.
Effect: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.
Warding (Su)
A witch can use this hex to place a protective ward over one creature.
Effect: The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself.
Thrush CR 1/3
N Diminutive animal - rides in Mariannes' Hood
Init +2; Senses low-light vision; Perception +5
DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size, +1 NA)
hp 2 (1d8–2)
Fort +2, Ref +4, Will +6
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite/peck +8 (1d2–5)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +6; CMB +1; CMD 3
Feats Skill Focus (Perception)
Skills: Acrobatics +10, Fly +12, Perception +12, Stealth +20