Mitnal's mother taught him basketweaving as a way to control his horrendous temper. He finds it soothing and is very good at it. He also has quite an eye for colour choosing the best grasses for his baskets. Unfortunately, the other Shriikirri-Quah men find it a feminine hobby and tease him about being 'of mixed spirits'. This enrages him causing him to lose his temper. The only way to calm himself down is to weave more baskets. This causes the men to tease him. And so on. He ended up weaving a lot of baskets and breaking more than a few heads.
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.
Animal fury:
Spoiler:
Animal Fury (Ex): 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.
BACKGROUND
Mitnal has grown disgruntled with the decision of Shriikirri-Quah to interact with and accept Chelaxian rule over the southern part of the peninsula. He decided to learn more about these Chelaxians and perhaps claim some land in the South as his own some day.
Last Spring, he began wandering south from the Gnashers exchanging labour and selling the Shriikirri-Quah baskets that he makes. He wintered in the hills north of Windsong Abbey but was underprepared for the winter alone. He relied greatly on the kindness of the priests of the abbey during the winter particularly a Priest named Father Idnag who lectured him on the virtues of pacifism.
Father Idnag came to Sandpoint earlier in the year to advise the builders of the church and Mitnal accompanied him as a favour to the abbey. Since then, he has lived outside of Sandpoint but visited the town regularly. Mitnal hopes the locals have come to know him as 'that big, angry-looking Shriikirri-Quah who lurks in the forest off Lost Coast Road'. In fact, the locals generally regard him as 'that quiet Shoanti fellow who sells the pretty baskets', which was not at all what he was going for.
COMBAT GEAR
Warhammer
Klar
Sling with 90 bullets
OTHER EQUIPMENT
2xBlanket, winter
Supplies for unfinished baskets 3
Tent
Rationsx4
Flint and Steel
Backpack
5 days firewood
5 torches
COINS
20 cp, 23 sp, 3 gp
Initial Reactions to Fellow PC's
Blackwing - Possibly an avatar of Father-Raven.
Jessa - Talks too much but has been chosen by The Raven and must be protected.