Fighter

Roland, just Roland's page

1,233 posts. Alias of Walter das Sombras.


Full Name

Roland, no surname

Classes/Levels

Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Size

Medium

Alignment

CG

Languages

Common, Infernal, Terran, Dark Folk

Strength 25
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 12
Charisma 7

About Roland, just Roland

Background:
”Stupid kid” - called the fiend-like human, in a weird accent. Roland could not complain about it, laying there on the ground with his jaw aching from the punch he just received. He was indeed stupid, or mad, or both, cause no human from Tarlof would dare face the constant hellspawn that raided and charged taxes from the surrounding farms. Especially when armed only with a stick. Especially when being a 7-year-old human child. Pathetic, really. But that kid was raised like a slave, with no toys or friends to play with, no family to comfort or advise him. There were demons and devils, thieves and scoundrel. And a lot of job to do, carrying stuff and trying to breed animals for the hordes of hell. He had nothing to lose, mind you, aside from his life, which was not worth much either.

So one day he rose up to the challenge, took the weapons he had and proceeded to start a revolution! He approached the enemies with a murderous intent, using the shadows to conceal his presence. When close to the leader of a little hellish group, he lifted his weapon high summoning all his strength and.... Yes, he took a beating he would probably never forget. What were you expecting? A god-like child? The punches and kicks he received came out of the freaking nowhere, or so he imagined. ”How fast!” thought Roland. In his perception they were like speed itself! But we know they were just normal hell-spawn, which cannot be compared to a kid, right?

Anyway, they pitied him, and made fun of the child for a long time, but they let little Roland live, fun as he was to them. His wounds healed after a couple days, since they were not too harsh (or otherwise he could not work for the hordes). But although he should have learned his lesson, he rose up again, took his stick, and tried again. Man, do you imagine how crazy can a kid be to try that again? Roland once again took some farming tools and tried the same ambush, watchful for his flanks now. Once again he was about to kill that m~~+%+**&+!*, and then…. surprise!! He took another beating!

But after a couple more days he was there again, failing again! The boss of that little group, Baltazar, started enjoying the kid's futile acts, so much that he thought about inviting him in. But Roland would not hear about it, for his own sake. ”We will teach you how to fight, kid!" - screamed one of the soldiers while punching him - "We are strong, you can also be!" - called another - "We will beat your soul out of your body if you don’t!” Trust me, they could be pretty convincing, but we’re not talking about a regular person. This kid was as obstinate as one could get, and his futile tries eventually got known around the region, giving him some (lame) fame. After some time the soldiers of hell brought their own spawn to give little Roland a beating, making a show out of it!

Roland realized that, although he was getting tougher, his plan was getting nowhere. There were too many for him to have a real chance, and of course he didn't have the surprise element anymore, thus it would be better to seek new targets. And so he did. Finding a lone thief sleeping inside a cave, he approached silently. Now you’re mine! – he thought. But when he brought his fork down on the victim, the body was not there anymore, and Roland did not see the kick that drove him out of his balance, nor the other one who pushed his weapon away. He only saw the steel coming for his head. It was the end for him, he knew. But the sword stopped midair, and the wielder made a funny face toward him. ”You’re the stupid kid they are talking about, aren't you?” Roland escaped from this event without injuries, and he even got a nice rusted longsword, that by the time was way too big for his small hands. But it was a real weapon. One he would use to kill Baltazar! And thus he approached the tiefling, ready to shower death over the poor hell-spawn!
Of course he failed, again, and took another beating, but it didn't prevent him from trying again, searching new targets around the place.

He failed over and over and over, and survived by a combination of fame, pity, luck and determination, which was, to say the list, certainly the work of fate. But one day the scenario would change. His first kill he made at the age of 11, and it only increased his hope to succeed in the ridiculous task of freeing the land from those creatures. At the age of 13 he had several kills to boast off, but as he became a real threat some folks found him. ”It’s time to put and end to your little shows, stupid.” A feeling of dreadful desperation took hold of Roland, and he realized in an instant how lucky he was to be alive up to that moment. He could not throw that away, and he was no match to Baltazar and his gang. But he could run, and much faster than those weak and undertrained bandits. It was not easy to escape from them, but once again luck guided him, and for days he traveled east to get into a place where he could be safe.

And this is pretty much the story of Roland, the kid who dared to challenge the hordes of hell, without fully knowing what it represented. Of course, stupid and all, but his lack of wits was his salvation, and he learned his lesson. For long years after, he traveled seeking allies to practice and eventually try to free someone from the demon's grasp, which they often succeeded at. Nowadays, he’s an awesome warrior, doing what he can to stop his enemies, but don’t make a mistake to think he does this for the greater good, no, he does it because fighting is what he's good at, and combating demons is a long trained practiced in his mind. Just that. And maybe some long-sustained-rage for the beatings he took.

Male Human barbarian (Invulnerable Rager) 9 - CG medium humanoid (human)
Init +1; Senses Perception +13
Languages Common, Infernal, Terran, Dark Folk
AC 23, touch 12, flat-footed 22 (+10 armor, +1 dex, +1 nat, +1 deflec) (Wearing +2 Blue Dragonhide Breastplate)
HP 144 (9HD+27con+9fc)
Fort +11, Ref +6, Will +9 +IIW
Fire Resistance 2

OFFENSE
Speed 30 ft. (6 squares - no difficult terrain) + Step Up + No Escape
Melee +2 Furious Earthbreaker +19/+14 (2d6+12/x3)
Melee RAGING PA +4 Furious Earthbreaker +19/+14 (2d6+28/x3)

Numbers:
Attack: +9 bba +7str +1WFocus +1enhance +1enhance(ring) +2rage +2furiousweapon = +23 -4 PA = +19
Damage: 10 str +4magic +2rage +12PA = +28

Melee (+1) MW Longsword +17/+12 (1d8+11/19-20)
Ranged (+1) Longbow +11 (1d8+1/x3)
Face 5 ft. Reach 5 ft.
Base Atk +9; CMB +15; CMD 27 
Atk Options Power Attack, Rage,
Abilities Str 25 (4 from gloves), Dex 12, Con 16(2 from ring), Int 12, Wis 12, Cha 7
Special Qualities: Bonus Feat, Fast Movement, Rage, Rage Powers, Skilled, Weapon and Armor Proficiency, Rage Power, Invulnerability
Feats: Light/Medium/Heavy Armor Proficiency, Shield Proficiency, Simple/Martial Weapon Proficiency, Power Attack (1st), Weapon Focus (earthbreaker)(human), Iron Will (3rd), Step Up (5th), Improved Iron Will (Ring); Reckless Rage (7th); (9th)
Traits: Armor Expert; Indomitable Faith
Skills:
Points: (4 class + 1 int + 1 human)x9 = 54
ACP: -2
+6 Acrobatics DEX (1+4+3-2) CS
+1 Appraise INT (1+0+0)
+3 Bluff CHA (-2+5+0)
+10 Climb STR (7+2+3-2) CS
+0 Diplomacy CHA (-2+2+0)
-2 Disguise CHA (-2+0+0)
-1 Disable Device DEX (1+0+0-2)
-1 Escape Artist DEX (1+0+0-2)
+4 Handle Animal CHA (-2+1+3+2) CS
+1 Heal WIS (1+0+0)
+7 Intimidate CHA (-2+6+3) CS
+4 Knowledge(Geography) INT (1+3+0)
+6 Knowledge(Nature) INT (1+2+3) CS
+10 Knowledge(Planes) INT (1+9+0)
+2 Linguistics INT (1+1+0)[Dark Folk]
+13 Perception WIS (1+9+3) CS
+3 Ride DEX (1+1+3-2) CS
+3 Sense Motive WIS (1+2+0)
-1 Sleight of Hand DEX (1+0+0-2)
+2 Stealth DEX (1+3+0-2)
+7 Survival WIS (1+3+3) CS
+9 Swim STR (7+1+3-2) CS

Possessions: Cold Iron Earthbreaker 80gp; outfit (hot-weather); scale mail 50gp; Longbow 75gp; (20) Arrows 1gp; (20) Blunt Arrows 2gp; (10) Cold Iron Arrows 1gp; Longsword 15gp; Backpack 2gp [Flint and Steel 1gp; (2) Sunrod 4gp; (5) Torches 5cp; Hemp Rope 1gp; Waterskin 1gp; (5) Trail Rations 4.5gp; Bedroll 1sp; Cold-Weather Outfit 8gp; Blanket 5sp; Fishing Kit 5sp]; Belt Pouch 1gp [Coinage 2gp, 3sp, 5cp]; Healing Wand part 150gp
+ Dark Iron Amulet: +1 NA, +2 to Handle Animal.
+ Divine Ring of the Battleborn: +1 Ring of Protection; +2 resistance to saves; +1 Bonus feat (Improved Iron Will); 1/day spend a swift action to gain a move action; +2 GM Bonus to an ability score (Constitution); +1 "GM bonus" to wearer's armor;
+1 "GM bonus" to wearer's weapon.
+ Furious Earthbreaker +1 [2340gp - loot]
+ MW Longsword [315gp - loot]
+ Gauntlets of Ogre Power [8000 - loot+crafted]
+ Feather Step Handsomely Brute Boots [2000gp - bought]
+ Royal Winged Cloak of Knightly Presence [8750gp - crafted]
+ +2 Blue Dragonhide Breastplate

SPECIAL ABILITIES
Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he 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.
Unchained Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
Extreme Endurance (Ex)[Hot]: 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.
Reckless Rage: When you use Power Attack while raging or while using raging song, you take an additional –1 penalty on melee attack rolls and combat maneuver checks, and you gain an additional +2 bonus on melee damage rolls. Modify this damage bonus appropriately based on the type of weapon you are using, as normal for Power Attack.
Rage Powers (Ex):

  • 2nd - Lesser Celestial Totem: Whenever he is subject to a spell that cures hit point damage, he heals 1 additional point of damage per caster level. In the case of non-spell healing effects (such as channeled energy or lay on hands), she heals a number of additional points equal to the class level of the character performing the magical healing. This does not affect fast healing or regeneration.
  • 4th - No Escape: The barbarian can move up to double his normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.
  • 6th - Accurate Stance: The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power. Activating a stance rage power is a move action. A barbarian can't have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian's turn as a free action; otherwise, it lasts until the rage ends.
  • 8th - Celestial Totem: This effect bestows upon the barbarian a halo of gleaming light that shines as if it were daylight and triggers an invisibility purge effect in the barbarian's square and each adjacent square. The invisibility purge only affects non-good creatures.
    Progression: