Ezren

Rufinus Galsius.'s page

110 posts. Alias of Taliesin Hoyle.


Full Name

Ruther Galtsonn (Gothic) Rufinus Galsius (Latinate)

Race

Ostrogoth

Classes/Levels

Barbarian 2

Gender

Male

Size

5"11'

Age

35

Special Abilities

Bear Sark

Alignment

NG

Deity

Wotan and a patron deity that the Romans named Mars.

Location

Constantinople

Languages

Germanic. Latin: Greek

Occupation

Skilled slave. (mason and bricklayer)

Homepage URL

http://invisiblecastle.com/stats/view/16424/

Strength 16
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 11
Charisma 11

About Rufinus Galsius.

AppearanceRufinus is tall and lanky, with blonde stubble and pock marks on a broken nose. His eyebrows are almost non-existent from fist fights. His hair is shaggy and thick, framing a face that looks surprisingly child like and gentle behind the damage and scars. His build is deceptive, wiry and lithe, but he tends to shuffle and slouch, to look less threatening. His voice is clear and rich, with a husky edge caused by old illness. Despite his strength, there is obvious damage to his health caused by malnutrition and decades of physical abuse. His clothes are functional. trews of leather, cork soled sandals and a brightly coloured nubian poncho. Unlike many goths, he has no ritual jewelry or tattoos.

Rufinus carries his tools in a sack with him wherever he goes, and has a huge sledgehammer of bronze bound ash with an oak handle. His tradesmark is prominently carved on the stock.

Abilities: (30 pt. build):
STR 16 +3
DEX 14 +2
CON 10
INT 14 +2
WIS 11
CHA 11

Stats:
Init +6
Spd 40
HP: 24
AC:12 (Flatfooted:10 Touch:12)
Atk +5 base melee, +4 base ranged

Unarmed +5 1d3+3 ×2 Bludgeoning, non lethal
Sledge +5 1d12+5 ×2 Bludgeoning
Sling +4 1d4+3 ×2 Bludgeoning 50 ft. range increment.
Dagger +5 1d4+3 19-20/×2 Piercing or slashing

Saves:
Fort +4
Ref +2
Will +0

Feats:
Improved initiative.
Power attack.

Spoiler:
Prerequisite Str 13.

Benefit On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)


Skill focus: craft(masonry)
The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skills:
+4 Acrobatics 2C Dex2
+2 Appraise cc *Int2
+8 Climb 5C*Str3
+10 Craft(Masonry and Stonework)5 C*Int2 Focus3
+2 Deception 2cc*Cha
+2 Diplomacy 2cc*Cha
+4 Disable Device 2cc Int2
+4 Escape Artist 2cc*Dex2
+2 Fly cc Dex2
+2 Handle Animal 2C Cha
+5 Heal 5Wis
+5 Intimidate 5C*Cha
+4 Knowledge (engineering) 2cc Int2
+5 Perception 5C*Wis
+2 Spellcraft cc*Int2
+4 Stealth 2cc*Dex2
+5 Survival 5C*Wis
+7 Swim 5C*Dex2
+4 Theft 2cc Dex2

Class abilities:
Fast Movement. (Ex)
Illiteracy.
Uncanny Dodge.
Rage. (Ex)

Spoiler:

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.