Amiri

Aicadh Daalna's page

9 posts. Organized Play character for d'Eon.


Full Name

Aicadh Daalna

Race

Human

Classes/Levels

Barbarian | HP 21/21 (23) | AC 15 (13), T 11 (9), FF 14 (12) | F +6, R +1, W +1 (+3) | Init +1 | Perc +5 | Rage 7/7 | Rousing Oratory 1/1

Gender

Female

Size

Medium

Age

17

Alignment

Chaotic Neutral

Deity

Gorum

Languages

Taldane, Hallit

Strength 16
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 13
Charisma 10

About Aicadh Daalna

Appearance:
5'10" 14 stone 2
Aicadh is a large, imposing woman dressed in furs and totemic charms. A large bearskin has been fashioned into a cloak, and the bear's lower jaw has been made into a fearsome mask that hangs from a cord around her neck when not in battle. Numerous scars cross her skin, proof of the tests of the Bearpelt Following. Her long-hafted axe is left uncovered, demanding constant awareness of its razor-sharp edge. A smaller battleaxe hangs at her belt, and a trio of heavy javelins are quivered on her back.

Aicadh has traveled to the great city of Absalom and joined the Society in order to forge a reputation as a great hero and earn a following when she returns home.

Defense:
HP 21
AC 15 (+4 armor +1 Dex)
CMD 15 (+1 BAB +3 Str +1 Dex)

Fort +6*
Ref +1
Will +1

*+2 bonus to resist cold weather

Offense:
Speed 40' (30' in armor)
Initiative +1
BAB +1
CMB +4

Greataxe +4 1d12+4 ×3 slashing
Battleaxe +4 1d8+4 ×3 slashing

Pilum +2 1d8+3 ×2 20' piercing, enemies hit lose shield bonus to AC

Raging:
HP 23
AC 13 (+4 armor +1 Dex -2)
CMD 15 (+1 BAB +3 Str +1 Dex -2)

Fort +6*
Ref +1
Will +3

Greataxe +6 1d12+6 ×3 slashing
Battleaxe +6 1d8+6 ×3 slashing

Pilum +2 1d8+5 ×2 20' piercing, enemies hit lose shield bonus to AC

*+2 bonus to resist cold weather

Skills:
ACP -3
Climb +7 (1 rank +3 Str +3 misc)
Intimidate +6 (1 rank +0 Cha +5 misc)
Perception +5 (1 rank +0 Wis +1 trait +3 misc)
Survival +4 (1 rank +0 Wis +0 racial +3 misc)*
Swim +7 (1 rank +3 Str +3 misc)

*+1 trait bonus to get along in the wild

Special Abilities:
Favored Class: Barbarian, +1 skill point

Heart of the Wilderness: +0 racial bonus to Survival. +5 bonus to Constitution checks made to stabilise. Can reach -16 HP before dying.

Rage: Enter a rage as a free action. 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.

Feats:
Power Attack: May take a -1 penalty to attack rolls in exchange for a +2 bonus to damage. The bonus increases to +3 if using a two-handed weapon.

Tribal Scars: +6 HP, +1 bonus to Fortitude saves, and +2 bonus to Intimidate checks.

Traits:
Frontier-Forged: +1 trait bonus to Perception and +1 trait bonus to Survival checks made to get along in the wild.

Rousing Oratory: Perform (sing) is a class skill. Once per day, spend one minute to make a DC 15 Perform (sing) check to grant all allies within 60' a +1 trait bonus to saves vs. fear effects for 5 minutes. If you get a 25 or higher on the check, the bonus increases to +2.

Equipment:
hide armor, greataxe, battleaxe, backpack, belt pouch, blanket, flint and steel, iron pot, rope, soap, torches (10), trail rations (5 days), waterskin, furs, kilt, cleats, gear maintenance kit, whetstone, greataxe waster, bear mask

Inventory Tracking:
Current gold: 486 gp, 7 sp, 8 cp

BOUGHT
Greataxe - 20 gp

10 torches
5 rations
3 pilums

Prestige and Boons:
2 XP
1 Prestige
3 Fame

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name — such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item —
would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Hunting Lodge: You are a master hunter and have been recognised as such by being invited to join an elite hunting lodge. As a member, you may take part in special hunts for rare and exotic prey each year, both on restricted hunting grounds and in the wild. You can use Survival to make Day Job rolls.

You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.