Berserker Cannibal

Aric Stenson's page

396 posts. Alias of Daxter.


Full Name

Aric Stenson

Race

Human(Ulfen)

Classes/Levels

Barbarian(Armored Hulk) 2/Champion 1 (HP 43/43; AC:19, T:11, FF:18; Fort:+10 Ref:+2 Will +2; Init+1; Perc+6) (Effects: Mythic 5/5)

Alignment

CG

Deity

Gorum

Languages

Common, Skald, Giant

Strength 18
Dexterity 12
Constitution 18
Intelligence 12
Wisdom 13
Charisma 14

About Aric Stenson

Character Sheet:

Male Human(Ulfen) Barbarian(Armored Hulk) 2/Champion 1
Init +1; Senses Perception +6
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DEFENSE
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AC 19, touch 11, flat-footed 18. . (6 armor + 2 Shield +1 dex)
hp 43
Fort +10, Ref +2, Will +2 Cold Resist 5 (+2 saves vs cold)
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OFFENSE
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Spd 25 ft.
Melee Masterwork Longsword +7 (1d8+4/19-20/x2)
+1 Frost Longsword +7 (1d8+1d6+5/19-20/x2) (+2d6 vs fire creatures)

Ranged Javelin +3 (1d6+3/20/x2)
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STATISTICS
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Str 18/16, Dex 12, Con 18, Int 12,Wis 13, Cha 14
Base Atk +2; CMB +6; CMD 17
Feats Tribal Scars, Toughness(+3), Feral Heart, Power Attack*, Dual Path(Guardian)
Traits Blood of Giants, Resilient, Bully
Skills Acrobatics +1, Climb +3, Intimidate +10, Perception + 6, Survival +7, Swim +3
Languages Common, Skald, Giant
Combat Gear: Scale Mail, Heavy Steel Shield, Longsword, Javelins(5), Backpack, Rations(10), Cold Weather Gear, Masterwork Breastplate, Masterwork Longsword, Unnamed +1 Frost Longsword, Cloak of Resistance +1, Belt of Giant Strength +2, 556 gold.
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SPECIAL ABILITIES
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Rage +4 Str/Con 10 rounds/day
Indomitable Stance: Aric gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.
Bonus Feat: Toughness(+3)
Heart of the Wilderness: Aric gains a racial bonus equal to half his character level on Survival checks. He also gains a +5 racial bonus on Constitution checks to stabilize when dying and adds half his character level to their Constitution score when determining the negative hit point total necessary to kill him. This racial trait replaces skilled.
Blood of Giants: Aric gains a +1 trait bonus on combat maneuver checks to sunder, and a +1 trait bonus to your CMD against bull rush and
overrun combat maneuvers.
Armored Swiftness: Aric moves faster in medium and heavy armor. When wearing medium or heavy armor, he can move 5 feet faster than normal, to a maximum of his speed.
Rage Power(Auspicious Mark): Aric has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark he possesses. Once per rage, as a swift action that costs 2 rounds of rage, he can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll he has just made. He can call on the auspicious mark after seeing the result of the d20 roll.
Hard to Kill: Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power: Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge: You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Fleet Charge: As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Sudden Block: As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
Fast Healing: As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.

Bloody Cap:

Whenever you dip the cap in an enemy you have drop you gain the benefits of a death knells spell except it stacks. And any temp hp goes to actually heal until your full. Note the creature must be no more than 3 cr below you. If you don't want to dip your cap that's fine the first time the second you must save and the third increases by one and so forth. When you have dipped in 4 creatures a further change shall happen. Your cap also remains "fresh" one hour per hd of the victim during this time you get a +1 on all saves.

Aric:

Aric was born big. His father still jokes about suspicions of adultery with a frost giant on the part of his mother. But that was a long time ago, many things have happened since that age. Aric, on a bid to prove himself left his home. He had hoped to slay powerful monsters or evil jadwigas. However whether it was pure luck or an omen, the man never encountered such things. The worst things he had to contend with was the weather or the many animals in his path. But even wrestling a bear was not good enough. After 5 years of disappointment, he settled in the Border Wood near Heldren where he has been for the last 5 years. There are tales of a savage beastman who scares away any who trespass in his woods, but all who go in only remember a savage beating and then waking up right outside the wood.

??:

Ironically despite the jokes, the blood of the giants in Aric's veins is caused by his father, not his mother. Sten, a powerful warrior said to have fought with the might of Kostchtchie himself. One night after a vicious battle, he lay with his wife and nine months, later a very large baby named Aric was born, with piercing ice-blue eyes.