Roseblood Sprite

Aso's page

517 posts. Alias of Kruelaid.


About Aso

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NAME: Aso "the geek"
RACE: Athasian Halfling
CLASSES/LEVELS: Barbarian 5 / +1 LA
OCCUPATION: Escaped Geek, Party Mascot
ALIGNMENT: CN
LANGUAGES: Common, Halfling

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ABILITIES:
STRENGTH: 15 (+2) Rage: 19 (+4), After Rage: 13(+1)
DEXTERITY: 20 (+5)
CONSTITUTION: 14 (+2) Rage: 18 (+4), After Rage: 12(+1)
INTELLIGENCE: 10 (0)
WISDOM: 12 (+1)
CHARISMA: 8 (-1)

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STATS (SPD, AC, HP, SAVES & BONUSES):
Initiative modifier: +5 = +5 [dexterity]
Speed: 30'

Armor Class: 18 (Rage AC: 16)= 10 +5 [dexterity] +1 [small] -2 [Rage]
Touch AC: 16 (RAGE TAC: 14)
Flat-footed: 18 (RAGE FFAC: 16) [uncanny dodge]
Hit Points: 49 / Rage HP: 57 / After Rage HP: 45

Fortitude save: +6 = 4 [base] +2 [constitution]
Reflex save: +6 = 1 [base] +5 [dexterity]
Will save: +2 (+4) = 1 [base] +1 [wisdom] +2 [Rage]

Attack (weapon): +8 (+10) = 5 [base] +2 [strength] +1 [Small] +2 [Rage]
Attack (unarmed): +8 (+10) = 5 [base] +2 [strength] +1 [Small]+2 [Rage]
Attack (ranged): +11 = 5 [base] +5 [dexterity] +1 [Small]
Grapple check: +7 (+9) = 5 [base] +2 [strength] +2 [Rage]
After Rage:
Attack (weapon): +7
Grapple Check: +6

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ACTION POINTS: 3

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WEAPON STATS:
Greatclub (small, 2H, wood)
Damage: 1d8 +2/+4, Bludgeoning, 20 Crit x2
Machete (small, light, steel)
Damage: 1d4 +2/+4, Slashing, 20 Crit x2, RNG 10
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FEATS: Unarmed Combat, Endurance, Die Hard, Sidestep Charge

Spoiler:

Endurance[GENERAL]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Die Hard[GENERAL]
Prerequisite: Endurance.
Benefit: When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.

Sidestep Charge[GENERAL]
Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.

BARBARIAN ABILITIES:
Illiteracy (2 skill points to learn to read - NOT SPENT)
Rage: 2x/day, Lasts 6 Rounds
Fast Movement (already included)
Uncanny Dodge (level 2)
Trap Sense (level 3)
Improved Uncanny Dodge (level 5)

Spoiler:

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his 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.

Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Rage (Ex): 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; see below).
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.

Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

PSI:
PP: 3
ML = CL
Missive

Spoiler:

Missive

  • Telepathy [Mind-Affecting, Language-Dependent]
  • Level: Psion/wilder 1
  • Display: Mental
  • Manifesting Time: 1 standard action
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Target: One creature
  • Effect: Mental message delivered to subject
  • Saving Throw: None
  • Power Resistance: Yes
  • Power Points: 1
  • You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-way exchange from you to the subject. If you do not share a common language, the subject “hears” meaningless mental syllables.
  • Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet and its save DC increases by 1.

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SKILLS:
Skill Name, Key Ability: Skill Modifier = Ability Modifier/Ranks/Misc/
Appraise, INT: 0 = +0
Balance, DEX: 5* = +5
Bluff, CHA: -1 = -1
Climb~, STR: 9* = +2 +5 +2[H]
Concentration, CON: 2 = +2
Diplomacy, CHA: -1 = -1
Disguise, CHA: -1 = -1
Escape Artist~, DEX: 11* = +5 +6
(Escape Artist 5 ranks gives +2 on use rope checks for bindings.)
Forgery, INT: 0 = +0
Gather Info, CHA: -1 = -1
Heal, WIS: 1 = +1
Hide, DEX: 8* = +6 +3
Intimidate~, CHA: 4 = -1 +5
Jump~, STR: 15* = +2 +8 +3 [speed 30] +2[H]
Listen~, WIS: 9 = +2 +7
Move Silently, DEX: 7* = +5 +2[H]
Ride~, DEX: 5 = +5
Search, INT: 0 = +0
Sense Mot, WIS: 1 = +1
Spot, WIS: 2 = +1 +1
Survival~, WIS: 1 = +1
Swim, STR: 2** = +2
Use Rope, DEX: 5 = +5
* Subtract current armor penalty: 0
~Class skills (modified with Beeler's permission): Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
[H] signifies the halfling bonuses

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EQUIPMENT:
08.00 Leather Armour
00.50 Beltpouch
04.00 Waterskin, (shoulder strap)
08.00 Small Greatclub, Wood, (shoulder strap)
02.00 Small Machete, Steel, (sheath on thigh)
00.00 Elf Shirt (medium, covers Aso fully during weather extremes, usually rolled up)
00.00 Rough Weave Robe (rolled up, lashed to belt)
01.00 LADY ONYX
00.00 Fleas
00.00 11 ceramic pieces (pouch)
00.00 Fake ID for Raam (pouch)
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23.50 lbs total

ENCUMBRANCE: Light

Spoiler:

Normal
Light load: 66 lb. or less
Medium load: 67-133 lb.
Heavy load: 134-200 lb.
Lift over head: 200 lb.
Lift off ground: 400 lb.
Push or drag: 1000 lb.

Rage
Light load: 116 lb. or less
Medium load: 117-233 lb.
Heavy load: 234-350 lb.
Lift over head: 350 lb.
Lift off ground: 700 lb.
Push or drag: 1750 lb.


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DESCRIPTION:
Sex: Male
Age: 19
Skin: Tan
Eyes: Green
Hair: Dark Brown; Straight (Dreadlocks); Beardless
Height: 3'6"
Weight: 41 lbs (currently 65 lbs equiped)
What is there really to say about the appearance of an unwashed, naked halfling with dreads and a flea infestation? His stare is intense and unflinching. His small and seemingly delicate bones are belied by thick cords of muscle. Sure, he stinks and his penis looks tiny--but Zuko has soap and when you see his morning wood you won't be calling this dog-boy a halfling.

BACKGROUND:
Before becoming a captive of elf slavers bound for Raam, Aso's last memory is being struck from the front, square in the head, by something long and hard just as he glanced behind--luckily his skull proved harder than the obstacle. Going back from that electric moment: memories of hot wind in his hair, his danglies jiggling, the smell of cooked meat hanging in mud-baked kiosks, the brush of shouting people, coarse robes, musky sweat, the hot sand and sharp gravel beneath his pounding feet, the angry shouts of pursuers, elation--it had been too long. Only days before his debut in the gladiatorial pits--his escape from the geek cage. A glorious memory! The start of his brief but joyous freedom. Other memories, farther back: the cage where he had spent years pitted against animal after animal, the bray of gamblers, the bite of stones, sleep after sleep: terrible nightmares fading into the distant past. The woods, the smell of fresh water, moss, cool breezes, the caress of his mother, learning to hunt with his father: all echoes, memories of memories.

Watch out for this little dog of a man, readers; a day in the geek cage meant slaughtering deadly predators with only tooth and claw. His food: the skin, meat, or limbs he could tear off. His drink: the blood he could siphon... but only before the animals he killed could be dragged out by their chains to be eaten by the fat and the weak. A round-belly day for Aso was when he slaughtered an animal so large the handlers could not manage to get it out without being savaged. Those days they let him gnaw at it until he became slow enough that a brave man dared open the lid and drag the dead carcass out while prodding the gorged halfling off with spears. And how he has traveled! From month to month they moved him in his own wagon from town to city and back, bagging coins and sometimes even rinsing his cage out with sand. But never, ever, my friends, did men ever stand close to Aso's pen... well, not after the first time, anyway.

And now readers, a little social advice for anyone who picks up this sinuous and urine-reeking stray, or gods help you, for anyone followed home by him. When he does decide to talk, he stutters, but do not finish his sentences for him. And never touch Aso while he's eating--don't even look at his food--not that you'd want to. And you'd best keep your shiny things hidden while he's around; he's not much of a thief, but now and then he reckons it to be his and then you've got serious problems.